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Gale/Romance: Difference between revisions

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=== Act One ===
=== Act One ===
* At the very first long rest the player will find Gale watching the campfire flames, with an exclamation sign marking his prompt to have a chat. When approached, he will tell the player to bugger off to the Hells. Humorous reaction to this insult will bring some approval from Gale and cast him into philosophical mood. The wizard will metaphysicize on what has happened to the party so far.
* At the very first long rest the player will find Gale watching the campfire flames, with an exclamation sign marking his prompt to have a chat. When approached, he will tell the player to bugger off to the Hells. Humorous reaction to this insult will bring some approval from Gale and cast him into philosophical mood. The wizard will metaphysicize on what has happened to the party so far.
* When the party comes to the [[Emerald Grove]], several situations there might lead Gale to develop trust towards the player character: breaking up Aradin and Zevlor when they're about to start a fight, saving Sazza from Arka's crossbow, and saving at least one of tiefling kids (Mirkon, Meli or Arabella) from trouble they've landed themselves into. Resolving most of these situations peacefully will prompt Gale to share with the player some stories from his youth (one about his familiar, and another about his adventures as an apprentice in his native city of Waterdeep) as a result of growing fond of them.
* When the party comes to the [[Emerald Grove]], several situations there might lead Gale to develop trust towards the player character: breaking up Aradin and Zevlor when they're about to start a fight, saving Sazza from Arka's crossbow, and saving at least one of tiefling kids (Mirkon, Meli or Arabella) from trouble they've landed themselves into. Resolving two or more of these situations peacefully will prompt Gale to share with the player some stories from his youth (one about his familiar, and another about his adventures as an apprentice in his native city of Waterdeep) as a result of growing fond of them. The main consequence of this confession has more to deal with developing Gale's [[The Wizard of Waterdeep|companion quest]], but still the player will gain a fair amount of approval from taking certain choices through the dialogue.
 
* Once the player gets Medium approval, another nighttime scene with Gale might trigger. The player finds Gale feasting his eyes on the magically conjured image of an unknown woman. If asked about her, the wizard first will try to put on a good face, but after a successful {{Ability check|Insight|5}} tell them that it was a portrait of Mystra - the goddess of magic itself. Gale will explain that not only she posesses and rules each and every manifestation of magic, but embodies the essence of it generally called ''the Weave'' throughout all the planes of creation.
* Once the player gets Medium approval, another nighttime scene with Gale might trigger. The player finds Gale feasting his eyes on the magically conjured image of an unknown woman. If asked about her, the wizard first will try to put on a good face, but after a successful {{Ability check|Insight|5}} tell them that it was a portrait of Mystra - the goddess of magic itself. Gale will explain that not only she posesses and rules each and every manifestation of magic, but embodies the essence of it generally called ''the Weave'' throughout all the planes of creation.
: If the player isn't dismissive of Gale's obvious adoration of his own metier, the wizard will suggest to help them experience the Weave with him. Acting as a not-so-strict teacher, he will show them subsequently how to put into effect all three components necessary for a person to invite the Weave inside and channel it through: the physical, the verbal and the spirital.
: If the player isn't dismissive of Gale's obvious adoration of his own metier, the wizard will suggest to help them experience the Weave with him. Acting as a not-so-strict teacher, he will show them subsequently how to put into effect all three components necessary for a person to invite the Weave inside and channel it through: the physical, the verbal and the spirital.
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