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Find Your Belongings: Difference between revisions

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== Walkthrough ==
== Walkthrough ==
Mattis (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter.
{{CharLink|Mattis}} (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter.


There is a sequence of 3 [[Perception]] checks before this quest starts.
There is a sequence of three ability checks before this quest starts:
# DC 15 - Mattis signalling to [[Silfy]].
# {{Ability Check|Perception|15}}: {{CharLink|Mattis}} signalling to {{CharLink|Silfy}}. Can be passed or failed to get this quest.
# DC 10 - Silfy pickpocketing the player. Must be failed to get this quest.
# {{Ability Check|Perception|10}}: {{CharLink|Silfy}} pickpocketing the player. Must be failed to get this quest.
# DC 5 - Player notices the pickpocketing. Must be passed to get this quest.
# {{Ability Check|Perception|5}}: Player notices the pickpocketing. Must be passed to get this quest.


[[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]]
[[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]]
The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, [[Mol]], for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch.
The party can speak to {{CharLink|Silfy}}, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, {{CharLink|Mol}}, for more information on the stolen goods. The party can also speak to {{CharLink|Mattis}} about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to {{CharLink|Doni}} and he disappears. With an insight check, the party notices that he entered into a secret hatch.


The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. You can also use {{SAI|Gaseous Form}} or {{SAI|Wild Shape: Cat}}
The hole to the secret lair is down a ladder behind {{CharLink|Mattis}} (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. You can also use {{SAI|Gaseous Form}} or {{SAI|Wild Shape: Cat}}


If the party completes [[Investigate the Beach]] and manages to save [[Mirkon]], he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with [[Meli]] in [[Return the Locket]] and saving [[Arabella]] from the snake in [[Save Arabella]] can also put the party in Mol's good graces.
If the party completes [[Investigate the Beach]] and manages to save {{CharLink|Mirkon}}, he invites the party back to the secret lair. Because of this favor, {{CharLink|Mol}} happily hands over the stolen goods. Siding with {{CharLink|Meli}} in [[Return the Locket]] and saving {{CharLink|Arabella}} from the snake in [[Save Arabella]] can also put the party in Mol's good graces. If the party is neutral to her, she'll ask for a finder's fee to return some of the belongings.
 
If the party is on good terms with Mol, she'll simply return the belongings without any issue. If the party is neutral to Mol, she'll ask for a finder's fee to return some of the belongings.


== Quest Rewards ==
== Quest Rewards ==

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