Iron Tower Studio ForumsRPGThe Age of Decadence (Moderator: Vahha)All the stat, skill and background checks (spoilers)
Pages: [1] 2 3 4   Go Down
Print
Author Topic: All the stat, skill and background checks (spoilers)  (Read 39604 times)
Lurker King
Journeyman

Posts: 132



View Profile
« on: August 13, 2015, 08:17:23 am »

Let's list them here.
« Last Edit: September 07, 2015, 06:10:13 am by Lurker King » Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #1 on: August 13, 2015, 08:41:14 am »

I gather some information doing copy pasta of the stuff Vince, Oscar and some players posted online. Some of these numbers are probability out of date, though.



Teron


Feng
The trader’s map
After you got the trader's map, go to Feng’s house and ask him to appraise it. You can either pay the full price, 50 imperials, or you can haggle to pay 20 imperials [Streetwise 3], or [Lore 3], or [Trading 3] or [Grifter background + Streetwise 2]. Feng will suggest that you show the map to Lord Antidas of House Daratan. Moreover, if your Lore is not more than 1 and your Streetwise is not more than 2, Feng will try to sell you the Eye of Thor-Agoth for 100 imperials. The amulet is a fake, but the crystal in it can be used later on.  

Killing Cassius
Feng will ask you to kill Cassius, the new loremaster of Antidas, for 50 imperials. You can barter for 100 imperials [Trading 3], 250 imperials [Praetor Background] or 75 imperials [Assassin Background]. After you do the job, Feng will try to sell you the Galbo’s ring for 100 imperials. In this case you can (1) tell that the artifact is a fake [Lore 4] or [Streetwise 4]; (2) notice that the ring is a fake by the chemical composition of the paint used [Alchemy 2]. If you get rid of Cassius, you can get a quest in which you offer this fake ring to Antidas as a tribute and fool him with Feng's help [Streetwise 3] - you earn [1+ Daratan reputation] and [House Daratan ring]. If you failed to get rid of Cassius, you can get the quest with [Perception 8 + Streetwise 4]. Otherwise, you don’t get the quest.

Feng’s past
If you inquire him about his past, he will talk to you [Loremaster background] or [Charisma 7]. He will also talk about his old Master, Enarion, and the abyss. This will lower the perception check to explore the abyss to 7, instead of 8. In addition, if you have the loremaster background, and you talked with Thessalos, the noble near the palace that show you his artifacts in his house. A conversation about the magi will ensue and Feng will mention about their interest in mystical wells. You can infer they were interested in gravity wells [Intelligence 10].

Freng’s training
If you killed Cassius and passed the charisma check, you can ask him to teach you. You will receive +1 to trading/streetwise/persuasion.

Thieves’ Guild quest
You can ask Feng for a document with Antidas' seal and signature, for 50 imperials.


Cassius
Getting rid of Cassius
Cassius is the new loremaster in Teron that Feng asked you to kill. You can meet him at the inn and (1) take him to Lord Antidas, thus betraying Feng [-1 Word of Honor]; (2) or lure him to an abandoned house. In the second option, you can kill him instantly [Critical Strike 3] or fight with him. You can also intimidate him to leave the town [Streetwise 2], or [Persuasion 3] or [Bodycount 6]. If you do this, he will try to go to Antidas the moment you leave. You can notice this [Perception 8] and can kill him on the spot [Critical Strike 2]. If you let him leave, you will have to face the consequences when you visit the palace. When you approach Dellar, he will take you to meet with Antidas, which will be furious [-3 House Daratan reputation]. You will have to convince him to give you another chance [Persuasion 3].

Getting rid of Feng
If you decided to spare Cassius and betrayed Feng, you can talk to him at palace later on. He will reward you will a couple of ingots. You can also talk to him even if you tried to convince him to leave [House Daratan Reputation 10]. You can ask him about the magi and show him your artifacts. If you talked with the storyteller at the inn, you can comment about the drawing in Gaelius' library and unlock a new quest: “the Grain of Truth”.

Cassius training
If you didn’t intimidate him, he can teach you some skills. Most players will receive +1 to Lore, Crafting and Etiquette, but what really happens is this: The code checks the skill values for Lore, Crafting, and Etiquette (Cassius's strongest skills). First, it checks Lore; if it can be increased (if 15 SP are enough to increase it), it does so. Then it checks Crafting, if the remaining SP (15 - whatever was spent on Lore) are enough to increase it. Then Etiquette. In this particular order. If your skills are too high and 15 SP aren't enough, they (or whatever's left after raising 1 or 2 skills) will be added to your non-combat SP pool. I assume the same thing happen with Feng’s training.


Camilla
The woman that live near the palace. You can (1) convice her that she is expected at Maadoran [Streetwise 2] and sneak into her house later that night [Sneak 4]; (2) convice her to give you her jewels [Streetwise + Disguise = 5] or [Streetwise + Etiquette = 6] or [Streetwise 3 + Charisma 7]; (3) Wait till the dark, climb to the roof and get inside the villa [Strength + Dexterity = 15] and look for valuables [Sneak 4]; (4) Wait till the dark, use the rope with the grappling hook [Throwing 3] and then look for valuables [Sneak 4].  


Thessalos
Thessalos, a noble who also lives near the palace – “across the street” from Camilla. If you are Feng’s apprentice [Loremaster Background], he will invite you to see his artefacts. You can examine them [Lore 4]. This unlocks another conversation with Feng.


The Blacksmith’s house
You can get inside the blacksmith’s house by the window [Dexterity 6], move silently inside [Sneak 3] and open a reinforced chest [Lockpick 4]. The workbench increases Crafting to level 2. If you have 2 or more, you get 5 non-combat points.


The crumbling Guard Tower
A place filled with rats and human corpses. You can examine the walls [Perception 6] and find a pump. If you fix the pump on the wall [Intelligence + Crafting = 12], you clear the drain on the ground, which allows you to find the jellyfish artifact. When you leave, the hobos will demand payment for the find: 20 imperials. You can either (1) pay them, (2) kill them, (3) convince them that it is cursed [Streetwise 3] or [Persuasion 3] and they will pay you 20 imperials to take the artifact – you can convince them to pay more and receive a blue saphire [Trading 3] – or (4) claim that the artifact belongs to Lord Antidas [allegiance to House Daratan].  


Dellar
Dellar wont let you talk to Antidas unless you solve the problems from the bandit camp or the outpost, or if you convince him [Persuasion 3]. Later on he will let you through with you are with the merchant guild [“My guild has uncovered a treacherous plot”]. He can also train you [Charisma 7], giving you +5 to dodge, sword and critical strike. 


Bandit Camp
You can (1) convince Dellar to pay the raiders to attack the Aurelian outpost [Intelligence 7], and convince the raiders to attack the outpost [Persuasion + Trading = 7] or [Streetwise 4]; (2) convince Dellar to pay the ransom of 1000 imperials [Persuasion 3], earn [+1 Peacemaker reputation]; (3) convince Dellar to pay the ransom of 500 imperials [Persuasion + Trading = 5], if you barter with the raiders for the lower ransom first [Trading 4] and earn [+1 Peacemaker reputation]; (4) pay Cado 700 imperials to deal with the raiders, thus killing them and saving the hostage [Thief background]; (5) visit the camp and give Dellar detailed information, thus granting the rescue success [Perception 7]; (6) let Dellar attempt the rescue without providing any useful information, thus resulting in the death of the hostage and many soldiers; (7) ask the leader of the bandits to hand the prisoner over [Charisma 8]; (8) ask the leader about his past as an Imperial Guard [Perception 7 + Charisma 7] and learn about Hellgate [Lore 3]; (9) kill the leader with a dagger [Critical Strike] and intimidate the rest with one of the following checks [Combat Reputation 2], [Bodycount 9], [Strength 9 + Dexterity 7 + Constitution 8], [Streetwise 3 + Combat Reputation 1], [Streetwise 3 + Bodycount 4], or [Streetwise 3 + Strength 7 + Dexterity 7 + Constitution 7], otherwise you have to fight with the rest. One of these intimidation checks lead to another line of dialogue which requires more intimidation [Persuasion + Streetwise = 6].


Some things worthy of mention
-   If you fail in your attempt to kill the leader with a dagger, the raiders will knock you down and kick you. By avoiding the blows your dodge will increase by 5 points, but your Max HP is lowered by 2 points.

-   If the hostage is saved by any of the combinations above, you receive [+2 House Daratan reputation], the exception being (1), in which case you earn [+3 House Daratan reputation].          


The Outpost

Choices
In the outpost, we have the following scenarios (1) attack from a distance; (2) approach, kill one of them instantly [Critical Strike 3] and attack the rest; (3) approach, ask who is in charge [Praetor Background] and convince them to leave [Streetwise + Persuasion= 7]; (4) wait until dark, climb over the palisade with the climbing hook [Strength + Dexterity = 13 and at least Strength 5 and Dexterity 6], or the grappling hook [Throwing 2 and Strength + Dexterity = 12], on using your bare hands [Strength + Dexterity = 13 and at least Strength 6 and Dexterity 6]; and sneak inside the mine [Sneak 4]. You will find a box beside a smelter machine. Open it [Lockpick 4] to receive a tube and some ingots. You can take the tube and leave, take the tube and examine the machine or attempt to kill everyone; (5) approach and act as if you are Sohrab, the loremaster they are expecting [Praetor Background + Disguise 3]. You will have to answer a couple of questions first [Persuasion 3] and [Persuasion + Disguise = 6] or [Streetwise + Disguise = 6]. If you are a woman, each of the composite checks are lowered to 5. Or explain that you are just a skilled loremaster looking for work. He will make a couple of questions [Lore 3] and [Persuasion 3]. Now you can either fix the machine or find a way to heat it until it explodes. In this case, you can convince the guards outside to enter it before the explosion [Streetwise 3]. If you fail in this check, the Decanus and the rest of his men go inside and two guards remain watching over you. After the explosion, you and the two guards go to the ground. You can get up after the guards [Constitution 7] and they will kill you; get up at the same time [Constitution 8] and fight or get up before the guards [Constitution 9] and kill one of them. (6) You can poison the guards before the attack. To do this you need ask around who's been buying supplies regularly. If you pay 50 imperials for the information or have a merchant background, some of the storekeepers will tell you that Rhaskos has been buying too many supplies “for a shanty town trash”. Talk to Rhaskos and convince him to spike the wine that he is delivering with poison [Pay 100 imperials] [Pay 20 imperials with Trading 3] [Body Count 8] [Praetor Background], or kill him and deliver the poisoned wine yourself. If you decide for the second option, the guards will ask some questions and you need [Disguise + Streetwise = 6], or [Disguise 2 + Charisma 8] to answer them properly. There are some ways to obtain poison. You can (a) buy rat poison from the merchants for mere 5 imperials (b) convince the alchemist at the market to sell you a stronger poison for 50 imperials [Persuasion 3] or [Merchant Guild Background], (c) obtain a stronger poison made by Coltan [Assassin Background] or (d) create your own poison with alchemy [Alchemy 4 or 6]. If the poison is potent, you can kill the first guard more easily [Critical Strike 2]. (7) if you convinced the raiders to attack the Aurelian outpost, only their leader, Esbenus, will survive. He is wounded. You can either pay him the 1000 imperials you promised [1+ word of honor and he will give you a power tube], intimidate him to leave without the money [Bodycount 10] you receive [-1 Word of Honor], or fight with him [-1 Word of Honor], you take the power tube from its dead body. After that, you went into the mine with Dellar and have the opportunity to fix the smelter.


Fixing the smelter
To activate the first mode of the smelter you need a power tube (the one you can obtain from the box) and [Crafting 4], [Lore 6]. If you are a praetor, you can learn the "mantra" to use the machine from Sohran, the Aurelian loremaster you intercept earlier. That will lower the skill check to [Lore 5]. If you activate the first mode of the machine without attacking the outpost, you are asked to be escorted to Maadoran to be presented to Lord Gaelius [Prestige Increased]. The smelter is only fixed when you activate the second mode, thus producing blue steel, but for that you need a second power tube, that can be obtained only later on.

Killing them little by little
If you manage to kill the men guarding the entrance to the mine, you can leave the outpost to heal yourself and come back later. When you come back, you will find that the two remaining legionaries barricaded the entrance and armed the slaves. You will need to jump the barricade while avoiding the arrows [Dodge 5] or [Block 4]. If you fail, you lose 10 HP. Kill them. After that, you need to pass a check to enter the mine [Perception 8] or [Traps 3]. If you fail, you lose 20 HPs and permanently lose 2 maximum HPs.

Reputation
If you decide to take the power tube using sneak and leave without attacking them, you receive [1+ House Daratan Reputation].  If you kill everyone at the outpost, you receive [+2 House Daratan Reputation, +4 if you fix the machine] and [-3 House Aurelian Reputation]. If you blew the mine, you receive [+2 House Daratan Reputation] without penalties with your House Aurelian, because you leave no witnesses.

Later on
After Maadoran, if you come back to the mine, you need House Daratan Reputation 15 and be either a centurion or a praetor to be allowed to enter the mines.


Miltiades
He will approach you near the market square. He will invite you to have a look at some items. You can (1) realize is a trap [Streetwise 3] and leave, or you can follow him to his house. (2) If you follow him, you will face two armed men. You can try to escape [Dexterity 7] or fight them. (3) If you killed them, you can wait for Miltiades before leaving. You can kill him or let him live, since he will promise you a deal in a scam of his. (4) If you let him live, you wait inside the house for the mark, which is a noble with two bodyguards expecting for a payment. If you don’t convince him that you were both fooled by Miltiades [Persuasion + Charisma = 9] or intimidate him [Body Count 10], you will have to kill them. After that, look around for Miltiades, he is near the tavern. He will give you part of the money he promised (470 imperials). If you let him live, he tells you to look for him at Maadoran.  


The Preacher
Near the palace, you find a man attempting to preach to a crowd. You can (1) pick up a stone and throw it at the preacher, but you will lose reputation [-3 House Crassus reputation]; (2) talk to him and say you don't fear the judgment of his imaginary gods [−3 House Crassus reputation]; (3) act in an understanding manner and earn some reputation [+1 House Crassus reputation]; (4) convince him that you are the messiah in the following sequence of checks [Streetwise 3], [Streetwise 4], [Persuasion 4] and finally [Charisma 9], earning SPs and reputation [+2 House Crassus reputation]; (5) cast doubt on his faith by convincing him that his preaching will bring war and the lives of mortals doesn’t matter to the gods [Intelligence 8] and [Persuasion 4]. If you fail in any of these checks, you lose reputation [-2 House Crassus reputation].


The Inn Trader
There is a trader outside the inn. You can (1) lift his purse [Steal 4], you steal 125 imperials; (2) convince him that he is trading without a license and you are an official [Disguise + Streetwise = 5] to sell another license for 100 imperials; (3) convince him that he is trading without a license and you are an official [Merchant Background + Streetwise 3]  to sell another license for 100 imperials, but you will have to insist [Streetwise + Charisma = 12].


The storyteller
You can ask the storyteller about the past of the imperium and be more inquisitive about the implausible myths in the history [Intelligence 8]. This will make him comment about the drawing in Lord Gaelius' library, which unlocks the “A Grain of Truth” quest.


The pickpocket
As you walk down the street, you see a young woman running from a drunken mercenary and asking for your help. This is a scam and she is a pickpocket. You have the following scenarios: (1) You fail to notice that she is a thief and you lose 52 imperials; (2) You can notice that something is wrong [Perception 8], [Streetwise 3], [Steal 3] and grab her when she is close to your money [Dexterity 7] or push her away. (3) If you grab her, you can also convince her to work for Cado [Thief Background] and receive an increase in reputation [+1 The Forty Thieves reputation]. (4) If you grab her, you can also demand her to hand everything she has. She will reply that the money is in a house nearby. You can notice that this is also a trap [Perception 8] or [Streetwise 3]. You can leave or follow her. If you follow her into the house, you will face an Ordu, a mercenary and her. Again, you have the choice to leave or fight. (5) You can accidently enter this house driven by your curiosity even if she stole your 52 imperials before. Again, you have the options to face the Ordu, the mercenary and her or leave.


The gang behind the tavern
There is a gang harassing the passersby while drinking wine. If you decide to deal with them, you can either attack them from a distance, or approach them. If you decide to approach, you can kill the leader with a dagger [Critical Strike 3] and fight with the rest. You can also intimidate them [Thief Background], coercing them to give you their money. If you demand half, you gain 73 imperials. If you demand everything, they will attack you. You can also try to intimidate them [Praetor Background], but they will attack you regardless.    


Shanty Town
Go buy a meal from the Kebab Seller. A thief will take your money out of your hand and run [You lose 20 imperials]. You can throw something at him [Throwing 4], shoot at him [Bow 4] or [Crossbow 4], or run after him [Dexterity 8]. In the last scenario, you will run after the thief until he bumps into a guard and accuse you of stealing. The guard will believe in him. To get out of this situation you can intimidate the guard [Praetor Background], or [Assassin Background], or [Thief Background], or [Body Count 8]. With the [Assassin Background] choice, the guard will laugh at you and ask you to prove it, which provides a chance to kill him instantly [Critical Strike 4], but with loss of reputation [-1 House Daratan Reputation]. With the [Thief Background] choice, he will apologize and demand the thief to give your money back. If you kill the guard, you will be stopped by Daratan guards. You can (1) pay them 200 imperials to settle the issue; (2) refuse to pay and be thrown out of Teron; (3) refuse to pay, kill the guards and leave Teron; (4) refuse to pay and get a warning [Praetor Background].  


The refugees at the gate
A group of travelers is trying to enter Teron. They need to pay an entrance levy, but they don’t have any money. You can (1) pay the levy in its full amount of 150 imperials, or barter to pay just 100 imperials [Trading 3]; (2) order to let them in [Praetor Background]; (3) talk to the refugees and make a deal that they will repay you tenfold. In all these scenarios, Aemolas will thank you and look for him at the market square.  


The Palace
The display case
You need [Perception 7] to find the mechanism and [Intelligence + Crafting = 11] to open the chest.




Maadoran

The Slums (Well checks)
Getting to the chamber containing the safe and the broken portal requires [dex]+[con] = 12

To open the safe you need 4 lockpick.


The Abyss
Venture into the abyss. You find a pile of skulls and one of them will be shattered by something that looks like an invisible hand. You examine the area [Perception 7] or [Perception 6, if Feng told you that Einar’s name was the key], to find a broken stone with the letter ‘M’ scratched on its surface – if you don’t see anything, you will turn back. You need [Lore 5] to understand what this clue means: Einar Scanian letter ‘E’ is written on its side, like an Imperial ‘M’. The next letter you need to look for is a proper ‘I’. ‘N’ looks like a cross, ‘A’ like ‘F’ with diagonal bars, and ‘R’ like ‘R’. You will go in that direction until you stumble on a broken column and see a lightning strike, followed by a deafening clap of thunder, a fireball and an explosion of light. To examine your surrounds after the explosion you need [Perception 7 + Intelligence 7] or [Perception 6 + Intelligence 7, with Feng’s tip]. If you pass1 the check, you will continue and find a man in a cross, is the letter ‘N’. He will beg you to kill him. You can kill him or free him, it doesn’t make a difference because this is just a message: death means release and release means death. Go in the direction the cross is pointing. You will find a traveler saying the he envies the cairn of skulls because they found peace. He will ask about what you want. You can answer different things (power, riches, etc.) none of it will matter.  The monument will collapse and the men will disappear. You need to examine the area [Perception 8] or [Perception 7, with Feng’s tip] to find the next mark, is a drawing of a tree with two branches, go that direction. You will then find the next symbol, carved into the surface of a stone block, the letter ‘A’. Go in that direction. Now you will start to suffocate. You can (a) gather your resolve and push on [Constitution + Strength = 14], with at least 6 points in each stat, but you will lose 5 HP permanently; (b) Use the breathing apparatus, if you don’t identified it before, you need to understand it now [Lore 5] and charge the mask with a power tube. You found the last mark, go in the direction the column is pointing. A dark hole in the bottom of the crater. Go in.

The chamber
You will find yourself in a chamber. There is a tank at the center connected to four machines, one of them is working. Inside the tank there is a being submerged in liquid. When you approach the thank you will have visions about the past of the creature. You can also peruse the cracks on the walls to find some scroll fragments. If you decipher them [Lore 6], you will understand more about the research on the creature. Examine the consoles of the tank [Lore 8]. You can (a) deactivate the last working machine, thus killing the creature*, or (b) Power up the three dormant machines, thus awaking the creature and destroying Maadoran. You will also need to pass a check [7 Constitution] or you will die. If you survive the attack, you receive the Mind Shield ability.

Deaths:
1 If you only pass on the intelligence check, you will believe that the ‘I’ you’re looking for is the half-buried column and go in the direction the column is pointing. The lightning strikes again conjuring several glowing balls of energy, one that will lurches toward you and explodes, you are dead.

2 If you fail the test, you will keep walking until you are destroyed by unseen forces.      

Curiosity
*If you killed the creature, when you come back later, the old man will start charging people (five imperials) to see his body.  



Library of Saross

The prospector
Saross will be available only if you talked to Abukar (the loremaster of the commercium district) and learned about his trip to the Library. When you arrive at the library, you will find a prospector camped near the entrance. He will invite you to join him and offer you coffee. You can (1) accept the invitation, get poisoned with the coffee [-20 HP] and fight while you still can; (2) accept the invitation, notice that you just drank poisoned coffee [Alchemy 4]. If you have poison you can try to distract him [Streetwise 4] to poison his coffee; (3) accept his invitation, use an antidote to stop the poison and fight; (3) reject the invitation, because you realize that his body language is wrong [Perception 5] or [Streetwise 5]. If you reject his invitation, you need to (4) tell him to pack his things and leave [Body Count 25], or (5) convince him that the Legatus will be there any minute and that he will crucify the prospector [Streetwise 6], or (6) kill him. Go inside. The library has two floors and a basement. The upper floor has only bookshelves with lore. Climb down to the basement.

The basement
There are three important things here: the bookhelves, the generator and the secret chambers. You will find some lore and can add three locations to your map, Zamedi, The Arch and Inferiae if you have [Lore 3]. To fix the generator you need [Lore 3 + Crafting 3] to examine it properly and attempt to fix it, or [Crafting 4] to reattach the air valve [You got one from the prospector, if you killed him]. You will also need [Crafting 5] to reattach the oil injector, that you get from the prospector’s body, or [Crafting + Intelligence = 15], to do without the injector. If you didn’t kill the prospector, you need to talk to Abukar you need either [Persuasion 6] or [Streetwise 5 + Intelligence 7] to get the oil injector and learn that he sold the valve to the Curio storekeeper. You need five jars of rocky oil or three jars if you have [Alchemy 3]. Rock oils are expensive: each one costs 540 imperials. Ouch! But if you killed the prospector, you already have two jars. You can also find three more jars at the barrels of Teron’s outpost, or find a bunch at Zamedi. You fixed the generator.

The secret chamber
Now go to the broken elevator. There is a switch behind it. To find it you need (1) [Perception 7] if you are unaware of a hidden chamber; (2) [Perception 6] if the prospector told you something about it because he believed you would die with the poison and you were smart enough to infer that there is another secret chamber [Intelligence 8]; (3) [Intelligence 7] if you found a debris outside the library and removed it [Strength], thus revealing a vent and indicating a secret chamber downstairs. Push the switch and reveal a small chamber with stone tablets. To decipher them partially [Lore 5] or have a more clear understanding of their meaning [Lore 7]. If you have [Perception 8], you will notice a table hole. Insert the sphere in the hole and extract the kit.  



Darius’ Tomb

When you arrive at the tomb, you can kill the raiders outside or mention that you are looking for an artifact. Enter the tomb. You find a corridor leaving to a sarcophagus filled with gems, jewellery, golden coins and a few expensive ingots. You can kill the raiders to take their loot or leave it alone. To open the room where the helmet of destiny is you need to find a door on the corridor wall [Perception 8] or [Perception 6 + Intelligence 8]. Then you can either (1) find the switch that will open it [Perception 9]; (2) push the door out of the way [Strength 8]; (3) ask the raiders (or Gaelius’ men, if you killed the raiders) to help you push the door out of the way; (4) blow it up [Alchemy 5]. You will find an old sarcophagus carved with symbols and two altars. You can translate the symbols [Lore 5] and you realize that the altars are dangerous [Lore ?]. The text in the sarcophagus describe Darius’ accomplishments and part of his history. If you decide to open the open the sarcophagus and you didn't kill the raiders, they will tell you to keep your hands to yourself. In this case you can (1) kill tem all, (2) convice them that you just want the helmet [Streetwise + Charisma = 11], take the helmet and leave, or change your mind and kill them all, (3) convince them that the gold is in the altar, thus killing three raiders with a electrical current, but you have to fight three more; (4) convince them to lower the weapons because you control the power of the tomb [Streetwise + Disguise = 6]. Inside the tomb you will find a mummified corpse, wearing a blue steel cuirass and the helmet.



Old Facility

The guards
When you arrive, you see three Aurelian soldiers camping. They will warn you that the facility is claimed by House Aurelian and that you should leave immediately. You can (1) convince them that you are on their side because you were sent to assess the situation [Streetwise 5] and then [Streetwise + Disguise = 9]; (2) convince them that you are on their side because you are an Aurelian Praetor [Aurelian Praetor background]; (3) convince them that Maadoran is destroyed and House Aurelian doesn't exist anymore; (4) kill them all. Now climb down into the hole.

The locked door
You will find a huge locked door, with a symbol and a keyhole. You can examine the symbol [Lore 4 + Crafting 4] or the keyhole [Lockpick 6]. After that you can (1) craft a key for this lock [Crafting 8] if you passed on the lore check, but you also need [Traps 9?] to survive the trap; (2) unlock it with your skills [Lockpick 8] and [Traps 9?] to survive the trap; (3) blow it off [Alchemy 5 + Crafting 5]. If you failed in your attempt to explode the door, the passage collapses and you can’t go in anymore; (4) go back to the entrance and meet Aurelian engineers that just arrived. You can (4.1) tell them that there is nothing down there, but he will insist in have a look. You need to dissuade them by intimidation [Streetwise 7], extortion [Streetwise + Trading = 10], reputation [House Aurelian reputation 15], bribery [Trading 7] and you pay him 500 imperials, or force, killing them*; (4.2) you can also convince them to open the doors for you with [Streetwise 7], or reputation [House Aurelian reputation 15].  

* If you didn't take off and killed the engineers, when you crawl back to the surface, the guards will ask about them. You can (1) fool them [Streetwise 6] and then [Persuasion + Streetwise = 14] or (2) kill them. Also, if you didn't take off and didn’t kill the engineers, you can convince the engineers not to seal the place, in case you want to come back [Streetwise + Trading = 10].

Inside the hangar
You will find a console on the ground floor, near the door that was just opened. You need to replace one of the power tubes to open the hatch door. Between the ground floor and the upper floor, you will find some ship logs detailing the battles of the air ship. On the last floor, you will find the ship's control system. To take off the airship and direct it to Gannezar you need either (1) to use the jellyfish artefact and pass a skill test [Lore 9], or (2) use the mantra you learned on the palace and pass a skill test [Lore 9]. You can take it off too with the jellyfish or the mantra, plus a smaller number [Lore 7?], but the ship will crash before arriving at Ganezzar.



Dead River

Go downstairs. You will find a makeshift altar covered with candles. To understand that it is a generator you need to pass a check [Lore 5]. You can (1) restore the generator [Lore 8 + Crafting 6], and power the “bridge” machine with the crystal from the Eye of Tor-Agoth or the gem that you obtained at Maadoran – Nazir’s quest. You will need to overload the generator to have the necessary power output to create the bridge. That will lead you to the temple. The other option is to climb down with a rope and cross the river by foot. You will have to kill some scorpions though.  


Other information

Throwing
Throwing for exploration checks are [Strength 5] and [Dexterity 7].
« Last Edit: October 18, 2015, 08:26:28 am by Lurker King » Logged
Oscar
Developer

Posts: 6722


AoD Lead Artist


View Profile
« Reply #2 on: August 13, 2015, 09:03:20 am »

To fix it you need 4 crafting, 6 lore and one additional power tube (you need to come back later to have this extra power tube, unless you are a praetor and gather one from the aurelian loremaster)

You don't get a tube from Sohrab. You can get the mantra, that lowers the skill check to just 5 lore. Without it, it's 4 crafting and 7 lore in the final version (plus the tube).

Keep posting the checks, even if you don't know the values, and I'll edit your post with the values later!
Logged

"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #3 on: August 13, 2015, 09:22:34 am »

Ok, will do.
Logged
Oscar
Developer

Posts: 6722


AoD Lead Artist


View Profile
« Reply #4 on: August 13, 2015, 10:16:12 am »

You are a true patriot Salute
Logged

"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
Anri
*
Posts: 323



View Profile
« Reply #5 on: August 13, 2015, 11:55:43 am »

VERY BIG SPOILER!
(click to show/hide)
Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #6 on: August 13, 2015, 12:06:28 pm »

Oh, god. This thing is huge!

Thanks bro!
Logged
Oscar
Developer

Posts: 6722


AoD Lead Artist


View Profile
« Reply #7 on: August 13, 2015, 04:11:35 pm »

You can check all check values as well, I'll chime in if you have some doubts.
Logged

"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #8 on: August 13, 2015, 04:52:59 pm »

I have a lot of academic stuff to do, but in my spare time I will search for every single stat/skill/background check for the parts I already played (I don’t want spoilers) and post them here. I notice that there are so many checks even in the parts I played (Feng’s checks, for instance) that I will have to guess a little bit about the ones I didn’t face when I was playing. 
Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #9 on: September 06, 2015, 06:38:37 pm »

I just updated the list. Though I’m pretty sure that a few of the skill checks can be wrong, since I had to guess in some cases. The next items on the list will be the vignettes and the palace invasion checks.  
Logged
Vince
Developer

Posts: 7828



View Profile
« Reply #10 on: September 06, 2015, 07:10:11 pm »

 Salute
Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #11 on: September 06, 2015, 07:37:01 pm »

[+1 word of honor]  Grin
Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #12 on: September 09, 2015, 08:08:39 am »

I updated the Library of Saross and the Darius’ Tomb. I notice a small typo in the Saross’ tablets. There is no space between curs and war in the following passage: “So are the Workings of Great Men undone by curs.War did wash over the land in a Flood and men and cities did burn in Fire and even the seas roil with the fury of War”. I also noticed that there is an intelligence check to infer that there is another chamber when you are talking with the prospector [Intelligence 8]. This is necessary to lower the perception to find the switch or the perception to find the table hole? 
Logged
Oscar
Developer

Posts: 6722


AoD Lead Artist


View Profile
« Reply #13 on: September 09, 2015, 09:18:02 am »

I also noticed that there is an intelligence check to infer that there is another chamber when you are talking with the prospector [Intelligence 8]. This is necessary to lower the perception to find the switch or the perception to find the table hole? 

Yes, it lowers the perception check from 7 to 6. If you found the grate in the back, you don't need perception, just intelligence 6 to figure out there's a chamber back there.
Logged

"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #14 on: September 09, 2015, 09:53:49 am »

Thanks. I fixed it.
Logged
Pages: [1] 2 3 4   Go Up
Print
Jump to: