Hall of Heroes
Wicked Eyes and Wicked Hearts Optional
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Trophy Room
The PC approaches the trophy room in the Hall of Heroes. Three guards stand in front of it.
Guard 1: Did you see that knife-eared servant girl in the kitchen? The ginger?
Guard 2: Keep talking, I’m starting to believe I was there.
Guard 1: I need to get one of those.
Guard 2: Don’t we all?
The PC walks up to them.
Guard 1 (spoken to before): Something you need, Inquisitor?
Guard 1: Is it true what they say? You’re the Inquisitor aren’t you? We’ve heard stories of your accomplishments.
Dialogue options:
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General: People exaggerate. PC: Some of those might have gone a bit far.
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General: The stories I could tell! PC: I’d wager I have better tales than anything you’ve heard.
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General: What about them? PC: Yes. And?
Guard 2: I told you, Philippe.
Guard 1: Not everyone fights an Archdemon and lives to tell, It’s an inspiration.
1 - Dialogue options:
- Investigate: Tell me what story you’ve heard. [2]
- Special: You should talk to Cullen. (Trick the guards into leaving.) [3] +10 Court approval
- General: Good evening. [4]
2 - Investigate: Tell me what story you’ve heard. PC: I’m curious… what did you hear about the fight with the Archdemon? Guard 1: They say the army of the Inquisition fought a desperate stand at Haven against the forces of an Old God. Guard 1 (non-mage PC): In the thick of battle, you crossed swords with Evil itself. The enemy had you outnumbered and cornered. Guard 1 (mage PC): As the battle raged, you faced down Evil incarnate, spell against spell. Its forces had you trapped. Guard 1: And you cast down a mountain upon the Archdemon and escaped. Guard 2: If even a tenth of that is true, it’s a remarkable feat. [Back to 1]
3 - Special: You should talk to Cullen. PC: If you’d like, Commander Cullen could give you all the details of that battle. He’s in the ballroom. Guard 1: Really? But… I shouldn’t leave my post… PC: You’d only be gone a moment. Guard 2: Philippe. The world is coming to an end. If we don’t hear this story now, we’ll never have a chance. Guard 1: You’re right. Thank you, Inquisitor. Let’s go. [7]
4 - General: Good evening. PC: Enjoy the party. Guard 1: Of course. [7]
If the PC walks away: Guard 2: Inquisitor. Guard 1: Enjoy the party. Guard 2: Good evening, Inquisitor.
Guard 1 (spoken to before): Something you need, Inquisitor?
If the PC is Dalish, they can approach some of the nearby elves.
Elf 1: [My lord/Milady]
Dialogue options:
- Dalish PC: I need a distraction. [5]
- General: Never mind. [6]
Dalish PC: I need a distraction. PC: Think you can help out a fellow elf? Could I get you to entertain the grand duke’s men over there? Take them anywhere else. Elf 1: I think we can help with that. [7]
General: Never mind. PC: Carry on. [7]
7 - Scene continues.
The guards leave, and the PC enters the trophy room. They enter the office in the rear where they find Gaspard’s secret orders.
Phillipe,
Move in on the western wing of the palace when I send you three shots of brandy. Not taking any chances.
Gaspard
Scene ends.