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Synopsis:
The dialog for the alarm system. If the player activates it then the first half of the camp will become hostile.
How to trigger:
Repro steps:
1. Start Game
2. Debug book - go to region - goblin camp - start
3. Walk across bridge towards goblin checkpoint
4. Guard will let you through as true soul (roll amazing)
5. Pass him and go up the structure on the right
6. Use the wardrum
5. : *A great, taut drum sits before you. One strike would likely ring for miles, alerting goblin reinforcements.*NARRATIONGOB_Checkpoint_HasMet_AlarmSystem = FalseGOB_Checkpoint_HasMet_AlarmSystem
4. Player: Bang the drum with an open palm.GOB_Checkpoint_Event_ReactOnPlayerRaisingAlarm['Shadowheart -5', 'Karlach 1']
13. : *If the goblins didn't hear you before, they certainly do now.*devnoteNARRATIONGOB_Checkpoint_State_AlarmInProgressEnd
11. [TagCinematic]
0. [Jump]
Jump to Node 16 (1)
14. : *The echoes of the drumbeat fade to silence.*devnoteNARRATIONEnd
18. Player: Imitate the beat of a popular goblin drinking anthem.BARDRoll (Charisma, Performance) vs 10 (0)
- Link to Node 2
- Link to Node 7
1. Player: Rap out a simple rhythm.BARD = FalseRoll (Charisma, Performance) vs 10 (0)['Shadowheart -5', 'Karlach 1']
2. [RollResult] True
6. : *From the far distance, you hear a blast of goblin voices.*NARRATIONGOB_Checkpoint_State_BackupSwept = False, GOB_Checkpoint_State_BackupAnnoyed = FalseGOB_Checkpoint_Event_ReactOnPlayerPerformingSongEnd
8. : *If the goblins didn't hear you before, they certainly do now.*devnoteNARRATIONGOB_Checkpoint_State_AlarmInProgressEnd
12. : *The echoes of the drumbeat fade to silence.*NARRATIONGOB_Checkpoint_Event_ReactOnPlayerPerformingSongEnd
7. [RollResult] False
20. : *If the goblins didn't hear you before, they certainly do now.*devnoteNARRATIONGOB_Checkpoint_State_AlarmInProgressEnd
9. [TagCinematic]
16. : *You have alerted them.*NARRATIONGOB_Checkpoint_State_BackupSwept = False, GOB_Checkpoint_State_BackupAnnoyed = FalseGOB_Checkpoint_Event_ReactOnPlayerRaisingAlarmEnd
3. : *The echoes of the drumbeat fade to silence.*NARRATIONGOB_Checkpoint_Event_ReactOnPlayerRaisingAlarmEnd
19. Player: Tear the drumhead open.GOB_Checkpoint_Event_BreakAlarm = FalseGOB_Checkpoint_Event_BreakAlarmEnd
17. Player: Leave.End
15. : *The drum lies before you.*NARRATIONGOB_Checkpoint_HasMet_AlarmSystem
10. [Jump]
Jump to Node 5 (2)