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    Synopsis:

    The player continues to kill the rats. The rats begin to group up and attempt to bargain with the player. Their memories are starting to converge into a single consciousness of the last dark justiciar. Some players who accepted a quest from the Orthon may realise there is a Dark Justiciar in hiding, amongst these rats. If the player repeatedly talks to the rats at this point without accepting a truce, they'll turn hostile.

    How to trigger:

    Kill a third of the rats in Shar Temple then talk to them


  • 4.
    GROUP_SHA_LastJusticiar_Rats
    : You kill many, but many remain. Stop. Spare our lives, or face my teeth and claws.devnotePETPALSHA_LastJusticiar_RatsNegotiation_Event_Hasmet
    • 1.
      GROUP_SHA_LastJusticiar_Rats
      : Every little death fills my head with more thoughts. It's too much - too painful. Kill one more of us, and you will pay.devnote
      • 49. Player: I don't usually bargain with rats. If I let you live, what's in it for me?SHA_LastJusticiar_RatsNegotiate_Event_RatOfferedTreasure = False, SHA_LastJusticiar_State_PlayerTruce = FalseSHA_LastJusticiar_RatsNegotiate_Event_RatOfferedTreasure
        • 3.
          GROUP_SHA_LastJusticiar_Rats
          : There are treasures. Useless to us now, but once they had value - meaning. We hid them away, untouched for a lifetime.
          • 61.
            GROUP_SHA_LastJusticiar_Rats
            : Keep your word, and we will reveal them to you.
      • 18. Player: All right. Your lives for this treasure. You'd better be level with me.SHA_LastJusticiar_RatsNegotiate_Event_RatOfferedTreasure, SHA_LastJusticiar_RatsNegotiate_State_AcceptedTreasureOffer = False, SHA_LastJusticiar_State_PlayerTruce = FalseSHA_LastJusticiar_RatsNegotiate_State_AcceptedTreasureOffer['Astarion -1', 'Lae'zel -1', 'Shadowheart 1', 'Halsin 5']
        • 32.
          GROUP_SHA_LastJusticiar_Rats
          : And you better be true to your word. I am small, but we are many. Now fetch your prize, and leave.SHA_LastJusticiar_State_PlayerTruce, SHA_LastJusticiar_State_SharedTreasure
          End
      • 50. Player: You're no ordinary rat, are you? None of you are.SHA_LastJusticiar_RatsNegotiate_Event_QuestionedStrangeness = FalseSHA_LastJusticiar_RatsNegotiate_Event_QuestionedStrangeness
        • 6.
          GROUP_SHA_LastJusticiar_Rats
          : An ordinary rat alone. But together? Something more.devnote
          • 35.
            GROUP_SHA_LastJusticiar_Rats
            : Some remember turning away from the sun. Some remember donning a black cloak. Some remember plunging a blade into an innocent heart.
            • 34.
              GROUP_SHA_LastJusticiar_Rats
              : But we all remember a name. Lyrthindor. We share who he was.devnoteSHA_LastJusticiar_Knows_RatsAreMany
              • 41.
                Narrator
                : *The rats are describing a Dark Justiciar's memories. The orthon's quarry was here all along, scattered and hidden in plain sight.*devnoteSHA_Orthon_Knows_ContractClauseSHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar
              • 64. Player: [PassiveRoll] devnoteSHA_Orthon_Knows_ContractClause = False, SHARRoll (Intelligence, Religion) vs 16 (1)
                • 68. [RollResult] False
                  • 28.
                    Narrator
                    : *The rat sounds like it's describing the sacred rites of Shar's Dark Justiciars.*SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar
                • 9. [RollResult] False
                  • 58. [Jump] Jump to Node 1 (2)
              • 60. Player: [PassiveRoll] devnoteSHA_Orthon_Knows_ContractClause = False, SHAR = FalseRoll (Intelligence, Religion) vs 16 (0)
                • 54. [RollResult] True
                  • 26.
                    Narrator
                    : *The rat sounds like it's describing Sharran rites of initiation - those of the Dark Justiciars.*SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar
                • 39. [RollResult] False
                  • 52. [Jump] Jump to Node 1 (2)
              • 59. [Jump] Jump to Node 1 (2)
      • 69. Player: One Shar follower turned into scores of rats? How can that be?SHA_LastJusticiar_RatsNegotiate_Event_QuestionedStrangeness, SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar
        • Link to Node 8
      • 43. Player: Are you telling me you're one person turned into a swarm of rats? How can that be?SHA_LastJusticiar_RatsNegotiate_Event_QuestionedStrangeness, SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar = False
        • 8.
          GROUP_SHA_LastJusticiar_Rats
          : It shouldn't be. We should be one, long dead. Instead we are many - scurrying, hiding, surviving.
          • 11.
            GROUP_SHA_LastJusticiar_Rats
            : We are just crumbs of a life. Harmless nothings, unless you test us. Leave us in peace.
      • 21. Player: There was an infernal bounty hunter seeking Dark Justiciars. Seems he missed a target.SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar, SHA_Orthon_Knows_ContractClause, SHA_Orthon_State_Defeated
        • Link to Node 14
      • 10. Player: There's an infernal bounty hunter seeking Dark Justiciars. Seems he missed a target.SHA_LastJusticiar_RatsNegotiate_Knows_RatsAreJusticiar, SHA_Orthon_Knows_ContractClause, SHA_Orthon_State_Defeated = False
        • 14.
          GROUP_SHA_LastJusticiar_Rats
          : The horned beast. He killed many, now you kill more. Leave us. Please.
          • 20.
            GROUP_SHA_LastJusticiar_Rats
            : I am harmless - until we are cornered.
      • 13. Player: Attack.TemporaryHostilityAfterDialog
        End
      • 30. Player: Leave.
        End
  • 16.
    Narrator
    : *The rat's beady eyes hold your gaze intently. What does it want?*SHA_LastJusticiar_RatsNegotiation_Event_Hasmet, SHA_LastJusticiar_State_PlayerTruce = False, PETPAL = FalseSHA_LastJusticiar_RatsNegotiation_Event_Hasmet2, SHA_LastJusticiar_RatsNegotiation_Event_Hasmet = False
    • 42. [Jump] Jump to Node 55 (2)
  • 40.
    GROUP_SHA_LastJusticiar_Rats
    : Remember your word - spare us, leave this place. Your reward awaits.devnoteSHA_LastJusticiar_State_PlayerTruce, SHA_LastJusticiar_State_RitualCircleDiplorat, PETPAL
    • 66. [Jump] Jump to Node 1 (2)
  • 44. [Alias] SHA_LastJusticiar_State_RitualCircleDiplorat, PETPALSHA_LastJusticiar_RatsNegotiation_Event_Hasmet
    • Alias to Node 47
    • 57. [Jump] Jump to Node 1 (2)
  • 47.
    GROUP_SHA_LastJusticiar_Rats
    : A final warning - offer us peace, now, or be devoured.devnoteSHA_LastJusticiar_RatsNegotiation_Event_Hasmet2, SHA_LastJusticiar_State_PlayerTruce, PETPAL
    • 63. Player: I'm not cutting deals with vermin. Do your worst.
      • 29.
        GROUP_SHA_LastJusticiar_Rats
        : Fool. We gave you every opportunity, but still you choose death. So be it.FactionHostileToPlayerGroupAfterDialog
        End
    • 23. Player: All right - a truce, then.
      • 25.
        GROUP_SHA_LastJusticiar_Rats
        : At last, you see sense. Fetch your reward and leave us. Do not come back.SHA_LastJusticiar_State_PlayerTruce
        End
    • 24. Player: Leave.
      • 0.
        GROUP_SHA_LastJusticiar_Rats
        : No, you cannot leave - not without your word. Not without peace.
  • 55.
    Narrator
    : *The rat stares at you. It almost seems like it wants your attention.*PETPAL = FalseSHA_LastJusticiar_RatsNegotiation_Event_Hasmet
    • 46. Player: Scowl at the rat and shoo it away.
      • 37.
        GROUP_SHA_LastJusticiar_Rats
        : *Squeeeee!*devnoteSFX_Only
        End
    • 51. Player: Hold up your hands in peace.SHA_LastJusticiar_State_StudiedDiploratSHA_LastJusticiar_State_PlayerTruce['Astarion -1', 'Lae'zel -1', 'Shadowheart 1', 'Halsin 5']
      • 27.
        Narrator
        : *The rat's eyes gleam with uncanny intelligence. It seems to grasp your gesture, and accept it.*
        • 5.
          GROUP_SHA_LastJusticiar_Rats
          : *Squeak!*devnoteSFX_Only
          End
    • 48. Player: Study the rat. Try to figure out what it wants.Roll (Wisdom, AnimalHandling) vs 21 (0)
      • 38. [RollResult] True
        • 19.
          Narrator
          : *It wants for you to leave it and its fellow rats in peace.*SHA_LastJusticiar_State_RitualCircleDiploratSHA_LastJusticiar_State_StudiedDiplorat
        • 12.
          Narrator
          : *It wants you to stop killing its fellow rats. Understandable enough.*SHA_LastJusticiar_State_StudiedDiplorat
      • 15. [RollResult] False
        • 22.
          Narrator
          : *Beady, malicious eyes stare at you. The rat probably wants to feast on your corpse along with its friends.*
    • 2. Player: Attack.TemporaryHostilityAfterDialog
      End
    • 17. Player: Leave.
      End
  • 56.
    GROUP_SHA_LastJusticiar_Rats
    : We only seek peace. Kill no more, and we will let you live.devnoteSHA_LastJusticiar_RatsNegotiation_Event_Hasmet, SHA_LastJusticiar_State_PlayerTruce, PETPALSHA_LastJusticiar_RatsNegotiation_Event_Hasmet2, SHA_LastJusticiar_RatsNegotiation_Event_Hasmet = False
    • 33. [Jump] Jump to Node 1 (2)
  • 65.
    GROUP_SHA_LastJusticiar_Rats
    : *Squeeeak!*devnoteSFX_OnlySHA_LastJusticiar_RatsNegotiation_Event_Hasmet2, SHA_LastJusticiar_State_PlayerTruce = False, PETPAL = False
    • 31. Player: Yell at the rat. Frighten it away.
      • 62.
        GROUP_SHA_LastJusticiar_Rats
        : *Hiss!*devnoteSFX_OnlyFactionHostileToPlayerGroupAfterDialog
        End
    • 45. [Jump] Jump to Node 51 (1)
    • 53. Player: Attack.TemporaryHostilityAfterDialog
      End
    • 36. Player: Leave.
      • 7.
        Narrator
        : *The rat seems agitated, like it doesn't want you to leave. Not without getting what it wants.*
  • 67.
    Narrator
    : *The rat watches intently, as if eager for you to leave.*SHA_LastJusticiar_State_PlayerTruce, PETPAL = False
    End