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The morgue is run by [[Chop]], a strange bugbear who butchers humanoids to create new [[Intellect Devourer|intellect devourers]]. | The morgue is run by [[Chop]], a strange bugbear who butchers humanoids to create new [[Intellect Devourer|intellect devourers]]. | ||
[[Us]] can be found imprisoned here if it was not destroyed on the [[Nautiloid]]. After talking to Us, | [[Us]] can be found imprisoned here if it was not destroyed on the [[Nautiloid]]. After talking to Us, the party can convince Chop to give a [[Morgue Cage Key]] with a successful{{Ability check|Persuasion|14}}, {{Ability check|Intimidation|18}}, or Illithid Wisdom. If freed, Us will reward the party with the item [[Summon Us]]. | ||
If the | If the party threatens to kill Chop, he will respond as though he wants the party to kill him. Despite this, attacking him will still make Chop and the surrounding intellect devourers (except for Us) hostile. Nonetheless, Chop will comment that he is "free at last" as he is killed. The intellect devourers outside of the morgue will remain neutral. | ||
=== Necrotic laboratory === | === Necrotic laboratory === | ||
{{hatnote|Main article: [[Necrotic Laboratory]]}} | {{hatnote|Main article: [[Necrotic Laboratory]]}} | ||
Balthazar's Necrotic Laboratory can be found in the south-east of the map, at {{Coords|715|-49}}. When | Balthazar's Necrotic Laboratory can be found in the south-east of the map, at {{Coords|715|-49}}. When entering the area, a battle with a large number of undead will commence, including: 1× Death Shepherd, 4× Winged Horror, 4× Greater Zombie, and 6× Zombie. | ||
Further southeast is a [[Brain Mapping Puzzle|brain mapping puzzle]], consisting of four mental faculties (Emotion, Speech, Memory, and Reason). To solve this puzzle, | Further southeast is a [[Brain Mapping Puzzle|brain mapping puzzle]], consisting of four mental faculties (Emotion, Speech, Memory, and Reason). To solve this puzzle, each mental faculty must be connected to its identical matching faculty on the far side of the puzzle by selecting intervening nodes. Successfully solving the puzzle will grant the [[Inspiration|Inspirational Event]] '''Brain Blast!''' ([[Sage]]) and access to the [[Blade of Oppressed Souls]] and the [[Waking Mind]]. Beside the Waking Mind is a skeleton{{Coords|750|-138}} with the [[Circlet of Mental Anguish]] and [[Braindrain Gloves]]. | ||
The Mind-Archive Interface at {{Coords|699|-117}} allows | The Mind-Archive Interface at {{Coords|699|-117}} allows to talk to the brain jars found scattered across the area. | ||
* The [[Waking Mind]] found behind the brain mapping puzzle can grant a permanent buff: [[Githzerai Mind Barrier]]. | * The [[Waking Mind]] found behind the brain mapping puzzle can grant a permanent buff: [[Githzerai Mind Barrier]]. | ||
* The [[True Mind]], [[Willing Mind]], [[Butchered Mind]], [[Closed Mind]] and [[Fresh Mind]] brain jars elsewhere in the Colony, as well as the [[Dark Mind]] and [[Slave Mind]] brain jars from the [[Nautiloid]], will only give dialogue. | * The [[True Mind]], [[Willing Mind]], [[Butchered Mind]], [[Closed Mind]] and [[Fresh Mind]] brain jars elsewhere in the Colony, as well as the [[Dark Mind]] and [[Slave Mind]] brain jars from the [[Nautiloid]], will only give dialogue. | ||
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=== Tadpoling centre === | === Tadpoling centre === | ||
{{hatnote|Main Article: [[Tadpoling Centre]]}} | {{hatnote|Main Article: [[Tadpoling Centre]]}} | ||
Tadpoling Centre is a roughly-round room filled with [[Mind Flayer Pod]]s; some contain non-hostile humanoid characters, including Zevlor ([[Find Zevlor]] quest), while others contain [[mind flayers]]. A [[Neural Apparatus]] at {{Coords|689|17}} gives the | Tadpoling Centre is a roughly-round room filled with [[Mind Flayer Pod]]s; some contain non-hostile humanoid characters, including Zevlor ([[Find Zevlor]] quest), while others contain [[mind flayers]]. A [[Neural Apparatus]] at {{Coords|689|17}} gives the party a choice between purging all of the pods (illithid and humanoid alike) and opening them all. | ||
If the | If the party chooses to purge the pods, Zevlor will die; if they open the pods, they must fight several mind flayers and intellect devourers (though the newly-freed NPCs will fight alongside the party, providing significant aid.) | ||
Zevlor and the other survivors can potentially turn hostile if they are damaged by the | Zevlor and the other survivors can potentially turn hostile if they are damaged by the party, including via spell AOE effects such as Cloud of Daggers or Flame Wall. | ||
In the next area (Brine pools room), [[Mizora]] is stuck in a pod. The party may free her in order to advance [[The Blade of Frontiers]], Wyll's companion quest. | |||
Mizora's pod has its own controls. The left is "annihilate," the right is "unleash", each requires {{Ability check|Arcana|10}} to decipher its function. If freeing Mizora and Wyll being in the party, the cambion may reward them ({{Ability check|Persuasion|14}} required), giving Wyll the [[Infernal Rapier]]. '''Killing Mizora via the "annihilate" button results in Wyll dying as well'''. | |||
Mizora's pod has its own controls. The left is "annihilate," the right is "unleash", each requires {{Ability check|Arcana|10}} to decipher its function. If | |||
Interacting with the brine pool near Mizora ({{Ability check|Perception|16}}) yields a [[Mind Flayer Parasite Specimen]]. | Interacting with the brine pool near Mizora ({{Ability check|Perception|16}}) yields a [[Mind Flayer Parasite Specimen]]. | ||
=== Barracks === | === Barracks === | ||
In the north-eastern corner of the colony are the barracks, where the party will meet [[Kressa Bonedaughter]] and her Skull Lashers. After brief dialogue, | In the north-eastern corner of the colony are the barracks, where the party will meet [[Kressa Bonedaughter]] and her Skull Lashers. After brief dialogue, it's possible to fight against Kressa or convince her to stand down with a successful {{Ability check|Deception|21}}. If friendly, Kressa can be persuaded ({{Ability check|Persuasion|18}}) to grant her blessing, {{Condition inline|Myrkul's Gift}}, to each party member that speaks to her. | ||
Kressa will recognise [[The Dark Urge]], if present and undisguised, and recall the time spent under her ''care'' in the colony. This conversation inevitably leads to combat. | Kressa will recognise [[The Dark Urge]], if present and undisguised, and recall the time spent under her ''care'' in the colony. This conversation inevitably leads to combat. |