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→Barracks: clarified only one check needed
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=== 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, 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. | 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. Only one check is needed for the whole party. | ||
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. |