Infiltrate Moonrise Towers: Difference between revisions

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m (→‎Meeting The Harpers: minor edit for spelling)
m (→‎Meeting The Harpers: minor edits to punctuation and usage)
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=== Meeting The Harpers ===
=== Meeting The Harpers ===
[[File:Harpers Shadow Curse Quest.jpg|thumb|The Harpers navigate the Shadow-Cursed Lands.]]
[[File:Harpers Shadow Curse Quest.jpg|thumb|The Harpers navigate the Shadow-Cursed Lands.]]
If the party chooses to use the elevator in [[Grymforge]] as part of [[Travel through the Underdark]], the party arrives at a Sharran worship site. Directly ahead is an Absolutist Expedition Trunk with torches and various potions, which can be lockpicked (DC 10). Move west to find an exit to the Shadow-Cursed Lands (and a Weary Traveler for [[The Wizard of Waterdeep]] if he wasn't encountered already). The party arrives at the [[Ruined Battlefield]]. Right by the exit are two braziers - light them and take the torches, as they are useful for avoiding the shadow curse. In order to avoid succumbing to the shadow curse, a party member must be holding a lit torch, or otherwise be illuminated (such as by the [[Light]] cantrip, or the passive effect of the [[The Blood of Lathander]]). Continue exploring westward to encounter some Harper Scouts, led by Harper [[Lassandra]]. The harpers are suspicious and order the party forward, when a harper named [[Yonas]] is grabbed by a [[Shadow]] and transformed by the shadow curse. A fight breaks about between the newly transformed Yonas and seven Shadows against the remaining Harpers.
If the party chooses to use the elevator in [[Grymforge]] as part of [[Travel through the Underdark]], the party arrives at a Sharran worship site. Directly ahead is an Absolutist Expedition Trunk with torches and various potions, which can be lockpicked (DC 10). Move west to find an exit to the Shadow-Cursed Lands (and a Weary Traveler for [[The Wizard of Waterdeep]] if he wasn't encountered already). The party arrives at the [[Ruined Battlefield]]. Right by the exit are two braziers - light them and take the torches, as they are useful for avoiding the shadow curse. In order to avoid succumbing to the shadow curse, a party member must be holding a lit torch, or otherwise be illuminated (such as by the [[Light]] cantrip, or the passive effect of the [[The Blood of Lathander]]). Continue exploring westward to encounter some Harper Scouts, led by Harper [[Lassandra]]. The harpers are suspicious and order the party forward, when a harper named [[Yonas]] is grabbed by a [[Shadow]] and transformed by the shadow curse. A fight breaks out between the newly transformed Yonas and seven Shadows against the remaining Harpers.


After the Shadows are defeated, Lassandra thanks the party and urges them to carry a torch, as it's enough for the edges of the Shadow-Cursed Land. She tells them there is one place safe from the curse, the [[Last Light Inn]], and marks it on the map.
After the Shadows are defeated, Lassandra thanks the party and urges them to carry a torch, as it's enough for the edges of the Shadow-Cursed Land. She tells them there is one place safe from the curse, the [[Last Light Inn]], and marks it on the map.
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If the party did not save the tieflings, either by ignoring the Grove or by raiding it, then Flaming Fist Marcus comes to their aid. Although he clearly does not recognize the party, he communes with them telepathically. He tells Jaheira that the party helped him fight off cultists, so they can be trusted.
If the party did not save the tieflings, either by ignoring the Grove or by raiding it, then Flaming Fist Marcus comes to their aid. Although he clearly does not recognize the party, he communes with them telepathically. He tells Jaheira that the party helped him fight off cultists, so they can be trusted.


Jaheira is shocked at how that's possible. She demands answers. Jaheira insists to know the whole truth, not accepting any vague answers. The [[Mysterious Artefact]] gets Jaheira to back down, to which she invites the party in for a drink. If the wine is smelled first (Medicine DC 10, or DC 6 for rogues and druids), a hint of Klauthgrass is detected - a truth serum. Jaheira's trust can be earned regardless of if the serum is drunk and the question she asks is the same - is the parasite changing the party? Jaheira refuses to believe an assertion that the parasite isn't doing anything, but she will believe an assertion that the party is resisting the urge to change.
Jaheira is shocked at how that's possible. She demands answers. Jaheira insists on knowing the whole truth not accepting any vague answers. The [[Mysterious Artefact]] gets Jaheira to back down, to which she invites the party in for a drink. If the wine is smelled first (Medicine DC 10, or DC 6 for rogues and druids), a hint of Klauthgrass is detected - a truth serum. Jaheira's trust can be earned regardless of if the serum is drunk and the question she asks is the same - is the parasite changing the party? Jaheira refuses to believe an assertion that the parasite isn't doing anything, but she will believe an assertion that the party is resisting the urge to change.


Once Jaheira trusts the party, she explains the situation. The leader of Moonrise Towers is a man named [[Ketheric Thorm]]. He's immensely powerful, and gifted with immortality. The Harpers have come to find a way to stop the cult and kill Thorm once and for all. The Harpers have had little luck, but Jaheira believes that the party can make a difference by infiltrating Moonrise as a True Soul. She tells the party to go upstairs and meet the cleric [[Isobel]] who is the one responsible for keeping Last Light Inn shielded.
Once Jaheira trusts the party, she explains the situation. The leader of Moonrise Towers is a man named [[Ketheric Thorm]]. He's immensely powerful and gifted with immortality. The Harpers have come to find a way to stop the cult and kill Thorm once and for all. The Harpers have had little luck, but Jaheira believes that the party can make a difference by infiltrating Moonrise as a True Soul. She tells the party to go upstairs and meet the cleric [[Isobel]] who is the one responsible for keeping Last Light Inn shielded.


=== The Abduction ===
=== The Abduction ===
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* [[Minthara]] begging for mercy, which will lead to the quest [[Decide Mithara's Fate]] being added to the journal.
* [[Minthara]] begging for mercy, which will lead to the quest [[Decide Mithara's Fate]] being added to the journal.
* [[Fezzerk]] acting as the primary "speaking" goblin character, with or without Minthara present.
* [[Fezzerk]] acting as the primary "speaking" goblin character, with or without Minthara present.
* A goblin named [[Darra]] may take on the speaking role usually occupied by [[Fezzerk]] if he was either not encountered during Act One, or was killed prior to this scene. Darra has been observed to be accompanied by a second goblin named [[Racha]].
* A goblin named [[Darra]] may take on the speaking role usually occupied by [[Fezzerk]] if he was either not encountered during Act One or was killed prior to this scene. Darra has been observed to be accompanied by a second goblin named [[Racha]].
* A specific goblin named [[Drenn]] always appears to be present in this scene, for specific reasons.{{Verify}}
* A specific goblin named [[Drenn]] always appears to be present in this scene, for specific reasons.{{Verify}}


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(For other details about this specific interaction, please refer to [[Z'rell]]'s page).
(For other details about this specific interaction, please refer to [[Z'rell]]'s page).


If the player successfully convinces Z'rell of their faith, Z'rell gives them a new task - track down [[Balthazar]], a servant of Thorm's who the cult has lost contact with. He was last seen at the Thorm Mausoleum. If the player passes an automatic dice roll, they may be given the option to press Z'rell for further details about the mission, and/or Z'rell's personal thoughts about it.
If the player successfully convinces Z'rell of their faith, Z'rell gives them a new task - track down [[Balthazar]], a servant of Thorm's whom the cult has lost contact with. He was last seen at the Thorm Mausoleum. If the player passes an automatic dice roll, they may be given the option to press Z'rell for further details about the mission and/or Z'rell's personal thoughts about it.


Z'rell gives the party a key to Balthazar's room and instructs them to take a Moonlantern and touch nothing else. However, the party can access a secret area in his room in order to start [[Balthazar's Experiment]].
Z'rell gives the party a key to Balthazar's room and instructs them to take a Moonlantern and touch nothing else. However, the party can access a secret area in his room in order to start [[Balthazar's Experiment]].
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Once inside, Shar speaks to the party, inviting them to take on her trials and prove themselves worthy. The first task is to access an [[Umbral Gem]] at a statue. To do this, the party must snuff out eight Mystic Thuribles around the room. There are two levels to the north and south of each side of the room. The rooms are protected by pressure plates, which can be disarmed (DC 10) as well as vents that activate with the plates. Hit the levers to lower the Thuribles, then interact with them to snuff out their lights. Getting too close to the statue before the Thuribles are snuffed out causes it to magically repel the party. Any Moonlanterns must also be unequipped, as they emit light. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. Follow the gaps in the glyphs to touch the Umbral Gem. This opens the way north.
Once inside, Shar speaks to the party, inviting them to take on her trials and prove themselves worthy. The first task is to access an [[Umbral Gem]] at a statue. To do this, the party must snuff out eight Mystic Thuribles around the room. There are two levels to the north and south of each side of the room. The rooms are protected by pressure plates, which can be disarmed (DC 10) as well as vents that activate with the plates. Hit the levers to lower the Thuribles, then interact with them to snuff out their lights. Getting too close to the statue before the Thuribles are snuffed out causes it to magically repel the party. Any Moonlanterns must also be unequipped, as they emit light. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. Follow the gaps in the glyphs to touch the Umbral Gem. This opens the way north.


Follow the path forward and the party eventually encounters a group of Reconstituted Duelists. They try to warn the party away, but are interrupted by tremors. A group of undead Justiciars attack the party and [[Umbral Tremor|Umbral Tremors]] appear. The Umbral Tremors can summon more Justiciars until they disappear.
Follow the path forward and the party eventually encounters a group of Reconstituted Duelists. They try to warn the party away, but are interrupted by tremors. A group of undead Justiciars attack the party, and [[Umbral Tremor|Umbral Tremors]] appear. The Umbral Tremors can summon more Justiciars until they disappear.


The tremors persist until the party moves west and encounters more Reconstituted Duelists. The tremors begin in earnest as more Umbral Tremors and Justiciars are summoned to attack the party. Several waves appear, until finally a [[Justiciar Crusader]] appears. Defeat it and its minions and the path opens, revealing Balthazar, a servant of Ketheric Thorm who has been tasked with retrieving the Nightsong. Balthazar tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. If the party agrees to help him, they can convince him to offer help in the form of a summoning item that summons his brother, [[Flesh]]. Otherwise, Balthazar attacks with flesh and three [[Ghoul Medic|Ghoul Medics]].
The tremors persist until the party moves west and encounters more Reconstituted Duelists. The tremors begin in earnest as more Umbral Tremors and Justiciars are summoned to attack the party. Several waves appear, until finally a [[Justiciar Crusader]] appears. Defeat it and its minions, and the path opens revealing Balthazar, a servant of Ketheric Thorm, who has been tasked with retrieving the Nightsong. Balthazar tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. If the party agrees to help him, they can convince him to offer help in the form of a summoning item that summons his brother, [[Flesh]]. Otherwise, Balthazar attacks with Flesh and three [[Ghoul Medic|Ghoul Medics]].


==== The Trials of Shar ====
==== The Trials of Shar ====
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===== Self-Same Trial =====
===== Self-Same Trial =====
As with the Soft-Step Trial, proceed to the offering bowl with an offering of blood to proceed.  
As with the Soft-Step Trial, go to the offering bowl with an offering of blood to proceed.  


In this trial (X:-767, Y:-727), the party faces replicas of themselves. If the party attacks a replica of a different character, they gain a debuff that lowers their ability scores. An easy way to end this trial quickly is to remove all equipment until the replicas appear, then add the equipment again, so that the replicas are weaker. Using only one party member can also help, as it avoids the debuff. Once the replica has been defeated, an Umbral Gem is dropped.
In this trial (X:-767, Y:-727), the party faces replicas of themselves. If the party attacks a replica of a different character, they gain a debuff that lowers their ability scores. An easy way to end this trial quickly is to remove all equipment until the replicas appear, then add the equipment again, so that the replicas are weaker. Using only one party member can also help, as it avoids the debuff. Once the replica has been defeated, an Umbral Gem is dropped.
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The Faith-Step trial can be accessed by moving north of the other two trials and then following the stairs down (X:-752, Y:-727).
The Faith-Step trial can be accessed by moving north of the other two trials and then following the stairs down (X:-752, Y:-727).


To complete this trial, the party must walk along a chasm, with a barely visible pathway allowing them to move forward. After blood is offered to the trial, the room is plunged in darkness, making the path forward difficult to see (and impossible to see from the overhead camera view).
As with the other trials, an offering of blood is necessary to proceed. To complete this trial, the party must walk along a chasm, with a barely visible pathway allowing them to move forward. After blood is offered to the trial, the room is plunged into darkness, making the path forward difficult to see (and impossible to see from the overhead camera view).


There are several ways to trivialize this trial:
There are several ways to trivialize this trial:
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==== Assaulting Moonrise Towers ====
==== Assaulting Moonrise Towers ====
If the party freed the Nightsong or killed her, Ketheric loses his immortality. If Last Light Inn is still intact, the Harpers meet the party at the front gates to Moonrise Towers. All the cultists come to fight back, and the party must fight them back with the aid of Jaheira and the Harpers. Once the main floor has been taken, Jaheira can be persuaded to come with the party to the rooftop, where Thorm awaits.  
If the party freed the Nightsong or killed her, Ketheric loses his immortality. If Last Light Inn is still intact, the Harpers meet the party at the front gates to Moonrise Towers. All the cultists come to fight back, and the party must fight them with the aid of Jaheira and the Harpers. Once the main floor has been taken, Jaheira can be persuaded to come with the party to the rooftop, where Thorm awaits.  


On the rooftop, the party has a brief moment to speak with Thorm. They can try to convince him that he can still redeem himself and stop the madness. Whatever is said, he cannot be convinced and must be fought. If Aylin was left alive, she joins the party in the battle. Once Thorm is defeated, a tentacle appears to whisk him away deeper into Moonrise.
On the rooftop, the party has a brief moment to speak with Thorm. They can try to convince him that he can still redeem himself and stop the madness. Whatever is said, he cannot be convinced and must be fought. If Aylin was left alive, she joins the party in the battle. Once Thorm is defeated, a tentacle appears to whisk him away deeper into Moonrise.