Mind Flayer Colony: Difference between revisions

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{{SpoilerWarning}}
The Mind Flayer Colony is a [[List of Locations|location]] under the [[Moonrise Towers Prison]] in the [[Shadow-Cursed Lands]] in [[Act Two]]. This area is accessed by jumping down into a tower after the initial [[Ketheric Thorm]] fight on the [[Moonrise Towers Rooftop]].
The Mind Flayer Colony is a [[List of Locations|location]] under the [[Moonrise Towers Prison]] in the [[Shadow-Cursed Lands]] in [[Act Two]]. This area is accessed by jumping down into a tower after the initial [[Ketheric Thorm]] fight on the [[Moonrise Towers Rooftop]].


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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, you may fight 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, you may fight 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.  


{{SpoilerDurge|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.


In the chambers are also several notes in the area that can shed light on The Dark Urge.
In the chambers are also several notes in the area that can shed light on The Dark Urge.