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Acolyte Marls is an Acolyte of the Absolute at Moonrise Towers, located on the Docks at X: -78 Y: -186.

W-worms. Worms in their heads. Worms all over!
Marls


Involvement edit

Act Two edit

When speaking with Marls, the party can ask him about the crates being shipped. If discovering, that there are crates filled with a thousand tadpoles, the party can use Illithid Persuasion to break down a mental wall Marls put up to block his own knowledge of the contents of the crates. Then, the party can either convince him to jump off the docks to his death, or rebuild the mental wall:

  • You had best wash them off.
  • [WISDOM] Guard duty's boring. You're letting your imagination run away with you. (DC 14)
  • Leave.

Telling him to wash off the tadpoles causes him to jump off the dock to his death, which grants Swimming with the Shadows Swimming with the Shadows inspiration for the Dark Urge Dark Urge. All options except the second option cause non-Vengeance paladins to break their oath.

Defending Moonrise Towers edit

If the Aylin Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Marls (if alive) is part of the remaining forces defending it. Marls can be found on the rafters above the ground floor's main hall, where he can harass the party and their allies.

His combat dialogue varies, depending on if the party previously tore down his mental defences.[1]

Combat edit

Attacks and abilities edit

Bless Bless (Action + Level 1 Spell Slot)
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws.
 Range: 9 m / 30 ft
Branding Smite (Melee) Branding Smite (Melee) (Action + Bonus Action + Level 2 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6RadiantRadiant

Your melee weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

 Range: Normal weapon range
Cure Wounds Cure Wounds (Action + Level 1 Spell Slot)
Healing: 1~8 + modifiers

Heal a creature you can touch.

 Melee: 1.5 m / 5 ft
Lay on Hands: Greater Healing Lay on Hands: Greater Healing (Action + 2 Lay on Hands Charge)
Healing:
4 × (Paladin level)HealingHealing

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5 ft
Lay on Hands: Lesser Healing Lay on Hands: Lesser Healing (Action + Lay on Hands Charge)
Healing:
2 × (Paladin level)HealingHealing

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5 ft
Piercing Shot Piercing Shot (Action)   –  Light Crossbow
Damage: 1~8

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack Ranged Attack (Action)   –  Light Crossbow
Damage: 1~8

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft
Sacred Flame Sacred Flame (Action)
Damage: 1~8

Engulf a target in a flame-like radiance.

DEX Save
 Range: 18 m / 60 ft
Thunderous Smite Thunderous Smite (Action + Bonus Action + Level 1 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6ThunderThunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.

STR Save
 Range: Normal weapon range

Loot edit

Notes edit

  • Marls also has the abilities of a Zealot of the Absolute, but he is not able to use any Smites since he doesn't carry a melee weapon.

References edit

  1. "Can't believe you'd betray the Absolute. Idiot." (Regular line}
    "Believe - can't. Idiot! The Absolute... be-tray." (Garbled line)