Moonrise Towers: Difference between revisions

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→‎Main floor: added inspiration Soldier background gain
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The main floor of the towers is directly accessible through the main door at the end of the bridge from [[Reithwin Town]]. In the foyer are several Absolutist pilgrims [[Iong|Long]], [[Nalira]], [[Taima]], and [[Farimorn]] with Acolyte [[Belub]].  Also two traders are found on the western side of the room: [[Roah Moonglow]] and [[Lann Tarv]].
The main floor of the towers is directly accessible through the main door at the end of the bridge from [[Reithwin Town]]. In the foyer are several Absolutist pilgrims [[Iong|Long]], [[Nalira]], [[Taima]], and [[Farimorn]] with Acolyte [[Belub]].  Also two traders are found on the western side of the room: [[Roah Moonglow]] and [[Lann Tarv]].


Lann Tarv is a bugbear merchant that offers three [[Soul Coin|Soul Coins]] to Karlach, if she is in the party, on the condition that she hears the stories of the souls bound in the coins first. Relate your feats to Lann Tarv earns the [[Inspiration|Inspirational Event]] '''Uncommon Recognition''' ([[Folk Hero]] background). He sells a number of valuable items, including [[Halberd of Vigilance]], [[Gloves of The Duellist]], [[Fistbreaker Helm]], and [[Sentinel Shield]], with additional stock potentially unlockable after meeting [[Z'rell]] on the First Floor.
Lann Tarv is a bugbear merchant that offers three [[Soul Coin|Soul Coins]] to Karlach, if she is in the party, on the condition that she hears the stories of the souls bound in the coins first. Proving your worth to Lann Tarv through dialogue earns the [[Inspiration|Inspirational Events]] '''Uncommon Recognition''' ([[Folk Hero]] background) as well as '''Notched Armour''' ([[Soldier]] background). He sells a number of valuable items, including [[Halberd of Vigilance]], [[Gloves of The Duellist]], [[Fistbreaker Helm]], and [[Sentinel Shield]], with additional stock potentially unlockable after meeting [[Z'rell]] on the First Floor.


The party can tell Belub to get rid of the 4 pilgrims, who will then order them to scout the perimeter of the war camp. The pilgrims will not survive the shadows and can later be found again as shadow-cursed zombies outside the [[House of Healing Morgue]] ({{Coords|235|12}}).  
The party can tell Belub to get rid of the 4 pilgrims, who will then order them to scout the perimeter of the war camp. The pilgrims will not survive the shadows and can later be found again as shadow-cursed zombies outside the [[House of Healing Morgue]] ({{Coords|235|12}}).  

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