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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. 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.
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 the party's 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 convincing [[Z'rell]] to help 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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In the foyer, just east of the stairs leading from the main door, is a ladder which can be used to access the rafters.
In the foyer, just east of the stairs leading from the main door, is a ladder which can be used to access the rafters.


Just to the east of the ladder is a [[cracked wall]], which is the source of the "suspicious sounds" noted by Mig. Interacting with the wall allows you to reach into the wall, where a tentacle will grab the arm of the interacting party member. Failing a series of checks (Strength, Dexterity and Sleight of Hand) or doing nothing will lead to the tentacle dragging the party to the [[Oubliette]] beneath the [[Moonrise Towers Prison]] and incurring a {{Condition inline|Dislocated Shoulder}} injury in the process.
Just to the east of the ladder is a [[cracked wall]], which is the source of the "suspicious sounds" noted by Mig. Interacting with the wall allows the party to reach into the wall, where a tentacle will grab the arm of the interacting party member. Failing a series of checks (Strength, Dexterity and Sleight of Hand) or doing nothing will lead to the tentacle dragging the party to the [[Oubliette]] beneath the [[Moonrise Towers Prison]] and incurring a {{Condition inline|Dislocated Shoulder}} injury in the process.


On the western side, above the room leading to the prison, are some roots which can be climbed to access Isobel's room on the first floor.
On the western side, above the room leading to the prison, are some roots which can be climbed to access Isobel's room on the first floor.


===First floor===
===First floor===
On the first floor, a large door guarded by [[Radija]] and her necromites leads up to the [[Moonrise Towers Rooftop|roof]]. Upon reaching Moonrise the first time, [[Z'rell]] will also be here talking to Radija. The [[Inspiration|Inspirational Events]] '''Clear Conscience'''' and '''Know Thy Clientele''' (both [[Charlatan]]) can be obtained during your interaction with Z'rell. Additionally, succeeding a {{Ability check|Insight|14}} will allow you to convince Z'rell ({{Ability check|Persuasion|18}}) to grant access to her secret stash of goods with the quartermaster, Lann Tarv.
On the first floor, a large door guarded by [[Radija]] and her necromites leads up to the [[Moonrise Towers Rooftop|roof]]. Upon reaching Moonrise the first time, [[Z'rell]] will also be here talking to Radija. The [[Inspiration|Inspirational Events]] '''Clear Conscience'''' and '''Know Thy Clientele''' (both [[Charlatan]]) can be obtained during the interaction with Z'rell. Additionally, succeeding a {{Ability check|Insight|14}} will allow the party to convince Z'rell ({{Ability check|Persuasion|18}}) to grant access to her secret stash of goods with the quartermaster, Lann Tarv.


From the top of the stairs, the eastern door leads to a study, then onto [[Balthazar]]'s room.  
From the top of the stairs, the eastern door leads to a study, then onto [[Balthazar]]'s room.  
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* [[Steelclaw]] can be found on the southern exterior of the main floor playing with a dead mind flayer parasite. She has a special interaction for [[Dark Urge]] characters.
* [[Steelclaw]] can be found on the southern exterior of the main floor playing with a dead mind flayer parasite. She has a special interaction for [[Dark Urge]] characters.
* After meeting [[Z'rell]] for the first time, she will give the party a key and access to [[Balthazar]]'s room to obtain a [[Moonlantern]], provided they do not say they have already met him.
* After meeting [[Z'rell]] for the first time, she will give the party a key and access to [[Balthazar]]'s room to obtain a [[Moonlantern]], provided they do not say they have already met him.
* Asking Acolyte Marls at the docks about the cargo can yield an [[Illithid Persuasion]] interaction.  If you follow the wisdom option, he gets agitated by the suppressed memory of the crate contents.  A second {{Ability check|Wisdom|14}} can return him to his ignorant bliss.  Otherwise he goes for a swim. This will prompt more conversation from Arden who may run inside afterwards (temporarily) depending on how your interaction goes.
* Asking Acolyte Marls at the docks about the cargo can yield an [[Illithid Persuasion]] interaction.  If following the wisdom option, he gets agitated by the suppressed memory of the crate contents.  A second {{Ability check|Wisdom|14}} can return him to his ignorant bliss.  Otherwise he goes for a swim. This will prompt more conversation from Arden who may run inside afterwards (temporarily) depending on how the interaction goes.


==History==
==History==
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