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Moonrise Towers
Shadow-Cursed Lands | ||||
Reithwin Town | ||||
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Moonrise Towers | ||||
Overview[edit | edit source]
Moonrise Towers has always been the main seat of the Thorm family and its head, Ketheric Thorm. Under his lead, it has been a stronghold of Selûne, then of Shar, and (as of the game's events) as the base of operations for the Cult of the Absolute. It is one of the few locations in the Shadow-Cursed Lands which are not affected by the Shadow Curse, the others being Last Light Inn and Sharran Sanctuary.
Main Floor[edit | edit source]
Entrance and lobby[edit | edit source]
The entrance to the towers is at the end of the bridge from Reithwin Town. At the far end of the bridge the Moonrise Towers Waypoint is located, actually within the Shadow Curse area. There are no other Waypoints inside the stronghold proper. Upon approaching the bridge, the Dream Guardian cheers the party, confirming that they are close to the seat of the Absolute and its heart.
The stairs to the entrance are guarded by Zealot Malik and Adept Merim. Upon visiting the Moonrise for the first time, Malik probes the player character's mind through his own tadpole, recognizing them as a True Soul. If the player character is the Dark Urge, Malik welcomes them "back" (but then calls it his own mistake). Unless choosing to wage a battle with the guards, they invite the party to proceed inside, advising them to report to Z'rell, regardless of what they say.
Provoking a fight with Malik and Merim earns approval from +1 and
+1. Telling them that the party infiltrated the Harpers' hideout in the shadows gives
-1
-1
-1; this is only available if the party have already been to the Last Light Inn and obtained Isobel's blessing.
Several Ghouls are stumbling around the entrance stairs. Unlike all other monsters of this kind, the ones at Moonrise Towers can be spoken to and express their devotion to the Absolute (a random party member may comment on it). To the east of the stairs a thick bunch of Roots can be used to climb to the First floor of the tower, bypassing the Main floor altogether.
Between the entrance and the door to the Throne Room (the latter is called "Absolute's Door") there is a vast lobby, connected to the dormitories and an antechamber with the stairs leading to Moonrise Towers Prison (to the west), and to a small mess hall, a kitchen and further to the sanguine laboratory (to the east). Both wings have doors to the rear balconies, partly destroyed, but connected by wooden footway and roots, which allows to explore this floor of the tower circlewise. Two Scrying Eyes fly around the lobby and the Throne Room (see below), silting through the doors. The lobby is guarded by Zealot Brinn, Adept Dorikel and Adept Furek.
In the western part of the lobby there are several Absolutist pilgrims: Farimorn, Iong, Nalira and Taima with Acolyte Belub. The party can tell Belub to get rid of the four pilgrims, who then orders them to scout the perimeter of the war camp. The pilgrims do not survive the shadows and can later be found again as shadow-cursed zombies outside the House of Healing Morgue at X: 235 Y: 12.
Also two traders are found on the western side of the room: Roah Moonglow and Lann Tarv.
Lann Tarv is a bugbear merchant (or, "bugbear quartermaster", as Z'rell calls him). Idling the time, he throws cleavers in the training dummy. He calls the party "weaklings" and chides to prove they are worthy. If convinced through dialogue options with certain skill checks, Lann Tarv provides a discount while trading.
He sells a number of valuable items, including Halberd of Vigilance,
Gloves of The Duellist,
Fistbreaker Helm, and
Sentinel Shield. Also, there is additional stock potentially unlockable after convincing Z'rell to help while she is on the First floor.
If Karlach is in the party, the bugbear recognizes her immediately and offers three Soul Coins, left for her by Florenta the Garroter - a cambion and Karlach's acquaintance from Avernus, on the condition that Karlach hears the stories of the souls bound in the coins first. If the player character agrees, Lann Tarv recites the stories one by one, surrenders the coins and also a
Sulphurous Note. Ultimately refusing to take the coins or choosing to trade instead results in losing
-5 approval.
Proving the party's worth to Lann Tarv through any available dialogue option earns the following Inspirational Events:
- ( background)
- ( background)
Roah Moonglow, a halfling merchant, can be found deeper in the western part of the lobby. Unlike Lann Tarv, she greets the player character warmly (if a bit ironically). The dialogue with her may vary depending on whether the player has already met her in the Goblin Camp, and also on whether the party do or do not know that Roah belongs to the Zhentarim. If they are not aware of the latter fact yet, any party member might uncover it by rolling a simple check. Regardless of the course of dialogue, Roah turns the talk to trading with her.
Roah's stock in Moonrise differs from the one she might have had in Goblin Camp: this time she has several unique items to trade in addition to her previous assortment, like Ne'er Misser,
Drakethroat Glaive and
Ring of Spiteful Thunder. characters have an option to ask her for a discount through a special gesture.
Agreeing to trade with Roah Moonglow grants the Inspirational Event for any character with background.
Dormitories[edit | edit source]
In the far western corner of the main floor is a dormitory, guarded by Zealot Iogar, Acolyte Kimmeral and an ogre named Mig. The latter, if spoken to, claims to hear "meat-things" moving in the walls (upon this, a point named "Suspicious sounds" is added on the map). In cause of fight, she might be looted for Argument Solver. This room also acts as an exit to the southern exterior of the tower.
Just past the dormitory's exterior door is a cracked wall at X: -183 Y: -206 containing a wooden chest. It is marked on the map if the party have taken up on a side quest and found a parchment in the basement of the Mason's Guild.
A small antechamber adjacent to dormitories has a staircase leading down to the Moonrise Towers Prison, bloody traces on the floor marking the way unmistakably.
Mess hall and Kitchen[edit | edit source]
The eastern part of the lobby is empty save for three goblins: Orik, Weneg and Wim. Weneg might react to the party suspiciously, depending on their actions at the Emerald Grove, while Wim worries about some of his kin who were brought into the Throne Room and still have not come back. Occasionally he comes up to the closed Absolute's Door and tries to eavesdrop on what is happening inside.
At X: -139 Y: -162 there is a ladder can be used to access rafters (see a section below), and nearby a door leading to the mess hall. The mess hall can provide the party with some free-to-pick Camp Supplies. The wall breach across the door is curtained by a mucal mesh similar to the fleshy stuff at the Nautiloid wreckage in Act One. A successful DC 16 Perception check draws the player character's attention to it. If not added earlier, the check also adds on the map a "Suspicious sounds" marker.
In the far end of the mess hall another door leads to the kitchen. There the party can find Linsella, a True Soul, training up Barnabus the gnoll with her mental influence. Two more gnolls, Tomelia and Timothy, wait their turn in the far corner of the kitchen.
Linsella can be spoken with, while she boasts her ability to control Barnabus. However, her mental leash wavers while she is distracted by the conversation, which gives the player character a chance to choose among three options: help Linsella re-exert the control, sever the connection (requires DC 16 Wisdom check), or do nothing. If the gnoll is freed, he kills Linsella, while the latter choice results in him dying from mind strain. However, if freed, Barnabus must immediately be convinced not to attack the party, too. There are various ways depending on the character's class; the Dark Urge can pacify the gnoll automatically.
Choosing to sever Linsella's control earns approval from +1
+1
+1
+1 and
+1.
Helping Linsella to preserve the control gives
-1
-1
+1
Resolving the situation in any way may grant the following inspiration:
- ( background)
- ( background)
- ( background)
- ( background) - unlike others, this one is earned for mere influencing the connection, regardless of the result
- ( background)
Also, reinforcing Linsella's mind efforts to influence Barnabus is considered an Oath-breaking action for the Paladin characters with .
If Linsella dies, her body can be looted for a Mind Flayer Parasite Specimen. If the gnolls were successfully pacified, they become party allies and join them in the battle for Moonrise Towers at the end of the Act Two. The kitchen also has multiple Camp Supplies, but they are marked red until the whole Act is resolved.
Sanguine laboratory[edit | edit source]
The most-far room on the eastern side of the tower is a sanguine laboratory where the drow alchemist Araj Oblodra is performing experiments on blood. Pilgrim Sul rummages around in sacks and barrels.
Araj Oblodra offers the player character an unique potion based on a drop of their own blood; its type and effects depend on the race (for on their particular subrace) of the character who interacts with her. Also, if Astarion is in the party, she pays extra attention to him [1], eventually turning the conversation to his vampiric nature. She asks Astarion to bite her in exchange for a unique reward, but he expresses great reluctance to do so. The player character can take his side or have him appease the drow. Various dialogue options within this conversation grant approval/disapproval from companions and particularly from Astarion himself.
Donating blood to Araj awards the inspiration to all characters with the background.
After resolving the question with both potions, Araj Oblodra can be interacted with as a regular trader. She sells several valuable items, including Circlet of Hunting,
Hat of Storm Scion's Power and
Ring of Free Action.
Chests and sacks around her small study contain a fair share of various alchemical ingredients, but are red-outlined to pick while the drow is present there. However, closer to the end of the Act Two Araj Oblodra flees the Moonrise, leaving all her belongings behind, and they are free to pouch at the end of the Act, as well as several potions on her work table, including a Potion of Angelic Reprieve.
Behind the sanguine laboratory, on the outer balcony at X: -133 Y: -229 the party can meet Steelclaw the cat, either sleeping or playing with a dead Mind Flayer Tadpole. She can be spoken to via and fancies herself a ruthless predator keen on hunting the tadpoles. Talking to her grants ( background) and ( background - in case the party have already met His Majesty in Last Light Inn). If the player character is the Dark Urge, Steelclaw recognizes them with disgust. Trying to search through their memories for anything about this animal results in their Urge sweeping over, and the player character kills the cat.
Murdering Steelclaw while playing as the Dark Urge is considered an Oath-breaking action for the characters, regardless of their initial Oath subclass.
Rafters[edit | edit source]
Just to the east of the ladder is a cracked wall, where the source of the "suspicious sounds" noted by Mig might be uncovered. An DC 14 Arcana check tells the player character that the essence inside the walls is close to the one they felt on the Nautiloid.
If interacted with, the interacting party member has the option to reach inside which prompts a series of skill checks (Strength, Dexterity and Sleight of Hand). If the checks are failed or if choosing to submit, the party is pulled into the wall and transported to the Oubliette and the interacting party member gets the condition .
On the western side of the rafters (X: -179 Y: -198), above the room leading to the prison, are some roots which can be climbed to access Isobel's room on the first floor.
Throne Room[edit | edit source]
The central part of the Main floor is occupied by the Throne Room.
Upon the party's first visit to the stronghold, they see Ketheric Thorm judging his subordinates from the Goblin Camp, accompanied by Disciple Z'rell and guarded by several devotees of the Absolute:
If Minthara survives in Act One (regardless of the fate of the Emerald Grove and the Goblin Camp), she is the main person accused of failure at both. If she died, the subjects are three goblins; the one speaking on their behalf might be Sazza or Fezzerk (if either of them survived), or Drenn replacing them.
On approaching, a cutscene is triggered involving Ketheric, the group of accused, and Z'rell.
In case of the Dark Urge, Ketheric first greets the player character with a smirk, causing yet another attempt to remember their true self (but without any upsurges of their Urge), and only then gets down to his business.
Otherwise, Ketheric asks the player character directly for their opinion on the matter. Regardless of their answer, he condemns Minthara to death (if present), and then kills Drenn with his bare hands after she attacks him. Afterwards, he commands Z'rell to deal with the remaining goblins by the player character's hands, and leaves the scene. The conversation continues between all participants left, and the player character is presented with dialogue option variants to kill or spare them, depending on the character's class(es); the Dark Urge has several options if they choose to kill.
Both decisions might find approval or disapproval from various companions. Also, depending on the outcome, the following inspiration can be earned:
- ( } background) - if the goblins are spared
- ( } background) - if the goblins are killed by the party
- ( } background) - if the goblins are spared
- ( background) - if the goblins are killed by the party
If Sazza is one of the judged goblins, setting her free after the trial earns the following achievement:
- She Cannot Be Caged!
- Rescue Sazza from the Emerald Grove, Goblin Camp and Moonrise Towers in one playthrough.
Killing goblins through Illithid mind-control powers (precisely) is considered an Oath-breaking action for the characters following and .
The doors on the both sides of the Throne Room lead out to the Sanguine Laboratory to the east and the prison antechamber to the west. Behind the throne are a double-sided stairs leading up to the First floor of the Moonrise Towers.
First floor[edit | edit source]
The First floor of Moonrise Towers begins with a small corridor. An archway to the east and a door to the west lead respectively to a large Ornate door and to the library. A smaller door in the end of the corridor leads to the foyer between personal chambers of Ketheric, his necromancer Balthazar, and a room prepared for Isobel. This door is locked and off-limits to the party (it remains red-outlined even after defeating Ketheric). The foyer is patrolled by Zealot Klen and a Scrying Eye.
The Ornate door leads up to the roof and is guarded by Radija and her necromites, and also Glourik the ogre. The party can get behind this door before assaulting the Moonrise Towers by helping Balthazar retrieve the Ketheric's relic and then resolving Isobel's fate [2]. The party can also simply sneak past the guards to access the rooftop early.
Upon reaching Moonrise Towers the first time, after Ketheric's trial, Z'rell also stands here talking to Radija. The dialogue with her starts automatically when approaching her, and the half-orc probes the player character's mind twice: first to find out the goblins' fate, then to measure their devotion to the Absolute. She also boasts the power acquired from the Absolute, and might kill Glourik, if the player character asks for a demonstration of this power.
If the player character chose to spare the goblins, Z'rell demands an explanation. Successful vindicating themselves requires passing a DC 16 Deception, or Persuasion check, and earns
+1
+1
+1.
When searching the player character's mind for a proof of devotion, Z'rell can be distracted with side emotions. The particular set of options depends on the character's class and also on whether they currently are on a romance track with any of the companions (multiple choices available). Appealing to romantic feelings towards any of them brings minor approval from the companion in question, if they are in the party.
Z'rell orders the party to aid the general's necromancer, Balthazar, in his task of retrieving "a relic" that is crucial for Ketheric's plans. As a manner of help she tells the player character to take a Moonlantern from Balthazar's chambers and gives them a key to the room. Succeeding a passive DC 14 Insight check throughout the dialogue [3] allows the party to convince Z'rell (
DC 18 Persuasion check) to grant access to her secret stash of goods while trading with Lann Tarv. Upon ending the conversation, she moves to the study in front of the Balthazar's room.
While talking with Z'rell, the party can gain the following inspirations:
- ( background) - for deceiving Z'rell that the goblins suffered
- ( background) - for goading her into killing Glourik
- ( background) - for blocking out Z'rell from reading the player character's intentions.
After receiving the key from Balthazar's chambers, the party may search this room freely despite Z'rell's warning. Neither the guards nor the Scrying Eye normally enter it. However, there is an option to use a system of roots and wooden rafters clinging to the tower walls to reach the balcony behind the necromancer's chambers from outside. There are a few opportunities for gaining inspiration for exploring the off-limits parts of the First floor:
- ( background) - for trespassing into both Ketheric's room and Isobel's room
- ( background) - for entering any of the three restricted rooms from the outside
Z'rell's study[edit | edit source]
This part of the First floor is free to explore for the party. After the player character reports to Z'rell about their judgement passed on goblins, she walks here and remains at one of the desks until the tower is assaulted (or until the party retrieves the Nightsong for Ketheric). On another desk nearby an undelivered Missive from Ketheric can be found. The door across Z'rell's desk leads to a balcony guarded by Zealot Bennel and Acolyte Daine. A Heavy Chest on the balcony contains some gold and valuables. If Glourik is not killed by Z'rell through the dialogue with the player character, she patrols this part of the First floor back and forth from the Ornate door to the entrance to Balthazar's room.
Balthazar's chambers[edit | edit source]
Balthazar's room occupies the south-eastern corner of the floor. It would have much resembled a library, if not for the multiple corpses and gory remains littering all the corners and hanging from the ceiling.
The central part of the room is a dais with several desks, where the party can take the promised functional Moonlantern, and take the
Derivation Cloak from a locked Heavy Chest nearby (
DC 14 Sleight of Hand check to lockpick). The Metal door in the far end of the room is locked and requires
DC 30 Sleight of Hand check to lockpick, but can be opened with a lever just aside it. Two Traveller's Chests nearby contain some alchemical ingredients.
Near a torture rack is a book case with several "Protruding Books", spotted with a DC 10 Perception check. Among the regular rows of books several rare and very rare scrolls like or might be found. There are also labeled shelves, all of which are trapped except for the top-right ("Musty Tomes"). All other trigger the following traps:
- "Galvanic Interrogations" triggers the two gargoyle heads above the bookcase, which turn the two corpses on the floor into zombies
- "Conventional Medicine" activates two grating traps with spikes in front of the bookcase
- "Poisons and Venoms" fills the room with a poison cloud, close and lock the doors until it dissipates
Hints on which labels activate traps can be found in the books titled Balthazar Personal Notes: 2 and
Attention Acolytes which can be picked up around the room.
Interacting with the "Musty Tomes" row allows access to an "Ancient Altar" next to the shelves. The altar is interactive, allowing insertion of certain items. Nominally this is a Heart, of which several lay around in the room. However, various other body part items found throughout the game also suffice, including the heads of Nere and Karlach and the hand of Gale.
Successfully inserting a body party into the altar unlocks Balthazar's secret study room beyond the bookcase. Inside the player character may find Coldbrim Hat in a locked Opulent Chest (
DC 14 Sleight of Hand check to lockpick), a goblet with dead mind flayer tadpoles, and a book with
necromancer research notes. From the latter the party may figure out that the long-searched "Nightsong" is actually the very relic yearned by Ketheric, for it is the source of his invulnerability.
As well, there is a small work table covered in dead pixies and broken moonlanterns from Balthazar's experiments. If Gale is in the party, he can use the ritual circle to create a Shadow Lantern, or destroy it and gain , which lasts until the next long rest.
Unlocking Balthazar's secret study grants the following inspirational events for background:
- - for solving Balthazar's secret study puzzle without mistakes
- - for solving Balthazar's secret study puzzle with mistakes [4]
Also, in the bookcase near the room entrance the party can find Clasped Book, which sheds some light on the story of the Dark Urge, and
Orpheus, Prince of the Comet, Part Three: Resurrection - the third and the last part of the githyanki legend.
The Metal door in the end of the room leads onto a small balcony, where in a makeshift pyre lies a Charred Prayer Book. It contains prayers addressed to Shar and, seemingly was discarded by Ketheric Thorm upon devoting himself to another god. If the party manage to jump / fly up to the wooden perch at X: -159 Y: -153, they can through a series of climbs and jumps reach an outer ground of the tower. There three Winged Horrors wait, babbling about their fear before Steelclaw the cat. The party can pacify them via dialogue (it is started automatically upon approaching the beasts and requires
DC 18 Persuasion, or Intimidation check), or fight [5]. Afterwards, the party can continue their way to a small balcony, where an Opulent Chest at X: -149 Y: -224 contains several rare alchemical ingredients.
Isobel's room[edit | edit source]
The room seems to be the same one that belonged to her somewhere in the past[6] and is accessible either through the first floor's patrolled centre room, or from the neighboring Ketheric's chambers, or by climbing up the roots from the rafters above the Main floor at X: -179 Y: -198. Inside the chests and cabinets are several items related to Selûne, a Selûnite Robe, a
Selûnite Brooch, a
Crescent Moon Earring and a
Selûnite Amulet. At the far wall stands a bust of Melodia Thorm, Ketheric's deceased wife.
The chest at the foot of the bed is a Mimic which can be spotted with a DC 20 Perception check. It drops the
Spineshudder Amulet and also a
farewell letter from Melodia Thorm, Isobel's mother.
The balcony from Isobel's room features a stone throne in the centre, adorned with the symbol of the Absolute. To the north of it is a Heavy chest with Thieves' Tools, some gold and valuables.
Ketheric's chambers[edit | edit source]
This room can be also entered in a number of ways: through the first floor's patrolled centre room, through Isobel's room ( DC 14 Sleight of Hand check to lockpick the door between), or through a Metal door on the balcony. The latter, in turn, is accessible either from Balthazar's room or by using vines and wooden perches from outside; the door requires
DC 30 Sleight of Hand check to lockpick.
Squire, Ketheric's undead warhound, is guarding this room. Once spotted, a dialogue with her is started. The player character can pass one of various ability checks to have Squire stand down; among them Scratch's Ball can be used. If spoken to via , Squire can tell the player character some facts about her master's past. Also, if the party has received Isobel's blessing, the hound recognizes it at once, calling it "a scent of the Selûnite magic", adding that her master smelled the same when she was alive, but now the tower has different, foul odour.
Once placated, Squire allows the party to explore and loot the room freely, not paying any attention to lockpicking the red-outlined doors or even to fighting the Mimic in the adjacent room. Speaking to her again using gives an option to pet her, which grants approval from +1
+1
+1
+1 and
+1.
There are several items of interest within Ketheric's room. Beneath loose planks nearby the bed (visible with a DC 15 Perception check) is the book
Elder Brain Domination, which reveals that Ketheric planned eventually take the sole control of the Cult of the Absolute. Also, this is the first proof of Gortash's involvement in the cult upraise available to the player character, and the first mentioning of the illithid Elder Brain as a source of the cult's "deific" power.
In the Opulent Chest in the feet of the bed ( DC 14 Sleight of Hand check to lockpick) the player character can find
Cloak of Elemental Absorption and
Letter to Ketheric (all companions comment on reading the latter). Taking and reading the letter is advised, as it helps deal with Ketheric during both battles with him while assaulting Moonrise Towers and exploring the Mind Flayer Colony at the end of Act Two.
In the western corner of the room there is a Myrkulite ritual circle. On the table nearby lies a scroll titled Apostle Diary. A
DC 15 Religion check is required to decipher its meaning. In a wooden desk nearby a book
Attracting Drow Exiles can be found, shedding light on how Minthara was lured into serving the cult. The party can also find a missive from Gortash concerning the search for the
Astral Prism, and an
Unsent Letter from Ketheric to Balthazar.
Unlocking sorrowful facts of Ketheric Thorm's past grants the following inspirational events:
- ( background) - granted if the party have also read the plaque on Isobel's tomb in the Thorm Mausoleum
- ( background) - upon reading Melodia's letter
Moonrise Towers Prison[edit | edit source]
Moonrise Towers Prison can be accessed from inside the towers, as well as from outside, from the Docks (see below). Both ways lead to a large square antechamber with open pathways on each side: one leading to Heavy Oak Doors to the Docks, one to the torture room, and the last to the prison proper. At the bottom the stairs is guarded by Adept Ghulen.
If Minthara survived in Act One and was condemned to death by Ketheric Thorm, the party finds her in the torture room with questioners Jasin and Sumera, erasing her mind. Regardless of whether the execution takes place or not, the torture room can be looted for several Uncommon scrolls.
Heavy Oak Doors leading to the Docks is guarded by Zealot Soreni and Zealot Zira. If the player character chooses to save Minthara, they must find a way to bypass these guards or to use any of check-based options to placate them or Ghulen (depending on who spots the party first).
From inside the Moonrise Towers, the prison can be accessed following the stairs down from a room on the south-western side of the main floor. Several imprisoned tiefling refugees and deep gnomes can be found in its cells, guarded by The Warden, Adept Keris and Zealot Nadi. Also, two Scrying Eyes constantly patrol the main corridor of the prison.
The prison has five cells and an inner tower (the Warden's office) in the centre. Behind the fifth cell there is a rocky cliff that leads to a vast cave behind the prison proper, with a speleal opening to the river where a chained boat waits. A side tunnel starting at X: 560 Y: -603 can be used to descend into the Oubliette (or to come up out of it).
Exploring the Moonrise Towers Prison and its adjancies, as well as fulfilling the quests related to this location may grant the following inspirational events:
- Exploring the prison and interacting/fighting with the prison guards:
- ( background)
- ( background)
- ( background)
- ( background)
- ( background)
- Dealing with tortured Minthara:
- ( background)
- ( background)
- ( background)
- Helping the other captives escape:
- ( background)
- ( background)
- ( background)
- ( background)
- ( background)
Rescuing all imprisoned tiefling refugees and deep gnomes earns the following achievement:
Saving particularly Cal, Danis, Lakrissa and Lia from the prison is one of necessary conditions for acquiring another achievement:
- Leave No One Behind
- Save every tiefling refugee you can throughout the game in a single playthrough.
Moonrise Towers Rooftop[edit | edit source]
The way to the rooftop is past the Ornate Door on the first floor, guarded by Radija, Necromites (4x) and, possibly, Glourik.
After holding the trial in the Throne Room, Ketheric Thorm moves here, leaving to Z'rell orders not to disturb him under any circumstances. The general's retinue at the rooftop is Susdera and several more Necromites.
The party, however, can sneak through the door and past Ketheric's guards to explore the area. A variety of methods can be used to get to the rooftop early, primarily among them or . In addition, if the party sneak past Ketheric Thorm before the "trial" cut-scene with members of the Absolute's forces from the Goblin Camp is enacted, they can explore and deal with those on the rooftop without Ketheric there, making combat with him later on considerably easier.
- If the player character chose to side with the forces of the Absolute and both helped to retrieve Aylin from the Gauntlet of Shar and resolved Isobel's fate, they are granted a personal audience with the Absolute in Ketheric's presence[7]. There they can finally find out the truth behind the new-sprung goddess, but this knowledge leads to a sad final: the party is still protected by the Astral Prism, and, as the Absolute is unable to overcome its power, Ketheric orders to take the whole party to the Necrotic Laboratory deep beneath the Moonrise Towers for further scrutiny in Balthazar's hands.
- If the player character decided to save or kill Aylin, Ketheric must be confronted here (for the first time). He is accompanied by Susdera, Squire and a pack Necromites (8x). However, he does not take the chances in any case and after losing approximately ⅔ HP retrieves to the Mind Flayer Colony underneath his stronghold, either taking the knocked-out Aylin with him or alone.
If Ketheric is spoken with here without saving or killing Aylin (regardless of the current state of
quest), he is furious with the player character who did not wait as instructed. He turns hostile, but cannot be defeated, as he is still immortal.Behind the overstory where Ketheric stands initially, from the locked Heavy Chest, a Ring of Exalted Marrow can be looted.
Meeting Ketheric on the rooftop grants the inspirational event for any character with background.
Docks[edit | edit source]
The docks are accessed through Heavy Oak Doors in the prison. Also, if coming from the Shadow-Cursed Lands, the party can walk under the bridge to Moonrise and then to the east, jumping over a destroyed bridge at X: -100 Y: -149.
If the player character chooses this way as an access to Moonrise Towers for the first time, they are greeted by Zealot Krizt near the bridge. The dialogue with her is mostly the same as with Zealot Malik at the main entrance (see above), but, unlike him, talking to Krizt does not grant any approval / disapproval points from any of the companions. After the party get inside Moonrise Towers proper, Krizt disappears from the docks (her corpse can be found in the Oubliette after the next long rest).
From the entrance to the prison, the stone-paved sideways run along the Moonrise Towers' walls to both sides. Along them, several crates with Zhentarim sigils on them can be found (on which some of the companions comment). At X: -122 Y: -215 a Cat Hole leads to the balcony behind the Sanguine Laboratory, obviously used by Steelclaw to hunt down her most favourite prey.
At the docks, ships are being sent out with mysterious cargo, which can be investigated. There are several followers of the Absolute who can be encountered at the docks:
Renan and Bel patrol the pavements, also walking down the wooden berth along the pier approximately to a half of its length. Arden patrols the far end of the docks, near the unused, ruined lighthouse. Marls stands in the middle of the dock, guarding the special cargo with Zhentarim symbols on it.
When first visiting the docks, the party can see a ship there. This very vessel can be encountered later near the smugglers' cave in Rivington.
Talking to Acolyte Marls may result in him realizing that the actual contents of the cargo is "worms all over" and jumping into the water to his death (to wash them off, as might be suggested by the player character). Taking this course of action grants inspirational event for , as well as following companion approval/disapproval: +1
-1
-1
-1
+1
+1
-1
Provoking Marls to commit a suicide is considered an an Oath-breaking action for the Paladin characters with , and subclasses [8].
Of all crates in the docks and around the side pavements only those marked with Zhentarim sigil may contain some useful items. Also, a total of three Mind Flayer Parasite Specimens can be collected in this area: two from the
Zhentarim Shipping Crate and one from the lifeless body of Zealot Krizt if she is killed on the docks.
History[edit | edit source]
Originally, Moonrise Towers[9] was a symbol of devotion to the goddess Selûne, the Moonmaiden. It was built on command of Ketheric Thorm by Morfred, the head of local Masons' Guild in nearby Reithwin Town. After the construction was finished, Ketheric moved in to live there with his wife Melodia and his daughter Isobel.
After both Melodia and Isobel's deaths, Ketheric turned to Shar, the Lady of Loss. In her name, he recovered and reconsecrated a subterranean Temple to Shar, where he raised an army of Dark Justiciars to set his new goddess' influence upon the surrounding lands, and conquer territories far beyond to please her. Most his subjects in Reithwin Town and nearby converted to worshipping Shar, following their leader or being intimidated into reporting on other people. Some, however, offered the Lady of Loss the lip service only, while secretly remaining loyal to Selûne. Morfred together with his brother Halfred, led a Selûnite resistance within Reithwin Town.
Eventually, Morfred let slip in his drunk what he thought in his drouth, revealing his true attitudes before Thisobald Thorm, and thus was exposed to Ketheric. But before being judged and brutally executed, he (not a moment too soon) met "a man who was no man" and stroke a deal with him.
In exchange for Morfred's soul, the devil sicced the orthon Yurgir onto the army of the Dark Justiciars mustered by Ketheric in the depths of the Gauntlet of Shar.
Those of Ketheric's forces who survived the massacre in the Gauntlet of Shar (except Lyrthindor), were eventually defeated by the allied army of Harpers and Emerald Grove druids.
Before Ketheric could be brought to justice, he unleashed the Shadow Curse based on Shar's Shadow Weave, which wrapped his own stronghold, Reithwin Town and the vast region around - and warped most things and inhabitants within. The curse caused immense damage and death across the land and has been persisting for the following century.
At the same time, not long after Isobel's death the necromancer Balthazar crept into Ketheric's trust, promising him a way to possibly return his daughter to life with the help of his art. Following Balthazar's preaches, Ketheric changed his devotion again, this time turning to worship Myrkul, the Lord of Bones.
During the fifteenth century, Myrkul himself appeared to Ketheric, promising him to fulfil his greatest desire: to return Isobel. For this, Ketheric sacrificed his body and soul, and became Myrkul's Chosen. He joined Enver Gortash and The Dark Urge (and later Orin the Red instead the latter) in the Dead Three's plot of acquiring ultimate power over the Sword Coast through the Cult of the Absolute.
Waypoints[edit | edit source]
This location contains the following Waypoint:
Connected locations[edit | edit source]
Characters[edit | edit source]
Traders[edit | edit source]
Related Quests[edit | edit source]
Loot[edit | edit source]
Looted or obtained as a quest rewards[edit | edit source]
Absolute's Protector - wielded by Z'rell
Cloak of Elemental Absorption - in Ketheric Thorm's room
Coldbrim Hat - in a locked chest in Balthazar's hidden room
Derivation Cloak - in Balthazar's chambers
Moonlantern - in Balthazar's chambers
Myrkulite Scourge - wielded by Radija
Potion of Everlasting Vigour
Ring of Exalted Marrow - in a Heavy Chest on th rooftop
Shadow Lantern - can be created in Balthazar's hidden room
Spineshudder Amulet - on a Mimic in Melodia Thorm's room
Lann Tarv's shop[edit | edit source]
If convincing Disciple Z'rell to help, Lann Tarv also sells:
Roah Moonglow's shop[edit | edit source]
Araj Oblodra's shop[edit | edit source]
References[edit | edit source]
- ↑ If Astarion is left in the camp, Araj refers to some rumors about the party and asks to bring him to her.
- ↑ After finishing both tasks the player character is granted an audience with the Absolute in Ketheric's presence, which takes place on the rooftop (see the section about that part of the tower)
- ↑ If the check is failed, another party member might talk to Z'rell again, ask her about the prominence of the relic, and try to pass the check, too. This trick can be repeated for every party member
- ↑ If solving the puzzle without mistakes, the Sage characters are granted both inspirations, if otherwise - only the second one
- ↑ Using the [True Soul] option in the dialogue still leads to a fight, but only the initially speaking Winged Horror is considered an enemy. Once it is dead, the others remain neutral to the player character
- ↑ It is called "Isobel's room" in the description to the inspirational event
- ↑ Isobel may die throughout the abduction battle or by the hands of the Dark Urge. In this case, the audience scene is also triggered, but Ketheric reacts to the party's actions much more sternly
- ↑ do not break their Oath doing this
- ↑ As per following books and notes found within the game: Diary of Ketheric Thorm, Vol 1, Vol 2 and Vol 3, Halfred's Note, Madeline's Ledger, Mason's Log and The Waning Moon: Consignments; as well as dialogues with Aylin, Elder Rothé, Halsin, Infernal Mason, Jaheira, Ketheric Thorm, Stonemason Kith, Madeline and Yurgir
External links[edit | edit source]