Ad placeholder
Decide Minthara's Fate
Decide Minthara's Fate is a quest available upon entering Moonrise Towers in Act Two, provided Minthara survived the previous act. It is not required to have ; if the party knocked her out or simply proceeded without defeating her, she will still be alive in Act Two.
Successful completion unlocks Minthara as a possible companion. If Minthara dies at any point during this quest, the quest completes and it is not possible to resurrect her.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Reunions[edit | edit source]
When the party enters Moonrise Towers, if Minthara is still around they'll see her answering to Ketheric Thorm and Disciple Z'rell. Regardless of any successful or unsuccessful checks, Minthara ultimately is taken away to be killed unless the party attacks.
Fighting to free Minthara[edit | edit source]
If the party does decide to attack, a tough fight starts as all NPCs of Moonrise turn hostile, but Minthara fights with the party as an NPC. She must then be escorted out. Talking a way past people won't be an option and won't be possible anymore.
Avoiding the fight and speaking to the Inquisitors[edit | edit source]
If the party avoided the fight, Minthara can then be found down some stairs in the Moonrise Towers Prison. The Deep Gnomes and attempt to break and erase her mind. They can be allowed to do so and bring the quest to an early end. Otherwise they can be deceived (DC 10) or intimidated (DC 14) to allow the party to step in and take over.
Attacking the Inquisitors[edit | edit source]
It's also possible to attack them. If they are attacked, Minthara assists in the fight as an NPC. After they're both down, Minthara asks to be escorted out of Moonrise.
Talking to Minthara[edit | edit source]
If the party stepped in and took over, Minthara is initially unable to talk as she battles The Absolute, who is trying to possess her mind. Passing a DC 18 Wisdom check allows communication with her and either:
- Convincing her to pretend her mind's broken.
- Telling her to fight with the party.
- Erasing her mind.
Assuming her mind wasn't erased, Minthara joins the party as follower / summon. If Minthara pretended her mind was broken, a final Intimidation, Deception, or Persuasion Check (DC 18) convinces Sumera and Jasin to leave. A failure of any check leads to either fighting against the Inquisitors or allowing Minthara's mind to be erased.
The Dark Urge will gain Inspiration from erasing Minthara's mind themselves, but not from letting the Inquisitors do it.
The great escape[edit | edit source]
In the end Minthara must be escorted out of Moonrise Towers. It's not possible to use a Waypoint to do this; the party and Minthara have to leave on foot.
If not attacked, Minthara becomes an Attached Follower. She follows the player character, cannot be equipped with gear, but can be controlled with her unarmed attacks and spells.
It is not recommended to instruct her to wait, because this can trigger a bug, which makes Minthara uninteractable.[1]
If no fight broke out before, then, from here, it's possible to walk out with Minthara peacefully, but it requires a selection of Intimidation, Deception, or Persuasion checks with:
- The guard just outside Minthara's cell (Intimidation DC 14, Deception DC 16, Persuasion DC 14)
- The two guards guarding the front door to Moonrise (DC 14 in all cases)
Alternatively, the party might try to avoid these encounters, such as with Stealth or by casting on Minthara.
On way is heading north-east from the docks and then crossing the broken section of the pathway by using
.If the prison guards are already dead but the Ironhand gnomes have not been freed yet, completing
and escaping by boat offers an escape route where convincing only one guard is required.Afterwards[edit | edit source]
Once Minthara has left Moonrise Towers' boundaries, she can be spoken to and either told to go her own way or head to camp where she can finally be recruited as Companion.
Reward[edit | edit source]
Aside from loot and combat XP, only successfully escorting Minthara out offers the following rewards.
- If Minthara was given's camp location
- 145 XP
- Minthara as a companion
- Characters with the Noble or Urchin background will gain inspiration, if Minthara is recruited on wrap up.
- If Minthara escaped but went her own way
- 65 XP
Notes[edit | edit source]
- ↑ There is a bug that can occur if, after saving Minthara from the deep gnome questioners, she is asked to stay and wait in the prison until the party members come back to her. She then cannot be interacted with anymore, because the dialog for this has not been assigned to her correctly. Also under this circumstance (of approaching her again after first being asked to wait), if one goes inside Minthara's mind and tells her to fight with the party, the dialog will not automatically fire as expected - immediately after combat, so there is then no way to talk to her at all. To circumvent this, it is recommended to free Minthara peacefully (without any fight through passing the persuasion, deception, or intimidation checks) when talking to the deep gnome questioners and then immediately lead her out of the prison without any delay.