Enter the Shadow - Blood Choice

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Ocean Dreams
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Introduction
The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow


The party begins in a small house next to a child's bed. The parents are anguished:
Rella: Mama, mama. It hurts, it hurts.
Fonta: Why must she suffer so?

Jergal's Shadow:
Before you, an innocent girl lies dying from an incurable disease. Her only hope is a swift end to her pain. Seek powerful elixirs used in the upper floor of the nearby sanitarium.

Orrick's Sending:
Look as she needlessly suffers when salvation is at hand. In the catacombs beneath the sanitarium sleeps an ancient vampire. A small vial of his blood will fend off her death for all time. Rella: Help me, please . . .
1. Rest easy, little one. I shall help you if I can.
2. (painkiller in inventory) I am sorry that I cannot cure you, but this potion shall end your pain.

Rella: Ohh . . .
Fonta: My baby, my baby. I wish it had not ended this way, but I know you now know peace.
Jergal's Shadow: All things must end, though we may have some choice in how it may come. This innocent's passing has been made easier by your actions.
(+2000xp, child dies, add Periapt of Wisdom (+2) to inventory, set JEREDCOUNT++, FINISHEDBC = 1)
Anera (to ANERACROMANCE): [FirstName], hold me a moment, please?
1. I'm sorry it had to end this way.
To watch a child die. I know that we follow what is just, but it pains me to see one so young perish.
1. And I as well.
I can't help think that if I had a child of my own, perhaps my choices would be different.
1. If you . . . we ever have a child, I vow to protect them at all costs.
Thank you, [FirstName]. You remind me again of what I admire in you.
2. Sometimes the innocent are victims on the path of righteousness.
You are right, though I wish it were not so.
2. It had to be done. Pull yourself together.
Yes, I suppose it had to. Death is a blessing to some, though it seems terrible in one so young.

3. (vampire blood in inventory) Drink this blood, as it is the only way to cure you.
(lose blood, remove child, add vampire, +2000 xp, give Amulet of Intelligence (+2), ORICKCOUNT++, FINISHEDBC = 1)
Orrick's Sending: Death defeated with life everlasting. The grip of endless sleep gives way to strength and vitality.
Child: What warmth, strength. The pain, gone. Now, only hunger.
The child kills both parents then leaves.
Anera (to player who began the action): My god, [FirstName], what have you done?
1. I don't know. I only wanted to cure the child.
She is a vampire now, a soulless killing machine! How could you consider her cured?
1. She is strong and healthy now. Surely that must count for something?
It matters little. The girl's torment is greater than it was ever before.
2. I see that it was a mistake now. I shall do better next time.
2. Can't you see! She would have died had I not helped her.
But her life is merely a parody of true life. Her soul is gone, her parents dead.
1. I only know it seemed the right thing to do.
2. Maybe it wasn't such a good idea. I'll do better next time.

  1. Entrance
    A small book is here, turned to a page marked "Visitors". No names appear beneath.
    Anera: A gloomy place indeed.
    1. A fresh coat of paint and some flowers would spruce this place right up.
    Well, it sounds like you're a regular Martha [LastName].
    2. Reminds me of my mother's house.
    Hmm. Maybe I'll hold off on the family visit for awhile.
    3. Yeah, but it's a dry gloom.

  2. Doctor Mordin's Chamber
    This appears to be a tidy bedroom, books lining the walls.
    A potion of Cure Serious Wounds can be found here, as well as a key to the basement. A small, black notebook is here as well:
    The latest attempts to cure our Patron have failed. While the Alchemist works on his assorted formulae, I believe that Doctor Reaver and I will be more successful with surgical techniques. Our latest attempts at organ grafts are promising, regardless of the results with Patient #22.

  3. Doctor Reaver's Chamber

    Inside a cabinet is a small black journal:
    Our Patron awoke last night and took one of our patients to the catacombs below. It is a setback, but without his funds we could not continue. I may have to make another trip to the village to see if there are any 'half-wits' that their family wishes to get rid of.

    The work progresses well. It appears that through alchemical means, we can preserve living animal organs indefinitely. The first grafts appear to have met with moderate success, though the hosts appear quite hostile.


  4. Asisstant's Room
    Messy and unkept, two beds are stuffed into uncomfortable corners.


  5. Storage
    Food supplies, linen, and bandages fill assorted crates.


  6. Meeting Room
    Dust covers this apparently unused meeting room.
    Anera (to ANERACROMANCE): So, [FirstName], think we might close the door and find a bit of privacy here?
    1. Um, now?
    Do you think we'll have a better time?
    1. I wouldn't want to be interrupted, who knows who's around here?
    Yes, you're probably right. This meeting table probably wouldn't hold up to your vigor anyway . . .
    2. Well, if think now is a good time . . .
    Well, no, but why should that stop us? (light dims for 6 seconds, then reappears)
    2. Anera, we have a job to do.
    Oh, [FirstName], your dedication to duty exceeds even mine.
    1. It's not that I don't want to, you know.
    It's probably for the best. Very well, [FirstName], lead on!


  7. Barrels
    Floating in the barrels can be seen numerous floating organs and limbs, surrounded by a thick, clear solution. Strangely, the solution smells vaguely like mint.

    Anera: Hmm. Whatever's in those barrels smells minty.
    1. Um, Anera, I think they're human organs.
    You mean it's made out of people?
    1. Yes. Soylent Soup is people.
    2. Time to kill whoever has done this.
    2. Yes, gives the place a country cottage kind of feel.
  8. Operating Room #1
    As you enter this blood-stained operating room, a hideously deformed man rushes at you, squealing and grunting.
    This door is barred from the outside, but can easily be entered. Inside is "pig-boy".

    Anera: By Kelemvor! It's some kind of pig boy!

  9. Cell 1
    A strange, sticky film covers the walls of this empty cell.

  10. Cell 2
    A piece of paper near the door is titled Patient #19
    Inside is a strange beast that will attack immediately:
    "I am not an animal. I am not an animal. I am not . . ."
    Hidden in a crack is a diamond (200gp)

  11. Cell 3
    Patient #23 is scrawled on a piece of paper near the door.
    Inside is Patient #23. She is considered a L5 mage and will cast various mind control and illusion spells. She will say strange things as she attacks:
    "Puppet man pulls your strings!"
    "Oh, how I feel the dark lord staring with his empty eyes."
    Under a cot is a scroll of Confusion and some mad scrawlings:
    A torn piece of gown has brownish scrawled letters:
    The head voice talks to me.
    A soothing mother to my crippled body.
    The doctors fear me now that I see behind their eyes.
    But the empty men come to kill me.


  12. Cell 4
    Patient #5 is written on a piece of paper.
    A man is here, unspeaking (use Ettin graphic). Various animal parts have been grafted to his flesh. A monkey head speaks:
    "Do you think me still a man?"
    The face of a frog calls:
    "Is fear all you see in me?"

  13. Operating Room #2

    A book of lab notes rests on a table:
    Experiment #45
    Though their was a fair amount of blood lost, the graft appears to have succeeded. The new formula has increased the strength of the sinew and bone formed at the interface. Also noted was the extreme distress of the host upon waking, perhaps more than can be explained away by normal psychic trauma.

    Experiement #46
    Injecting bits of mind flayer brain matter into Patient #23 has produced strange effects. Lunatic raving is mixed with possible prophetic statements. We may have to terminate, however, as possible psionic abilities are manifesting themselves.


  14. Operating Room #3
    Two men in white coats appear to be performing some operation, a grotesque assistant restraining the patient.
    Dr. Mordin is a mage (L4) and will cast sleep on the party. Fissel (F4) will attack with a club. Dr. Reaver (R4) will attack with a Wicked Scapel (+1 Dagger, +2 cold damage, cannot be used by good characters):
    This cold blade has played a part in many evil surgeries. The razor sharp metal slices through bone and sinew with ease.
    Dr. Mordin holds a scroll of Mirror Image and holds several gems. Dr. Reaver holds a potion of Cure Serious Wounds.
    Dr. Mordin: What? How dare you interrupt my operation!
    Anera: You shall pay for your cruel experimentation, Herr Doctor!

  15. Animal Cages
    Howling creatures shreik and pace in their cages.
    A rough-edged journal can be found here:
    Drek's Jurnel
    Mastur says I must be smartur or I will go to the cells with the prisuners so I keep my own jurnel too.

    Today had to smash nose of pig-boy. He take nip out of Drek, so bash reel hard.

    Mastur make me have new operashun. He say will make stronger and Drek feel stronger now.

    Drek feel proud. He added spices to orgun vats. Now smell minty fresh!


  16. Animal Cages
    Drek is here (STR 24, L5 Figher, holds club). He will attack on sight, yelling:
    "Prisoners escape! Bash, bash, bash!"
    Anera: Over there, in that medicine cabinet. Perhaps the elixir we seek is there?
    In a cabinet nearby is the quest item, Elixir of Quiet Death:
    This powerful poison brings euphoria to the victim, blocking out all pain and suffering. Within hours, a deep sleep ensues and the heart stops beating.


  17. Basement
    The door to this room (from above) is locked. It can be picked, bashed, or the key in Dr. Mordin's chamber can be used to open it.

  18. Storage
    Crates and barrells fill this room.
    Several wererats scamper about. A crate contains torches and 24 gp.

  19. Lair
    Torn linen and hay are piled about the walls in this impromptu lair.
    A pack of wererats scamper about.

  20. Treasury
    A large chest rests on the floor.
    The chest is locked and trapped. Inside are several gems, 200gp, and a scroll of Fireball. In front of the chest are a pair of gargoyles that will animate when any approach.

  21. Pharmacy
    Bottles of strange liquids line the walls.
    Several unidentified potions are here: poison (x2), cure serious wounds, cure disease.

  22. Cell
    The occupants of this cell died long ago.
    Several skeletons are here.

  23. Cell
    Outside the door is scrawled some lab notes:
    The latest formulae appears to have been quite effective. Virtually all liquids have been removed, though the life force remains. May be useful for preservation efforts of the Master.
    A Dessicated Corpse is here (zombie, but with more hit points). On his body is a potion of Bull Strength.

  24. Cell
    Outside the door is scrawled some lab notes:
    After my last examination, the new treatment appears to have gelatinized the skeletal structure. In contrast, the ligaments have become stronger and more flexible.
    A Twisted Man will attack (Monk lvl3). On his body is a potion of Cat's Grace.

  25. Large Room
    A pack of wererats lives here.

  26. Alchemist Lab

    The Alchemist is here, one of the previous assistants to the doctors, now branching off into his own fields of study. As the group enters, he will say:
    The Alchemist: Ah, more test subjects. Perhaps formulae #5 for you my pretty?
    He will then attack (Monk 4). He carries a potion of Cure Light Wounds X2, a potion of Bull Strength, and a potion of Cat's Grace.
    Resting on a table is a brass key that opens the door below:
    This appears to be a heavy brass key fitting a complex lock. A small paper note is attached by twine, simply reading "To the patron's lair."

  27. Cell
    A thin, pale man is here, "Thank you for releasing me! My madness was cured long ago, but they would not let me leave!". He goes to the nearest exit (+300xp).

  28. Cell
    A woman is here, "Bless you, friend! Oh, to walk into the light again!" (+300xp)

  29. Vampire's Lair
    Dim cavern walls flicker in the torch light.
    The door to this area requires a brass key or a very high lock pick skill.
    Inside is a Deformed Vampire, the result of various treatments by the doctors to cure his intially psychological illness.
    "Doctor Reaver, is it time for another treatment? I'm feeling stronger now and feel success is near!"
    "What? You're not one of the good doctors. Oh well, it will be good to build up my strength."
    In his coffin is a Wand of Monster Summoning I, 20 +1 arrows, and 400gp. The body contains Vampire's Blood:
    A small vial of Vampire's Blood is all that is needed to complete the girl's transformation.

DM Notes
The Message
- The Walk
- Eureka
- Caves, level 1
- Caves, level 2
- Forest of Wyrms


Hill's Edge
- Hill's Edge
- Mayor's House
- Cyric Temple


Skull Gorge
- Side View
- Level 1 (Upper Temple)
- Level 2 (Entrance)
- Level 3 (Minor Oddities)
- Level 4 (Blasphemes)
- Level 5 (Tal'Nash)


Stonemeet
- Stonemeet
- West Caves
- South Caves
- East Caves
- Phthta's Realm


Enter the Shadow
- Blood Choice
- Forever Lords
- Undying


Extras