Enter the Shadow - Summary

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Demon:
Introduction

Dreamcatcher:
Introduction
Skyfall
Ocean Dreams
Pit of Stars
Evermeet

Shadowlords:
Introduction
The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
Synopsis:
The party enters the demi-realm that holds the essense of the dead god Jergal. By resolving three separate stories, the fate of Jergal is determined.

The first story, Blood Choice, forces the party to resolve the issue of a dying child. The group can either provide the child with a poison or the blood of a vampire to bring immortality.

The Forever Lords tells a tale of immortal merchants. The merchant king holds a Fey Queen imprisoned, her life-giving tears becoming the highest currency. A fallen merchant begs for a second chance, asking the party to bring him the tears. Alternatively, the group can free the Fey Queen.

With Undying, the people of this land were given immortality by a powerful wizard. Some seek to undo what they now see as a curse. The adventurers can either help or hinder this endevor.

Note: Perhaps this should be split into three modules?

Total Quest Experience: xp
Total Gold: gp
Total Magic: gp
Magic Items:


The first map is a dark plane with three portals. Dying on this map will cause a ressurection in the center.
Note: work on layout so that final combat is strategically interesting.

Anera: By Kelemvor, what is this place?
Jered: It is a shard of Jergal, twisted and in pain.
Anera: We're in the mind of god? Is this what gives Orrick his power?
Jered: In a sense . . . We must heal the damage and restore the balance. Orrick's way has corrupted Jergal's divine strength.
1. And how exactly do you plan on doing this?
2. You're going to play psychiatrist to a god?
Jered: All my strength is going to maintain our presence here. It is you who must restore his mind.
1. Again, how is this supposed to happen?
2. How should I do this, Jered?
3. Let's see, I think I've got my lobotomy kit around here somewhere . . .
Jered: You will perceve the dissonance in physical terms. The damage to Jergal's spirit will be seen in terms of people, places, and situations that must be set right.
1. So, I'm not enlightened enough to perceive the reality of this place?
2. None of this is real? It's like a big illusion?
Jered: The reality is there. The decisions you make on the other side of the portals will have a profound effect on the physical plane.
1. So, what will happen if I fail?
Jered: Orrick's control over the shard will grow, twisting Jergal's power further. I shall probably perish as well, though that matters least.
1. And if I succeed?
Jered: I cannot say for sure. Perhaps the shard will become part of me, or return to the mind of the true god. All I know is that it's corruption must be cleansed.
Orrick's Sending (teleports in, invulnerable): One moment, my friends. I would not like you to have such a one-sided view of the situation.
1. And just want can you offer me?
2. I would never do anything to help you.
3. La, la, la. I can't hear you.
Orrick's Sending: Jered has not told you all. The undead at Stonemeet - their unusual properties are due to the Source. Destroying it would lead to their true deaths.
Jered: He . . . is right, [FirstName]. Both Orrick's undead and those at Stonemeet would fall if the wounds are healed.
Orrick's Sending: There, you see? Would you be willing to kill innocents in your cause? Fight against death! If you do this, I shall have the power to grant everlife to you as well. You will never grow old, never die. Imagine what you can do!
Jered: (banishing Orrick's Sending) Begone! Your lies tire me, and this place shall not belong to you. Please, [FirstName], you must begin soon. Enter the portals.


At conversation's end, spawn a conversation between Anera and the player who holds the circlet (if 2nd star active):
Anera: [FirstName], do you believe Orrick? Will you do as he asks?(set ANERACROMANCE=player)
1. The undead at Stonemeet seemed just and good. If the Source is healed, many innocents would die.
Those undead know not what they miss. There is peace in dying, and the perversion of their lives has withheld that from them. We must do as Jered asks.
2. He is a liar, twisting the truth to suit his needs. I will never obey him.
I am much relieved, [FirstName]. I thank Kelemvor that we both fight for justice.
3. Death seems wrong to me, and I shall fight for the living.
There is no evil in death. It is the perversion of life that I most fear. Support me in this, [FirstName], I beg of you.


Jered:
(JEREDCOUNT = 0 AND ORRICKCOUNT = 0) You must enter the portals and set right what lies in the worlds beyond. All my strength goes to maintaining our presence here, so I cannot speak more.
(JEREDCOUNT > ORRICKCOUNT) You do well my friend. Continue to heal the lands beyond the portal and we shall cleanse this taint of evil.
(JEREDCOUNT < ORRICKCOUNT) I . . . feel such pain. Please, [FirstName], choose carefully, as I fear the madness is spreading within me.

(trigger if JEREDCOUNT + ORRICKCOUNT = 3 AND JEREDCOUNT > ORRICKCOUNT)
Set JEREDSIDE = 1
Jered attacks Orrick, Orrick attacks Jered
Jered: Quickly, to my defense! Orrick summons his forces for a final attack!
Orrick: If I must die, then you shall all follow me to Hell!
Anera: [FirstName], quickly! Orrick must fall!
Orrick summons a number of undead (dependent on party's level), casts Stoneskin, Minor Globe of Invulnerability, Stinking Cloud, then Magic Missle. Periodically, he will Dimension Door and summon undead.
Jered casts healing on wounded party members, Bless on the party, Invisibility to Undead on Anera.
If Orrick dies, the following conversation is triggered:
Jered: I can hardly believe. It is over now - Orrick defeated, my mind clear for the first time.
1. What will become of you now?
I feel a pulling, a desire to move onward. I think it may be time to meet Jergal, my true father.
1. Your actions have honored your family. I wish you luck in your journey.
2. And I thought my family was crazy.

Before I go, I shall open a portal back to your lands. Perhaps our paths will cross again. (open portal, teleport out).
Anera (to ANERACROMANCE): [FirstName], is it finally over?
1. If something like this can ever be finished.
I imagine you will be returning to Scornubel now.
1. Yes. I must leave you now.
My mother tells me that love has no place beside duty. I did not understand her words . . . until now.
1. Love? You love me?
How could I not? You have shown courage beyond measure, with a kind strength that I have come to rely on.
1. I'm sorry, Anera. These last few weeks have been wonderful, but our journey leads down different paths.
Then let us enter the portal quickly and part ways before I lose my courage.
2. Anera, I love you too. (go to branch below)
2. It is for the best Anera, I am sorry.
Then let us enter the portal quickly and part ways before I lose my courage.
2. I'm not certain. Where are you going next?
I have not thought about it much. If my duty is complete, I may make a journey to see my family.
1. I see. Well, I must be leaving you then. (go to branch above)
2. If you would let me, I would travel with you still.
You wish to meet my family? That is sweet, but don't feel obligated just because of me.
1. It's not that Anera. I love you.
Though you have braved untold dangers, it takes you this long? I love you, [FirstName], almost from the moment we met.
1. You can't imagine how relieved I am! I've been afraid to tell you, though I've known for some time.
Let us celebrate our newfound bravery. Into the portal, and onward to the perfect little inn that I know.
2. Those who follow the path of righteousness should do so together.
Your heart is noble, [FirstName]. Let us enter the portal, side by side.
3. Perhaps we can spend a few days at an inn I know, to celebrate.
Certainly! You may even be lucky enough to see me in a dress. Into the portal then, together.

(trigger if JEREDCOUNT + ORRICKCOUNT = 3 AND JEREDCOUNT < ORRICKCOUNT)
Set ORRICKSIDE = 1
Jered attacks Orrick, Orrick attacks Jered. Anera casts Bull's Strength on self & attacks party.
Orrick: You have released my final bonds! And now, help me finish this!
Jered: Frimple, frumple. Mad am I! Kill, kill, kill. Die, die, die!
Anera: You have betrayed me and all I stand for. Duty demands vengence!
Orrick summons undead, Jered casts Fireball on them. Anera attacks the player. Anera's OnDeath is changed so she can die.
If Anera and Jered die, trigger conversation with Orrick:
Orrick: Heh, heh, heh. And so it ends. I find myself in league with a betrayer.
1. I have done as you asked. Now, my reward?
My, aren't you cocky! Reward a back stabber? I think not, my unwitting accomplice.
1. So, what will you do with me? I am ready for any attack.
Now that you have killed Jered, my power is complete. You could no more harm me, than kill death itself. I admit, though, that you have played a part. You may loot what you can off your friends' corpses. Here is a portal so that you may leave my realm. Do not seek me out again. (Teleports out, creates portal that ends the module)
2. I cannot believe what I have done!
You cannot, can you? But your every action has been against your friends' wishes. How can you not be surprised?
1. I did not wish their deaths.
No matter. It is ended now. You may take what you wish from these corpses around me. I am done with you and require your services no more.
Wait! How will I get home?
Home? You think of Scornubel as your home? I don't think they will have you back, after news of your "heroic" deeds are retold. Very well, here is a portal that will return you to the lands you know. Bother me not. (Teleports out, creates portal that ends the module)

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