Enter the Shadow - Forever Lords

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Enter the Shadow
This is an underground world, with the gnome inhabitants living comfortably in the sewers and pipes of crumbling cities. Industrialization has polluted the surface, making it uninhabitable to most humanoids. The players begin in a merchant's home.

Irnis: "I have been robbed. My fortunes gone and the ills of age within my blood. Please, I beg of you, I must have another sip of the Water of Life. If I had enough time, I could build my empire anew."

Jered's Shadow: "This is the city of the Forever Lords. Those with wealth have eternal youth, keeping the masses poor and dying. Their reign can be ended at the source and the balance restored.

Orrick: "The cruel machinations of others have stolen this man's fortune and his life. He must have your help or he shall surely die."

Irnis: Yes?
1. Who are you, exactly?
I am a Merchant Lord, or at least, I was. My investments have gone sour and I cannot afford another treatment of the Water of Life.
1. So you want me to get this Water of Life?
Yes, exactly. The Merchant King controls the source tightly, so you'll have to find some way within his residence.
1. And what is this source?
None have seen it, but rumors have said that it comes from some magical beast. If you find that, I'm sure the Water of Life would be at hand.
2. Goodbye.

(trigger - FAEFREE=1 && FINISHEDFL=0)
Irnis: You have betrayed me! With the Fae Queen gone, I shall wither and die. My only consolation is that the other Merchant Lords will do so as well! (leaves)
Orrick: You have chosen poorly and I shall not tolerate your continued meddling. You have disrupted the social order of this place. The Merchant Lords will die, leaving chaos and ruin in your wake. (vanishes)
Jered's Shadow: Thank you, friend. The balance is restored.
1. But what of the things the others said? I feel I have failed.
Irnis and the other Lords' lives were paid by the near-slavery of the others. There is pain with every change, but the others are finally free to choose their destiny.
1. It still seems like some of them got a raw deal.
2. I suppose you're right.
With things set right, I now have a measure of my power back. I give to you this gift so that you may continue to fight the good fight. (+2000xp, FINISHEDFL=1, Gives Living Blade, JEREDCOUNT = JEREDCOUNT + 1, disappears)
Anera: You have chosen wisely, [FirstName]. The path is difficult, but our goal is true.

Living Blade (+2 Longsword, regenerate 1hp per round)
Grown, rather than forged, this longsword pulses with living energy. Those who wield this blade find their energies restored and their bodies toughened with resolve.

(trigger - Water of Life in inventory && FINISHEDFL=0)
Irnis: I never thought it could be! I shall rebuild my fortunes and return to glory! (Water of Life removed, leaves)
Jered's Shadow The madness deepens, my strength fading . . . (disappears)
Orrick: A wise move my friend. You have fended off death once more, proving yourself as a champion for life.
1. Whatever. And now, a reward perhaps?
2. Yes. Death must be stopped at every turn.
3. I'm not so sure . . .
And why not? The social structure of this land is maintained. One who would have died will live?
1. But those who cannot afford the Water of Life - they still live in poverty.
Yes, but all have the opportunity to buy into it. Hard work and innovation, after all! Enough of this. How about a reward for your efforts?
1. Okay
Let's see, what's an appropriate reward. Ah, here's a vicious blade for you! (+2000xp, FINISHEDFL=1, Give Darkvengence, ORRICKCOUNT = ORRICKCOUNT +1, disappears)

Darkvengence (+2 Longsword, +1 magical damage)
An oily film covers the blade of this well-forged Longsword, strange patterns forming in its dark finish.


Anera: [FirstName], what have you done?
1. It didn't seem right to let him die.
But why did you not think of the others? Those who struggle in the shadow of the immmortals? The needs of the many outweigh the needs of the few.
2. What I must, as always.
I thought I knew you. Perhaps I do not.


The Atrium
  1. The Atrium
    Ancient city walls are well preserved. Though no natural light comes in from windows, a pleasant glow from the ceiling warms the stones.
    A shabby young woman in leathers hangs out near

  2. The Magic Shoppe
    This bright shoppe has baubles, books, and scrolls organized neatly on shelves.
    The Proprietor: Yes, how may I help you?
    1. I'd like to see what you have to offer.
    2. Nothing for me, thanks.
    The shop sells various scrolls up to 4th level, as well as many potions.

  3. Fayward's Cigars
    This smoky chamber has smoking implements and strange devices arrayed on the walls.
    Fayward: Yes, friend, what can I do for you?
    1. What do you have for sale today?
    2. Nothing for me, I'm trying to quit.
    A few unusual items are for sale:
    Brilliant Gem (Usable by mages/sorcerers, cast Color Spray, 10 charges)
    Pried from the eye socket of a dying Earth Elemental, this gem is prized by wizards who favor combat.


    Skeleton Key (Cast Knock, 1 charge)
    Made from the bones of an actual skeleton, this key can be used in any lock. It is a fragle construct, however, and is destroyed after the first use.

    Miran's Walking Stick (staff +1, light source)
    The mage Miran would often stroll about Waterdeep while musing about his arcane arts. After being waylaid one night, he constructed this walking stick for added protection against such dangers.

  4. Tinella's Suits
    This elegant shop has rows of suits and other apparel, finely tailored and ready for purchase.
    Tinella: Welcome! We have the finest apparel available and tailors on hand for custom fitting.
    1. I'd like to see what you have in my size.
    2. Nothing today, thanks.
    Tinella has several special suits available, as well as cloth armor:
    Foppish Hat (+1 INT, -1 CHA)
    This decidedly strange hat lends the air of a bookworm or learned gentleperson. Though a bit offputting, those who wear it also perceive themselves as a bit brighter than before, though this may all be psychosomatic.

    Fine Attire (+2 CHA)
    Though offering no actual protection against blows or the elements, this elegant suit is made from the best material and brings out the finer elements of all who wear it.

    Tight-fitting outfit (+3 CHA, -1 WIS, wearable only by women)
    The material of this outfit is tight and stretchy, accenting a woman's figure in a pleasing manner. Others are drawn to you, though it does make one behave a bit more foolishly.

  5. Eolira's Strings and Pipes
    Musical instruments of various types can be found here.
    Eolira: Good day.
    1. I would like to see your offerings.
    2. Good day.

    Perrin's Flute (bard only, cast Summon Monster I once per day)
    The great flautist Perrin boasted of his ability to gather an audience anywhere he played. His claims came true, as creatures great and small began to attend his concerts. Unfortunately for Perrin, some of these included the more vile monsters, causing havoc in the taverns. Perrin died in poverty, but his flute survived with a portion of its former abilities.

    Discordant Harp (bard only, chaotic only, Cast Protection from Law once per day)
    While most musical instruments are tuned to perfect harmony, this harp has been carefully adjusted to produce the opposite effect. Those who follow the path of law and order are revolted by the music, making the player difficult to hit in combat.

  6. A Gentleman's Parlor
    This establishment is elegant and casual, customers sipping fine burbon and reclining in large mahogany chairs.
    Bartender: How many I help you?
    1. What is this place?
    The name is a Gentleman's Parlor. I think you will find the establishment most condusive to conducting business or simply relaxing.
    2. What can you tell me about this town?
    Highhold? Well, it's really two different towns - The Atrium and Downbelow. Which are you curious about?
    1. The Atrium.
    You're in The Atrium right now. The best of what could be salvaged from the Builders are here. Fine shops and goods imported from the outlying towns. Beats working Downbelow, I say.
    1. Builders? Who are they?
    Well, after the Elixir of Life was discovered, the kingdom became crowded. When no one died of old age, people started fighting for land. In the final war, terrible magics were used by the Builders. You can't survive long outside, so we stay below ground where it's safe. Makes you want to take up drinking, eh?
    2. Thanks for the information, friend.
    2. Downbelow.
    A gentleperson such as yourself might want to stay clear of there. Mostly workers down there, mining the sludge. Guards don't head down there so much, so it's best to keep a hand on your purse.
    3. I'd like to order a drink.
    4. Nothing today, thanks.

    Farrow: I've heard that the workers are talking about a union again.
    Thurgood: Wasn't that taken care of last year?
    Farrow: Yes, but that upstart Palis seems to be rabble-rousing again.
    Thurgood: So, what will you do about it?
    Farrow: I'm not certain. If I can't convince him otherwise, I may have to send a few guards Downbelow to straighten him out. (Set FARROWHEARD=1)
    Thurgood: What is it?
    1. I overheard you talking about a worker's union?
    No, no. Not in my company. Ask Farrow - he's the one with problems.
    2. Nothing. Nevermind.

    Farrow: Yes?
    1. (If FARROWQUEST=0) You mentioned something about labor problems.
    Oh, you heard that? Well, I would hope you will keep this all discreet. Say, why do you ask?
    1. I'm going to report you to the authorities.
    Ha! You're looking at the authorities in this town. Now move along, you're blocking my light.
    2. I'd like to help you out with your little problem.
    Really? And how exactly do you plan on dealing with Palis?
    1. I'll kill him. That'll fix him good.
    Keep it down! Well, if you can do that, that should settle things. What do you want in return?
    1. Nothing. I kill people for fun.
    Uh, that's interesting. Well, let me know when you're done and all. (Set FARROWQUEST=1)
    2. I'll do it for 1,000 gold pieces.
    A bit expensive, but probably worth it. Very well, I accept. (Set FARROWQUEST=2)
    2. I'll speak with him and see if we can reach a settlement all can be happy with.
    Talk, talk, talk. Very well, if you can settle this, I'd be happy. Now, what do you want from me?
    1. Justice is it's own reward. I expect nothing from you.
    I see. Well, if you succeed, let me know. (Set FARROWQUEST=3)
    2. I'll do it for 1,000 gold pieces.
    A bit expensive, but probably worth it. Very well, I accept. (Set FARROWQUEST=4)
    3. On second thought, I don't want to get involved.
    3. No reason.
    Oh. Well, carry on then.
    2. I must go now.
    3. (PERRINTALK=1) I spoke with Perrin. He wants the miners to get a copper a day and every tenth day off.
    What! A copper a day! That will bankrupt me. And every tenth day off? No deal.
    1. He threatens to stop work immediately.
    (persuasion DC15 succeeds)Hmm. Perhaps you are right. Very well, let him know I accept. (Set PERRINTALK=2)
    (persuasion DC15 fails)Hmm. Nope, not worth it. Well, you tried. I'll handle it myself. (Set FARROWQUEST=5)
    2. (INT > 14) Think about the return on investment. After an initial cost hit, the boost in production should make up for that in a few years..

    And what's a few years to me? Very smart, my friend. Very well, let him know I accept. (Set PERRINTALK=2)
    3. If you kill him, he'd be a martyr.
    Hmm. If you did it, though? I'd never be blamed.
    1. Sorry. That's not a deal I can accept.
    Very well. I'll just handle it myself and take the risk. (Set FARROWQUEST=5)
    2. Very well. I'll kill him. (jump to above question)
    3. (PERRINTALK=2) I haven't spoken with Perrin yet.
    Why are you telling me this? Go talk to him.
    4. (PERRINTALK=3 and FARROWQUEST=3) Just so you know, Perrin accepts.
    Excellent, my friend. Thank you for your assistance. (Set good++, +1,000xp, FARROWQUEST=6)
    5. (PERRINTALK=3 and FARROWQUEST=4) Perrin accepts. Now my money?
    Of course. With this transaction complete, I would like to get back to my drinks. Goodbye. (Set evil+, Give 1,000gp, FARROWQUEST=6)
    6. (PERRINDEAD=1 and FARROWQUEST=1) Perrin's dead. I saved a bit of his entrails for you.
    Er, that won't be necessary. Go along now, please? (Set evil++, +1,000xp, FARROWQUEST=6)
    7. (PERRINDEAD=1 and FARROWQUEST=2) Perrin's dead. Now my reward?
    Of course. With this transaction complete, I would like to get back to my drinks. Goodbye. (Set good+, Give 1,000gp, FARROWQUEST=6) 8. (PERRINDEAD=1 and FARROWQUEST>1 and FARROWQUEST<6) Perrin's dead, though I know it wasn't part of our deal.
    I see, and what do you want me to do about it?
    1. How about 500 gold pieces?
    I suppose you'll gut me too if I don't pay up. Very well, here's your cash. (Set evil+, give 500 gp, FARROWQUEST=6)
    2. Nothing. Just wanted to let you know that he screamed real good.
    Oh, my. Well, one must do what it takes, I suppose. Thank you for your assistance. (Set evil++, +500xp, FARROWQUEST=6)

  7. Guardhouse
    Numerous bunks and equipment are here
    There are several locked chests containing weapons, armor, bolts, arrows, and a small amount of gold.

  8. Master Thummin's Home
    You have entered a small, well-furnished home. The owner appears here, along with a guard.
    Thummin: (THUMMINMET=0)A visitor, I see. And who might you be?
    1. (THUMMINMET=0) My name is [FirstName]. I am a traveller.
    Well met, [FirstName]. Always nice to see a new face. (Set THUMMINMET=1)
    2. (THUMMINMET=0) The name's Gump, [FirstName] Gump.
    Well met, Gump. (Set THUMMINMET=1, chaotic+)
    3. (THUMMINMET=0) None of your business.
    How rude! I would ask that you leave at once, otherwise my friend Untar will show you out.
    4. (THUMMINMET=0) Sorry - wrong house.
    Perhaps you should leave, then?
    5. (THUMMINMET=1) Who are you?
    I am Thummin, a Merchant of the council.
    1. What is the council?
    Why, the ruling council of the strongholds, of course. Our government and all.
    2. So, you must have a fair amount of power.
    No more than any other member. There are currently five standing members in The Atrium, though other communities have votes as well. Total, there are 36 members, though the king has veto power.
    1. Tell me more about the king.
    Several millenia ago, it was Wesley who discovered the Water of Life and its power of immortality. After the great wars, he disappeared for a time, returning after the various strongholds had been established. The Atrium is priviledged to be his home for the moment, though he does travel every century or so.
    2. Never mind.
    6. (THUMMINMET=1) I am try to meet the merchant king. Do you know of a way?
    Meet Wesley? Oh, few meet him these days. Only a cautious man lives over a thousand years.
    1. There must be some way.
    (persuasion DC15 succeeds) Well, Wesley once said there was a back entrance, but he was a bit tipsy at the time.
    (persuasion DC15 fails)Nothing comes to mind.
    2. Maybe someone else will know.
    You could try my neighbor, Mistress Ayes. Rumor has it she's 'intimate' with the king. (AYESTELL=1)
    7. (THUMMINMET=1) Goodbye.

  9. Mistress Ayes' Home
    A brass plaque outside the entrance proclaims this as the Ayes Residence.
    Ayes: (AYESDONE=1)Begone! I shall speak with you no more!
    (AYESDONE=0)Yes, what is it?
    1. Who might you be?
    I am Ayes, and I hold controlling shares in the Downbelow Mining Company.
    1. Thanks for sharing.
    2. Know any special way into the king's residence?
    No, and stop asking such inane questions.
    2. (AYESTELL=1) I understand you're on close terms with the king?
    Who told you this? Well, I guess it's not a big secret. We are lovers, if you must know.
    1. Perhaps you know of a way to get in to see him?
    What? Even if I did know, I would not tell you of a way.
    1. Please, I must speak with him. A friend's life hangs in the balance.
    (Persuasion DC15 succeeds) I suppose it does not hurt to tell you, you seem a good sort. I have heard of a back way to the castle, through Downbelow. That's all I know.
    (Persuasion DC15 fails) What? I would not put the king at risk from one such as you! (Set AYESDONE=1)

    2. If you don't tell me, I'll slit your throat.
    You are mad! Very well, I have heard of a back entrance, though you must travel through Downbelow to reach it. Now begone! (faction--, evil+, Set AYESDONE=1)
    3. I must see the king.
    He sees no one without an invitation.
    4. Goodbye.

  10. Master Quallen's Home
    Heavy tapestries cover the walls.
    Quallen: What is it?
    1. Who are you?
    I am Quallen, and you are?
    1. [FirstName].
    Well then, [FirstName]. Please leave. You are not invited here.
    2. They call me Bobo.
    Well then, Bobo. Please leave. You are not invited here.
    2. Sorry, wrong house.

  11. Master Vres' Home
    Fanciful artwork adorns the walls.
    Vres: Yes?
    1. ((JANNAQUEST=1 OR JANNAQUEST=2) AND VRESACCEPT=0) I spoke with Janna about her condition. You seem to have abandoned her.
    My Janna? How fares she?
    1. Why should you care?
    2. You bastard. You left her to rot, and now you want to know how she suffers?

    I know it is difficult to understand, but it is best for her if I did not continue our relationship.
    1. You're right. I don't understand.
    2. You're talking crazy talk again.

    I have lived a long time, and had many lovers. To watch each one grow old as I stay young. The pain in their eyes, the bitterness that develops. I would not wish that upon my sweet Janna.
    (VRES1=0) 1. She carries your child.
    (Persuasion DC8 Succeeds) My god, I had no idea. Tell Janna that the least I can do is care for her and the child. My thanks, friend. (Set VRESACCEPT=1)
    (Persuasion DC8 fails) I am sorry, there is nothing I can do. If I care for Jenna and her child, it will only make things worse in the end.
    (Set VRES1=1)

    2. If you do not make amends, I shall kill you where you stand.
    Then let us end this here, fiend! (attacks)
    (VRES3=0, INT >= 10)3. Perhaps it is time to end this. To grow old with the one you love is the greatest art.
    (Persuasion DC15 succeeds) I . . . you are right. I have been drifting above life, never wanting to immerse myself in it, both good and bad. Tell Janna I wish to join with her and live out our lives together. (Set VRESACCEPT=2, +300xp)

    Anera (ANERACROMANCE speaking): [FirstName], I am proud of you. To convince one to give up their immortality is a hard thing.
    1. Ah, but I happen to know love's power. It can move mountains.
    Anera: (smiles) It has certainly moved me.

    (Persuasion DC15 fails) And give up my immortality? I would be crazy to do so.
    (Set VRES3=1)

    (VRES4=0) 4. Why must she grow old? The Water of Life can be hers too.
    The cost is incredible. There is no way I could afford to supply both of us for long. (Set VRES4=1)
    5. If there is nothing I can do, I shall leave you now.
    2. Who are you?
    I am Vres, owner of the Artist's Guild here at The Atrium.
    1. And what does that entail?
    I run the business side of things, of course, but also discover new artists. I pretend to dabble in the arts myself, though I have only improved slightly over the centuries.
    1. Centuries? How old are you exactly?
    I will be 615 years old next month. The boredom is hard to fend off at times.
    3. Excuse me.

    If Vres dies, set VRESACCEPT=3, +evil. He is a lvl4 fighter, lvl2 sorcerer. He carries 500gp.

  12. Castle Entrance
    A guard stands outside the main door to the castle.
    Guard: (GUARDTALK=1)Move along.
    (GUARDTALK=0)Yes?
    1. What's behind this door?
    Why, it's the king's residence.
    1. It is? I must get in to see him.
    Sorry. No one gets in without an invitation.
    1. (AYESTELL=1, INT>12) I am a messenger for Ayes.
    Ayes? Why did she not come herself?
    (INT > 14) 1. That information is for the king alone. But just between you and me, there may be a new successor to the throne.
    (Persuasion DC10 succeeds) Wonderful news! There, I've opened the door for you, go right in. (Unlock door)
    (Persuasion DC10 fails) Sorry. Without an invitation, no one gets through. (Set GUARDTALK=1)

    2. I cannot say. It is personal in nature.
    (Persuasion DC20 succeeds) Well, okay. I've unlocked the door for you. (Unlock door)
    (Persuasion DC20 fails) Sorry. Without an invitation, no one gets through. (Set GUARDTALK=1)

    2. Please, I must get in.
    Sorry. Can't help you.
    3. How do I get an invitation, exactly?
    You don't. If the king wants you to have one, you'll get it.
    2. Okay. Just wondering.

    Picking or breaking down the door causes a big faction hit. If done in front of the guard, he will attack. Killing the guard sets evil++.

  13. Guard Room
    Multiple high-level guards spawn here. If faction is low enough, they will attack.

  14. Dining Room
    Beautiful china adorns the table.

  15. Library
    Ancient scrolls and textbooks line the walls.
    In a bookshelf is a scroll of Skull Trap.

  16. Bedroom

    Triggered conversation with Wesley: You? How did you get in here?
    1. My apoligies, but I must speak with you.
    Your life hangs in the balance, stranger. Who are you?
    1. I am [FirstName].
    2. I am Ffaffurd Ffingle Ffard, at your service.

    And why have you disturbed me?
    1. I must have a vial of the Water of Life.
    Indeed? Your need must be great to risk your lives. Very well, for 5,000 gold you shall have a vial and a pardon for entering my home.
    1. (gold > 5,000gp) Okay. It's a deal.
    Excellent. Here is the vial, now begone! (-5,000gp, give vial. +5,000 gp to Wesley, Wesley loses vial)
    2. Sorry. No can do.
    Then you shall pay with your life! (attacks, guards attack)
    2. I seek the source of the Water of Life.
    What? You'll only get that information with my dying breath!
    1. That's the plan.
    (Persuasion DC15 succeeds) I think you might just do that. Very well, you'll find a secret door in the passage behind. The Fae Queen is there. Do what you must, then begone!
    (Persuasion DC15 fails) So be it! Guards, intruder! (attacks, guards attack)

    2. I'm sorry, but I must have it.
    Never! Guards, intruder! (attacks, guards attack)
    3. Never mind. Draw steel!
    Guards! Intruder! (attacks, guards attack)
    2. (AYESTELL=1, INT>12) I am a messenger from Ayes with important news.
    3. You have enslaved the masses to feed your own immortality. Time for judgement.
    Guards! Intruder! (attacks, guards attack)
    4. Sorry - wrong house.
    Guards! Intruder! (attacks, guards attack)

  17. Stairway



  18. Fae Queen
    Locked behind bars, a sad and beautiful light flickers about.
    Note: this figure uses the "pixie" graphic.
    (triggered conversation) Fae Queen: New faces to gawk at this sad being, locked away in a cage?
    1. We seek the Water of Life.
    Endless years, endless pain, trapped in this strange world. My tears used as currency, drops of liquid gold. Why would you do this thing?
    1. This place is not real. It exists only in the mind of a god.
    Who is to say what you call real is not a divine dream as well?
    1. Regardless, I must have it.
    It matters not who takes it. Though the faces of my captor changes, my task is still the same. Enter the cage and it is yours.
    2. I have a job to do. Nothing personal.
    I have been treated as a commodity for so long, I have forgotten what it is to be personal. Enter the cage and take it, if you must.
    2. I will release you, and end your suffering.
    Endless years, endless pain, trapped in this strange world. My tears used as currency, drops of liquid gold. Why would you do this thing?
    1. I will not stand the suffering of an innocent.
    You have the heart of a hero. With the door of this cage open, I shall offer what blessings as I am able. (Set FAEBLESS=1, good+)
    2. I have a job to do, nothing more.
    You follow righteousness, yet delude yourself. Very well, even fools can be on the side of good.

    The cell door can be picked, bashed, or the key from the king can be used to open it.

    (triggered conversation upon entering cage) Fae Queen: And so you enter. What do you wish of me?
    1. I have come to kill you.
    I am old beyond years, but my sting is still sharp! (attacks)
    2. I wish the Water of Life.
    With weary arms, I give it to you. Now leave me in silence, I shall speak no more. (Give Water of Life)
    3. You are free to go.
    Five sweet words I thought I would never hear.
    (FAEBLESS=1) Wait, friend, a blessing on you and yours. (casts BLESS & INVISIBILITY on each party member)
    (FAEBLESS=0) Good luck in your endevors.
    (Set FAEFREE=1, Fae Queen vanishes w/teleport graphic)

    If the Fae Queen is killed, she has the Water of Life on her.



Downbelow
  1. Stairway

    A small boy runs up. Boy: Heya! Wanna buy a knife? Only 50 gold! Cuts real good!
    1. Get lost kid.
    2. (player has >50gp) Sure kid. Looks like you need the money.
    Here you go! Oh boy, I get to eat today! (give knife, +good, lose 50 gold)
    3. (player has >5gp) I'll give you 5 gold for it.
    Well, okay. I can probably buy a little bread with that. (give knife, lose 5 gold)
    4. How about I don't kill you and you give me the knife.
    Don't hurt me! Take it, take it! (give knife, +evil)

    Sludge covered knife (unidentified)
    This old knife is covered with sludge. It has a rancid odor and is unpleasant to carry
    Builder Knife (identified - +1 keen dagger)
    Used by the Builders, the lore of making these fine blades was lost in the years of chaos that followed. The blade needs no sharpening, as it retains it's razor edge at all times.
  2. Dormitory
    Several miners and their families bunk on the hard floor. Several are preparing small meals.
    A conversation will be triggered as they approach:
    Elodian: Excuse me! Stranger, could you help me?
    1. What is it?
    You're a traveller, right? You can walk freely in The Atrium, go places us Downbelowers can't.
    1. Yes, I suppose I can.
    It's my sister. She was . . . involved with one of the merchant lords, and carries his child. He stopped seeing her, and now she's destitute. Could you help us?
    1. A sad story. I'd be happy to help.
    Oh, thank you. Speak to my sister, Janna, for the rest. (JANNAQUEST=1)
    2. I could help, for a price.
    We have nothing, nothing at all.
    1. Can't help you then. No deposit, no return.
    Wait! If you help her, you can have my wedding ring. My dead husband gave it to me, but I would do anything for Janna. (JANNAQUEST=2)
    2. I suppose I could do this one for free.
    Oh, thank you. Speak to my sister, Janna, for the rest. (JANNAQUEST=1)
    3. I've got better things to do with my time.
    Damn you! Damn you! (cries)
    2. I don't have time now, sorry.

    Elodian: (JANNAQUEST=0) You wouldn't help us before, so begone!
    (JANNAQUEST=1 OR JANNAQUEST=2) Speak with my sister Janna. She can help you.
    (JANNAQUEST>2) Yes?
    1. (JANNAQUEST=3) I wanted you to know that Janna is taken care of now.
    Thank you stranger. The miners here appreciate all you've done for us.
    2. (JANNAQUEST=4) Janna is taken care of. Now the reward?
    Yes. Here is my ring. For Janna, it is worth it. (Set JANNAQUEST=4, give 500gp diamond ring)
    3. Goodbye.

    Janna: (JANNAQUEST=0) Leave me alone. I don't want company right now.
    (JANNAQUEST=1 OR JANNAQUEST=2)Yes?
    1. Your sister explained your problem. Who is the man who slighted you?
    My sister means well, though I doubt there is anything you can do. His name is Vres, one of the merchant lords of the Atrium.
    1. Why will he not see you?
    I do not know. He did not seem a callous man, but suddenly stopped seeing me altogether. Maybe you could ask him, as the guards do not let me by.
    2. I'll beat some sense into him.
    Oh, don't hurt him. It will do no good, and he is my child's father after all. Please, just talk to him.
    (player has >=1000gp) 3. I could take care of this myself. I have 1,000 gold pieces. Please, take it.
    What! Oh, you are the answer to all my wishes! Thank you, thank you! (If JANNAQUEST=1 then JANNAQUEST=3, good++, +900xp. If JANNAQUEST=2 then JANNAQUEST=4, good+, +300xp)
    (JANNAQUEST>3) Thank you so much for all your help. I shall name my child after you. What was your name again?
    [FirstName].
    Whenever I call out to [FirstName], I shall think of you.
    Zortak the Destroyer.
    Well then, Zortak it is.
    2. (VRESACCEPT=1 AND JANNAQUEST>0 AND JANNAQUEST<3) Vres has agreed to support you and your child.
    My thanks, friend. Your intervention has eased my life considerably. (If JANNAQUEST=1 then JANNAQUEST=3, good++, +600xp. If JANNAQUEST=2 then JANNAQUEST=4)
    (If JANNAQUEST=4) 1. What about my reward?
    Reward? Oh. Speak with my sister Elodian.
    2. Good luck to you Janna.
    3. (VRESACCEPT=2 AND JANNAQUEST>0 AND JANNAQUEST<3) Vres has chosen to give up his immortality and join you.
    Words cannot express my gratitude. This is more than I ever dreamed of! (If JANNAQUEST=1 then JANNAQUEST=3, good++, +600xp. If JANNAQUEST=2 then JANNAQUEST=4)
    (If JANNAQUEST=4) 1. What about my reward?
    Reward? Oh. Speak with my sister Elodian.
    2. Good luck to you Janna. May the two of you find true happiness.
    4. (VRESACCEPT=3) I killed Vres. Think of him no more.
    What? That does no good. How will my baby and I survive?
    5. Goodbye.

  3. Fenced Goods
    A gaunt man stands near a large crate, it's markings burned off by fire. Another large man stands nearby, ready for trouble.
    Yanni: Care to look at me wares?
    1. Sure
    2. Not today, thanks.
    He carries a variety of weapons, and a small idol that summons a goblin once per day.
    Figurine of Mediocre Power
    While most mages in training were creating Figurines that summoned blank panthers, great warriors, or even small dragons, Pell was a failure in his class. Pell could only manage a small goblin, and a rather sickly one at that.


  4. Sludge Miners
    A number of dirty, strong men wait around for the sludge barge to arrive.
    Perrin: You must understand your own worth! He who controls the sluge, controls the Atrium!
    Sludge Miner: Perrin, you talk too much.
    Sludge Miner: I got a kid to feed. Can't stop working now.
    Perrin: We'll support each other other. Come on!

    Perrin: Yes my friend?
    1. Who are you?
    The name's Perrin. I'm a sludge miner like my friends here.
    1. What do sludge miners do?
    Why, mine the sludge, of course! Each day, we board the sludge barge, take it to the older parts of the sewers, and haul it back to fertilize the gardens.
    1. Sounds unpleasant.
    If it weren't for the heavy-handed rule of Farrow and the other Forever Lords, it wouldn't be so bad. Slinging sludge is peaceful, in it's own way.
    2. Your miner pals don't seem too motivated.
    Yes, it's hard getting them to change. Last year, there was a miner rebellion that ended bloody. I think fear rules them these days, though they may not show it much.
    3. (FARROWHEARD=1) I overheard your boss, Farrow, talking about sending down some guards to take care of you.
    The bastard! It'll do no good. Some days I think I'm worth more to the cause as a martyr.
    1. I could talk to him, maybe help you out?
    Could you? I haven't been able to talk to him really. The guards won't let me into his Gentlemen's Club in the Atrium.
    2. Could be. Poverty sucks.
    4. (FARROWQUEST=1 or FARROWQUEST=2) I've come to kill you. Prepare yourself. (Perrin and the miners attack.)
    5. (FARROWQUEST=3 or FARROWQUEST=4) I've been talking to Farrow and he wants to reach an agreement with the miners.
    Really? And how was he going to address our demands?
    1. Um, what were your demands again?
    Increased pay to a copper a day and every tenth day off. Otherwise we stop work immediately.
    1. Right. I'll go talk to him. Be right back. (PERRINTALK=1)
    6. (PERRINTALK=2) I've talked to Farrow. He accepts you offer.
    Excellent! Thank you, my friend. I shall go and spread the good word. Please let Farrow know I accept as well.(Set PERRINTALK=3)
    7. See you later.

    If Perrin dies, set PERRINDEAD=1

  5. Guards
    A few company guards mill around, looking uncomfortable.
    Guard: Hey there. You probably don't want to cross the canal.
    1. Why's that?
    Well, there's a few of the city's orginal inhabitants still in the sewers.
    1. Original? How original exactly?
    Oh, a few hundred years or so. Skeletons and such. Pretty dangerous, so watch out if you do decide head over.
    2. Oh, okay.
    Look, if you do, we don't really care. We're here to keep things out, not people in.


  6. Spider Lair
    Several large spiders scurry about.


  7. Traps
    Murky water laps over the stone floor.
    Two traps are here.

  8. Outcasts
    Several scruffy fellows hang about.
    Quinney (triggered conversation): Hey? What are you doing here?
    1. I could say the same of you.
    2. Just passing through, friend.
    3. I'm on a mission. Step aside.
    Just one minute here, this is our turf.
    1. Doesn't have your name on it.
    2. Really, I don't have time for this.
    Look, if you want to get through here, just answer one little question.
    1. And the question is?
    2. Oh, I'm dying to know. What is it.
    Are you for the king, or against him?
    1. I support the king fully.
    Ah! I new it. Men, get 'em! (attack)
    2. I do not like the king and what he stands for.
    Well then, good luck to ya, friend! Oh, and watch out for the undead beyond. They're a bit testy after bein' dead for so long.
    3. I care little for the king, but only in my mission.
    Hmm. We'll be watchin' you

  9. Undead



  10. Skeletal magi



  11. More undead



  12. Stairs Up



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