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| Demon:
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| Dreamcatcher:
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| Shadowlords:
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- Entrance
Rafters creak with age and torches flicker against hewn rock.
The mine shows signs of recent activity, with footsteps and heavy
objects leaving trails in the dirt.
A WIS/Tracking check will display:
Though old, this cavern has been used frequently. Both dog and human tracks
run throughout this cave system. Only the tracks of a single person are visible,
probably a large human male.
Nearby the entrance are several torches. Once the players get a few
steps into the mine, they'll hear:
Wayfin: "Claim jumpers! It's my dig, stay away!"
He'll then run to a point to the left of 6.
Nooble: Hmm. I guess he's not the tour guide, then.
- Tools
Rusted heaps of tools lay in the corners of this chamber.
Some appear to have been scavanged for parts, as boards, ropes
and nails seem to have been pulled from the best of what remains.
A Spot check (DC 10) will reveal 5 helmets buried in the debris.
- Tiny Passage
sl1_pass_trig1
//Trigger OnEnter event
void main ()
{
object oPC = GetEnteringObject();
if (!(GetLocalInt(oPC, "PassageMessage") == 1))
{
SetLocalInt(oPC, "PassageMessage", 1);
ActionSpeakString("The passageway narrows to a tiny opening, which only a gnome or halfling might pass. It appears as if the miners began to dig this passway, but something stopped their forward progress.", TALKVOLUME_WHISPER);
}
}
The passageway narrows to a tiny opening, which only a gnome or halfling
might pass. It appears as if the miners began to dig this passway, but
something stopped their forward progress.
A gnome or halfling character will be teleported to 4 if the progress to the end.
sl1_pass_trig2
//Trigger OnEnter event
void main ()
{
object oPC = GetEnteringObject();
location lTinyPassageIn = GetLocation(GetWaypointByTag("wTinyPassageIn"));
int iRace = GetRacialType(oPC);
if((iRace == RACIAL_TYPE_HALFLING)||(iRace == RACIAL_TYPE_GNOME))
{
ActionSpeakString("You're able to crawl down the tiny passage.");
AssignCommand(oPC, ActionJumpToLocation(lTinyPassageIn));
}else{
ActionSpeakString("The passage is too small for one of your kind.");
}
}
sl1_pass_trig3
//Trigger OnEnter event
void main ()
{
object oPC = GetEnteringObject();
location lTinyPassageOut = GetLocation(GetWaypointByTag("wTinyPassageOut"));
int iRace = GetRacialType(oPC);
if((iRace == RACIAL_TYPE_HALFLING)||(iRace == RACIAL_TYPE_GNOME))
{
ActionSpeakString("You're able to crawl down the tiny passage.");
AssignCommand(oPC, ActionJumpToLocation(lTinyPassageOut));
}else{
ActionSpeakString("The passage is too small for one of your kind.");
}
}
- Hidden Room
A large spider makes its lair here. In its nest is 50 gp,
a small set of chain armor, and a masterwork short sword named Fafway's Shard:
At the Battle of the Bones, the great warrior Fafway carried a vicious bastard
sword forged by the northen dwarves. Locked in combat with the goblin lord Gnokwan,
his blade shattered and he quickly fell. Years later, the shard was found and reforged,
though the new blade carries only a whisper of its greater glory.
- Current Mine
Raw ore litters the floor of this cavern. Recent scars indicate that someone
or something has been chipping away at the walls.
A Spot check (DC15) will find silver nuggets in the ore (3 X 10 gp each).
- Ruined Passageway
When the party begins to approach, Wayfin will say:
"Foolish one! Wayfin's home is these caves. The walls will
crush you at my command!" He'll then run near 7.
sl1_wayfin_trig1
// trigger - fire once
void main()
{
if (!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
object oWayfin = GetObjectByTag("Wayfin");
location lWayfin1 = GetLocation(GetWaypointByTag("wWayfin1"));
AssignCommand(oWayfin, SpeakString("Foolish one! Wayfin's home is these caves. The walls will crush you at my command!"));
AssignCommand(oWayfin, ActionMoveToLocation(lWayfin1, TRUE));
SetLocalInt(OBJECT_SELF, "fired", 1);
}
}
An old sigh reads "Unstable mines. Wear your hard hat."
On the north side of the cavern is a natural trap where rocks
may fall for 1d6 damage.
- Wolf's Den
When the player comes near, Wayfin will call "Gnarish! Taron! Come here, you mutts!".
The wolves at 7 will come out and attack the party while Wayfin moves to 9. If the party
level is high enough, there will be wolf pups.
sl1_wayfin_trig2
// trigger - fire once
void main()
{
if (!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
object oWayfin = GetObjectByTag("Wayfin");
object oTaron = GetObjectByTag("Taron");
object oGnarish = GetObjectByTag("Gnarish");
location lWayfin1 = GetLocation(GetWaypointByTag("wWayfin1"));
location lWayfin2 = GetLocation(GetWaypointByTag("wWayfin2"));
AssignCommand(oWayfin, SpeakString("Gnarish! Taron! Come here, you mutts!"));
AssignCommand(oWayfin, ActionMoveToLocation(lWayfin2, TRUE));
AssignCommand(oTaron, ActionMoveToLocation(lWayfin1, TRUE));
AssignCommand(oGnarish, ActionMoveToLocation(lWayfin1, TRUE));
SetLocalInt(OBJECT_SELF, "fired", 1);
}
}
- Abandoned Room
A gust of musty air greets you as you enter the room. Thick dust has settled
on tables and barrels undisturbed for many years.
A strength check of DC18 is required to open the door.
In a barrel are two healing potions and 25 gp.
- Wide Hallway
An empty barrel is here. When the party approaches, Wayfin will call:
"Ach, you still pursue. Escape while you can!" and run to 11
- Pool Room
A large pool fills most of the room. Beneath the waves, something glitters next to a crushed skeleton.
You may be able to retrieve it should you dare to go in.
Nooble: Hmm. How are going to cross this pool?
1. We could see if you float, make a boat out of you.
Really, such humor is hardly necessary.
2. We'll find a way.
Such optimism! I'm sure you're right.
Getting close to the pool will result in a swimming check. Success will result in a healing potion
and 10 +1 arrows.
script
//Trigger OnClick event
void main ()
{
object oPC = GetClickingObject();
int iPoolLooted = GetLocalInt(OBJECT_SELF, "PoolLooted");
if (iPoolLooted!=1)
{
int iConstitution = GetAbilityModifier(ABILITY_CONSTITUTION, oPC);
int iRoll = (d20() + iConstitution);
if (iRoll > 10)
{
ActionSpeakString("You return to the surface, loot in hand.");
// Fire arrows & healing potion
CreateItemOnObject("nw_it_wammar001", oPC, 10);
CreateItemOnObject("nw_it_mpotion001", oPC);
GiveXPToCreature(oPC, 50);
} else {
if (iRoll < 5) {
ActionSpeakString("You ran out of breath, barely making it to the surface.");
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamage(1), oPC);
}else{
ActionSpeakString("You make it to the surface safely, but could not reach what was below.");
}
}
}else{
ActionSpeakString("The pool is empty.");
}
}
- Wayfin's Stand
Wayfin will attack here. If the party is high enough, he will have 1-6 trained wolves with him.
Wayfin uses a masterwork light hammer and wears chain armor. He also carries 100 gp.
sl1_wayfin_trig3
// trigger - fire once
#include "sl_include"
void main()
{
if (!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
object oWayfin = GetObjectByTag("Wayfin");
object oPC = GetEnteringObject();
location lWayfin2 = GetLocation(GetWaypointByTag("wWayfin2"));
SetLocalInt(OBJECT_SELF, "fired", 1);
ChangeToStandardFaction(oWayfin, STANDARD_FACTION_HOSTILE);
int iEL = GetEncounterLevel(oPC);
int iCounter = 1;
if (iEL>1)
{
while(iCounter < iEL)
{
object oWolf = CreateObject(OBJECT_TYPE_ITEM, "nw_wolf", lWayfin2, TRUE);
AssignCommand(oWolf, ActionAttack(GetEnteringObject()));
iCounter++;
}
}
}
}
A hole in the corner allows travel down to 12.
- Silverfinger's Boat
Silverfinger: Hello there! Don't get too many travellers these days. My name's Silverfinger.
In the old days, I'd ferry miners up and down the waterways. These days, I mostly
fish and enjoy the scenery. If you would like me to ferry you down, just let me know
and I'll help you on your way.
1. What are you doing in these caves?
Oh, I fish a bit and whittle a bit. Yep, there's nothin' like a good whittlin' to pass the time.
2. Where does the river lead? We're seeking a way through the mountains.
Well, there used to be a way through some years ago. Haven't gone that way for quite some time so I can't say if it's still passable.
3. That would be most kind Silverfinger. We're ready to go.
sl1_silver_con1
#include "sl_include"
int StartingConditional()
{
return GetIsPartyTogether(GetPCSpeaker());
}
sl1_silver_act1
void main()
{
location lCaves2 = GetLocation(GetWaypointByTag("wCaves2"));
object oPartyMember = GetFirstFactionMember(oFirstMember, TRUE);
while (GetIsObjectValid(oPartyMember) == TRUE)
{
AssignCommand(oPartyMember, ActionJumpToObject(lCaves2));
AssignCommand(oPartyMember, ClearAllActions());
oPartyMember = GetNextFactionMember(oFirstMember, TRUE);
}
}
Okay. Keep your arms and legs in the boat at all times. We'll be there in a jiffy. (port to Caves2)
4. Let me get everyone together, then we can depart.
sl1_silver_con1
#include "sl_include"
int StartingConditional()
{
int iTogether = GetIsPartyTogether(GetPCSpeaker());
if(!(iTogether = TRUE))
return FALSE;
return TRUE;
}
5. Perhaps later. I have business to attend to.
- Silverfinger's Home
A cozy halfling home, the furniture is sturdy and the walls well supported."
The door to the surface is locked (DC15). A locked chest in the bedroom contains a hand axe and 25 gp.
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DM Notes
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