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Upper Level
-
Outer Hall
A white skull against a purple sunburst greets you as you enter this temple.
The Cyric temple is somber and dark, though apparently fairly new in construction.
As the players enter the main hall, they will hear this conversation:
Astera: "She is gone Orrick. I know not when she will return."
Orrick: "Silence! I care not for excuses, only that the next
shipment will arrive in a fortnight. Tell Quincel this, or your mistress will
know the true taste of my anger." (teleports away)
sl2_temp_trig2
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oAstera = GetObjectByTag("Astera");
object oOrrick = GetObjectByTag("Orrick");
AssignCommand(oAstera, ActionSpeakString("She is gone Orrick. I know not when she will return."));
AssignCommand(oOrrick, ActionWait(4.0));
AssignCommand(oOrrick, ActionSpeakString("Silence! I care not for excuses, only that the next shipment will arrive in a fortnight."));
AssignCommand(oOrrick, ActionPlayAnimation(ANIMATION_LOOPING_TALK_FORCEFUL, 1.0, 8.0));
AssignCommand(oOrrick, ActionWait(4.0));
AssignCommand(oOrrick, ActionSpeakString("Tell Quincel this, or your mistress will know the true taste of my anger."));
AssignCommand(oOrrick, ActionWait(4.0));
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_LOS_EVIL_20),GetLocation(oOrrick));
}
}
Astera will perform standard cleric services, and sell a few items: potion of cure light wounds (6x 50gp),
potion of Charisma (1x 300gp),
Cyric's Fist (+1 hammer):
This sturdy hammer has the holy symbol of Cyric embedded in the handle. Leather
of questionable origin is wrapped tightly around the grip.
Astera: You have entered the Fist of the Future. The true god takes care of his own. If you are strong, you are
welcome here. The weak may scamper away.
1. (FOUNDPRIEST=1) I follow a mystery that has led me here. Why would a priest of Cyric want
the bodies of the dead from a battlefield at the Forest of Wyrms?
sl2_astera_con1
int StartingConditional()
{
if(!(GetLocalInt(GetModule(), "FoundPriest") == 1))
return FALSE;
return TRUE;
}
I think you press your questions too closely, fool.
Anera: (whispers) <FirstName>, you do well to be stern with her. She is clearly hiding something.
1. You have little to hide from me if your god is truly powerful as you say.
(Persuasion DC15 succeeds) How dare you mock Cyric! He has no fear of you and your kind.
sl2_astera_con2
#include "nw_i0_tool"
int StartingConditional()
{
if(AutoDC(DC_MEDIUM, SKILL_PERSUADE, GetPCSpeaker()); == FALSE)
return FALSE;
return TRUE;
}
1. Then you have nothing to fear. Tell all and perhaps I shall spare you.
(Persuasion DC20 succeeds) You'll hear nothing of the passages below or the secret doors in the priestess' rooms from me!
Ah! I'm such a fool! You must die now! (+200xp, attacks)
sl2_astera_con3
#include "nw_i0_tool"
int StartingConditional()
{
if(AutoDC(DC_HARD, SKILL_PERSUADE, GetPCSpeaker()); == FALSE)
return FALSE;
return TRUE;
}
sl2_astera_act1
void main()
{
GiveXPToCreature(GetPCSpeaker(), 200);
ActionAttack(GetPCSpeaker());
}
(Persuasion DC20 fails) You have mocked my god for the last time! (attacks)
sl2_astera_act2
void main()
{
ActionAttack(GetPCSpeaker());
}
Anera: You shall feel our wrath, servant of evil! (attacks)
2. Settle down. I'll just leave now.
(Persuasion DC15 fails) Cyric is powerful, but does not abide by stupidity. Silence is my ally on this issue.
2. My mistake. Sorry.
2. Tell me more about this true god.
Cyric is the god of murder, hate, and pain. To his followers he gives strength and power. A fine trade indeed.
3. (HEARDROBE=1) I have heard about a robe being stolen from the Temple of Joy. Perhaps you have seen it?
sl2_astera_con1
int StartingConditional()
{
if(!(GetLocalInt(GetPCSpeaker(), "HeardRobe") == 1))
return FALSE;
return TRUE;
}
Bah! Those weaklings blame us for all things, when in reality their own incompetence is to blame.
4. Who was that man who just dissappeared? Orrick, you said his name was?
It is best that you do not look to closely at some things, lest you find you regret it.
5. I am strong, and thus welcome. Show me your services.
6. Nothing now, thanks.
-
Kitchen/Dining Room
Food scraps and strange smells suggest a kitchen. Evidently Cyricists are not especially tidy.
sl2_temp_trig2
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Anera"), "sl2_anera_1");
}
Anera: Hmm. The Cyricists aren't much on keeping kitchens clean it appears.
1. Evidently raw fat doesn't age like cheese.
2. Cleaning pots isn't one of their religion's tenants I guess.
3. Aye. The odor is quite foul.
-
Storage
Clearly a storage room, little of value is here.
An acolyte is here, rummaging for snacks. "What? You shouldn't be here!" and attacks.
-
Acolyte's Chamber
Sparse decoration and functional beds suggest that this is the acolyte's chamber. At the moment, no one
is here and the beds are unmade.
-
Inner Sanctum
Rich tapestries and well-polished woodwork surrounds you. Though little is in this room, it is clearly
better maintained than the main hall.
-
Astera's Room
The symbol of Cyric is prominently displayed here. The bed is spartan but well-made.
A locked, trapped chest is here, containing 200gp, a scroll of Hold Person, and several minor gems.
A ledger is here:
This appears to be a ledger of temple expenses and payments. A single item stands out -
a 300 gp payment to Kenner for "services rendered."
-
Quincel's Room
Dusty books are scattered about. Evidently the occupant of this room fancied themselves a scholar.
sl2_temp_trig3
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Anera"), "sl2_anera_2");
}
Anera: Hmm. Someone's quite the avid reader.
1. I hear the Cyricists are big with Hooked on Phonics.
2. There might be some clues in here somewhere.
3. I hate the brainy ones.
In a secret nook (DC10 Spot check) is a small journal:
sl2_temp_trig4
#include "nw_i0_tool"
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
if(AutoDC(DC_EASY, SKILL_SPOT, GetEnteringObject()) == TRUE)
{
SetLocalInt(OBJECT_SELF, "fired", 1);
SpeakString("Hidden in a nook, you find a small journal.");
CreateItemOnObject("SmallJournal", GetEnteringObject());
}
}
}
My investigations below continue slowly. Orrick continues to push for greater legions
of undead, so I have little time. Shrak has been a useful agent, though I believe I shall
have to expand to fill Orrick's need. The reward has been slow in coming as well, though
prayers to Cyric suggest this is the correct path.
I know not how Orrick is able to maintain so many undead at a single time. The only hint
is in an old text that mentions The Source. It appears to be somehow linked to the negative
material plane. How one would go about drawing power from it to maintain the undead forces,
I cannot find.
A secret door (DC10 Spot check) leads to a stairwell.
sl2_temp_trig5
#include "nw_i0_tool"
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
if(AutoDC(DC_EASY, SKILL_SPOT, GetEnteringObject()) == TRUE)
{
SetLocalInt(OBJECT_SELF, "fired", 1);
SpeakString("Beneath the rug, you discover a trap door.");
object oQuincelsRug = GetObjectByTag("QuincelsRug");
location lTrapdoor = GetLocation(oQuincelsRug);
DestroyObject(oQuincelsRug);
CreateObject(OBJECT_TYPE_PLACEABLE, "TempleTrapdoor", lTrapdoor);
object oAnera = GetObjectByTag("Anera");
if(GetObjectSeen(GetEnteringObject(), oAnera))
{
AssignCommand(oAnera, ActionSpeakString("It seems this temple holds a few secrets. I suspected as much."));
}
}
}
}
Anera (upon opening): It seems this temple holds a few secrets. I suspected as much.
Lower Level
-
Lower Storage
A foul stench permeates this chamber. In the corner are two large crates, dark fluid
dripping from cracks to join a larger crusty pool below.
The two crates contain corpses packed for shipping. A lamp rests on top of one of the crates.
sl2_temp_trig6
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Anera"), "sl2_anera_3");
}
Anera: By the stench, these crates contain the bodies of the freshly dead. This is a foul place indeed.
1. I'm afraid to say that it can't get much worse than this. It usually does.
2. Let's fight that evil!
3. Then we shall clear out this vile temple. No mercy.
4. If you've seen one crate of bodies, you've seen 'em all.
-
Door to the Old Temple
Strange runes line the wall surrounding this stone portal. The door is carved with strange, tiny
scenes, each depicting some aspect of death and dying.
Only the key from the Priestess' study can open this door.
-
Platforms
The passage opens up to a large room with platforms rising up from a deep abyss.
-
Fonulla's Chamber
Fonulla (Cleric L3) is here with a group of undead, depending on the party's level.
She carries a Pearl of power (1st-level spell), chain mail, a longsword, and a +1 Tower Shield:
During the Battle of Bones many years ago, magical weapons, armor, and shields were manufactured at a frantic pace.
Enchanters up and down the Sword Coast were pressed into duty. A small industry sprung up
around the creation of these items. When the battle was over and the mages' strength exhausted,
they moved on to other things.
Considerable equipment was lost during the battle, when bodies lay feet deep.
From time to time, items used in the battle turn up again, though no one is sure
how they migrated to the common lands.
Fonulla (triggered): I think you may have made a grave mistake adventurer. None safe the followers of Cyric
are allowed here. Explain yourself or you shall perish.
1. Your evil cult has been defiling the dead. I think it is you who shall perish today!
2. (INT > 14) We have orders from Astera to take the latest shipment of undead.
sl2_fonulla_con1
#include "nw_i0_plot"
int StartingConditional()
{
return CheckIntelligenceHigh();
}
(Persuasion DC25 succeeds) What? Why was I not told of this. Very well, you shall not die today. (+100xp)
sl2_fonulla_con2
#include "nw_i0_tool"
int StartingConditional()
{
if(AutoDC(DC_HARD, SKILL_PERSUADE, GetPCSpeaker()); == FALSE)
return FALSE;
return TRUE;
}
sl2_fonulla_act1
void main()
{
GiveXPToCreature(GetPCSpeaker(), 100);
}
(Persuasion DC25 fails) I think not. Astera would have told me of this.
Prepare to meet Cyric's wrath. (attacks)
sl2_fonulla_act2
void main()
{
ActionAttack(GetPCSpeaker());
}
3. Just looking around, sorry.
Ha! Can you not even make up a good excuse? (attacks)
sl2_fonulla_act2
Anera (trigger on Fonulla's death and ANERACROMANCE player is present):
sl2_fonulla_dead
void main()
{
object oAnera = GetObjectByTag("Anera");
object oPC = GetLocalObject(oAnera, "AneraCRomance");
if (GetIsObjectValid(oPC))
{
if(GetObjectSeen(oPC, oAnera))
{
AssignCommand(oAnera, ActionStartConversation(oPC, "sl2_anera_4"));
}
}
}
<FirstName>, are you wounded?
1. It is but a scratch. You fought bravely as well.
I could lay hands on you, if you would like.
1. I would gladly accept your touch.
(smiles) It is an honor to heal you, my friend. (ANERAROMANCE++, heals 6hp)
sl2_anera_4_act1
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectHeal(6), GetPCSpeaker());
ModifyRomance(GetPCSpeaker(), 1);
}
2. Yes. I need healing. Take care of it, would you?
Very well, it's done. (heals 6hp)
sl2_anera_4_act2
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectHeal(6), GetPCSpeaker());
}
2. No, no. It's just fake blood. I carry some around for these special moments.
I . . . see. I do not understand your humor, if that is what it is.
-
Undead Storage
Several medium zombies stand here, unmoving unless attacked.
-
Priestess' Study
The key to the lower chamber, two Potions of Cure Light Wounds, and Quincel's journal is here:
My predicessor appears to have been quite lacking in curiosity towards the ruins below. Though
the guardians took some time to placate or avoid, a treasure in ancient knowledge
awaited my eyes. Translations are proceeding slowly.
Somehow Orrick discovered my investigations and has commanded me to cease. The writings suggest an artifact of
power. I suspect Orrick fears it would allow me to usurp him, so I continue.
I had the dream of the skull again. It is suggestive of Cyric, though it didn't have the same feeling
as when I pray. It calls to me, driving me further in my investigations.
The engravings from the library below have pointed me towards the location of the artifact. I shall set off at once, leaving the temple
is Fonella's care. Even an incompetent such as her can raise the dead.
-
Skeletal Archers
A group of skeleton archers will be here, their size dependent on the party's level.
Old Temple Entrance
-
Entrance
This appears to be the entrance to some sort of temple, though it has been unused for many years.
Before you is the statue of some sort of man, though the outlines of a skeleton appear embossed in his flesh.
At the base of the statue is an offering bowl with decayed offerings.
-
Acolyte's Room
Waves of emotional pain briefly overwhelm you as you step into this dank chamber
2-8 medium zombies attack anyone who enters. Hidden in a nook is a Wand of Burning Hands.
-
Acolyte's Room
Darkness fills the room, seemingly alive in its presence.
2-4 ghouls attack anyone who enters. A barrel in the corner holds a Cloak of Elvenkind:
In the days before the Elves travelled over the sea to Evermeet, they would spend days creating
magical items of some usefulness. One of the more common was a cloak which would
make the wearer almost invisible when hiding from casual eyes.
-
Empty Room
There is a remarkable stillness in this dim chamber. A potion of Cure Light Wounds lays in the corner.
-
Malnam's Room
A faint glow illuminates the dusty room. Before you is a ghostly spectre, his face downcast
with profound sadness. He looks at you expectantly, waiting for you to speak.
Melnam: It has been a long time since I have seen the living, though it is hard for me to count the years.
I remain in this temple out of a sense of duty and to tell others of our tale.
1. Who are you, and how did you come here?
My name is Melnam. I was a follower of Jergal in this old temple, before the massacre. Now I pass my years
in stillness.
1. A sad tale Melnam, though it may do some good if you tell more of it.
This temple was dedicated to Jergal, who guided the passage of the living to the lands of the dead.
I served as an acolyte to our god, preparing the dead for their passage and comforting the living when I could.
One night, the invaders came, killing us in our sleep. My spirit slept for many years, but recently I have found
awareness and some measure of my former powers. I could heal you, though perhaps only a few times.
1. I would like to be healed, please.
(MELNAMHEAL < 5) With Jergal's blessing. (heals party, MELNAMHEAL++)
sl2_melnam_con1
int StartingConditional()
{
if(GetLocalInt(OBJECT_SELF, "MelnamHeal") == 5)
return FALSE;
return TRUE;
}
sl2_melnam_act1
void main()
{
int iMelnamHeal = GetLocalInt(OBJECT_SELF, "MelnamHeal");
iMelnamHeal++;
SetLocalInt(OBJECT_SELF, "MelnamHeal", iMelnamHeal);
object oPartyMember = GetFirstFactionMember(GetPCSpeaker(), TRUE);
while (GetIsObjectValid(oPartyMember) == TRUE)
{
if(GetObjectSeen(oPartyMember))
{
ActionCastSpellAtObject(SPELL_HEAL, oPartyMember);
}
oPartyMember = GetNextFactionMember(oFirstMember, TRUE);
}
}
(MELNAMHEAL >= 5) I am sorry, but the strength has left me now.
2. Who was behind these terrible killings?
I was tending the dying and dead, when they came, killing all in their path.
I believe the invaders were followers of Bane. Later, the Cyrics claimed the temple above, knowing
little of our temple below.
1. I am truly sorry. I know not what I can do for you now.
2. Thanks for the yarn. I'm off.
3. Tell me of the temple below. What can I expect there?
(Persuasion DC15 succeeds or character is good) I know not your cause, but you seem of a good sort. You must find a holy symbol of Jergal, lest
the guardians attack. As long as one of you wears it, they will not bother you.
sl2_melnam_con2
#include "nw_i0_tool"
int StartingConditional()
{
if (GetAlignmentGoodEvil(GetPCSpeaker()) == ALIGNMENT_GOOD)
return TRUE;
if(AutoDC(DC_MEDIUM, SKILL_PERSUADE, GetPCSpeaker()); == FALSE)
return FALSE;
return TRUE;
}
(Persuasion DC15 fails) You must not go deeper into the temple. Only those who follow Jergal are safe from the guardians.
2. Tell me of this Jergal that you follow.
He is sometimes called the Counter of Sparrows. His primary role was to keep track of the dying as they
moved from the land of the living. Jergal and his priests also helped maintain the balance between the living and the dead.
My present state is quite upsetting considering the beliefs I hold.
Anera: Though Jergal still lives, he is a diminished god. Once he ruled over all aspects
of death. It is said that a great trauma stole some of his power. None can say for sure.
2. I must go now.
When the conversation ends, spawn another conversation if Anera is present and MELNAMASK=0:
sl2_melnam_end
void main()
{
if (!(GetLocalInt(GetModule(), "MelnamAsk") == 1))
{
object oAnera = GetObjectByTag("Anera");
object oPC = GetLocalObject(oAnera, "AneraCRomance");
if (GetIsObjectValid(oPC))
{
if(GetObjectSeen(oPC, oAnera))
{
AssignCommand(oAnera, ActionStartConversation(oPC, "sl2_anera_4"));
SetLocalInt(GetModule(), "MelnamAsk", 1);
}
}
}
}
Melnam: I see that you have one among you who bears the mark of a planar. Who is this girl?
(Set MELNAMASK=1)
1. Anera? She is a good friend and companion. Tell me of this mark that you see.
She has the blood of a celestial running in her veins. It is good to see such a sight after
so many years of dwelling with the tainted undead.
Anera: I begin to think of you as a friend as well, <FirstName>.
(set ANERAROMANCE++, if ANERACROMANCE="", ANERAROMANCE=playername)
sl2_melnam_act1
void main()
{
ModifyRomance(GetPCSpeaker(), 1);
}
2. Anera is merely a sword for hire. Pay little attention to her.
As you wish.
Anera: I had thought I was more than that in your eyes.
-
Storage
Once a storage room, all the crates and barrels have rotted to ragged scrap.
Several ghoul spiders guard a +1 Heavy Mace of the Rock (-2 DEX):
This massive mace is carved from a single ore, with delicate carvings of
earthen spirits dancing in an elaborate pattern.
-
Preparatory Room
Stone tables show rough grooves, presumably where bodies were prepared for burial by draining out their fluids.
sl2_temp_trig7
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Anera"), "sl2_anera_5");
}
(triggered when Anera nears a statue): <FirstName>, wait. This statue, holding
the shield. Something is strange about it.
1. What is it?
I feel a presence, similar to when I pray to Kelemvor. I think it is a holy item,
dedicated to the god of the dead. Now that Kelemvor holds the position, I must be
somehow attuned to it.
1. Careful Anera! I do not trust this place.
I feel that if only I touch it . . .
(play magical effect, change out shield graphic w/+2 shield, heal Anera).
sl2_anera_5_act1
void main()
{
object oAnera = GetObjectByTag("Anera");
object oShield = CreateItemOnObject("AneraShield", oAnera);
ActionEquipItem(oShield, INVENTORY_SLOT_LEFTHAND);
ActionCastSpellAtObject(SPELL_HEAL, oAnera);
}
Well, that was exciting. I seem to have a new shield in the bargain too.
1. You could have had something terrible happen to you!
It doesn't always pay to be cautious, <FirstName>.
Live a little.
2. I suppose it pays to serve the god of the dead.
Just one of the many benefits. Paladins of Kelemvor
also get free burial services, though I hope not to use those for some time.
If the party tries to examine the statue, they will get the message: The statue
is made of hard stone, cold to the touch.
-
Priest's Chamber
Once-fine tapestries now hang in tatters against the bare stone walls. The furniture in this room has been
reduced to moist lumps of ragged timber.
In the refuse is a holy symbol of Jergal. Those who hold the symbol will not be attacked by the guardians below.
-
High Priest's Chamber
A frenzied magical battle took place here once, with scorched walls and shattered stone telling the tale.
sl2_temp_trig8
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oPriest = GetObjectByTag("HighPriest");
AssignCommand(oPriest, ActionSpeakString("Vengence shall be mine!"));
AssignCommand(oPriest, ActionAttack(GetEnteringObject()));
}
}
The ghost of the high priest will exclaim: "Vengance shall be mine!" and attack (+1/5 to hit). The ghost carries
a holy symbol of Jergal, a moonstone gem, and a masterwork dagger:
This appears to have been a ceremonial dagger of some sort, perhaps used in preparing bodies
for burial. Grooves in the blade funnel fluids away from the weilder's hand and the
pommel is particularly wide.
Old Temple Cellar
-
Entrance
A bronze plaque above the door reads "Only those who have seen beyond the veil of death may enter and live"
If Anera is present, she will state:
So, <FirstName>. Did you think you would be spending today in a haunted temple?
I seem to find myself in these situations more often than I'd like.
sl2_temp_trig9
void main()
{
object oAnera = GetObjectByTag("Anera");
object oPC = GetLocalObject(oAnera, "AneraCRomance");
if (GetIsObjectValid(oPC) && (!(GetLocalInt(OBJECT_SELF, "fired") == 1)) )
{
if(GetObjectSeen(oPC, oAnera))
{
AssignCommand(oAnera, ActionStartConversation(oPC, "sl2_anera_5"));
SetLocalInt(OBJECT_SELF, "fired", 1);
}
}
}
1. Get used to it woman! For a paladin, you whine a lot.
Then let us get this over with, so we can part company as soon as possible.
2. With you by my side, I do not mind as much.
Yes, these dusty halls are a bit more bearable with your presence.
(set ANERAROMANCE++, if ANERACROMANCE="", ANERAROMANCE=playername)
sl2_anera_5_act1
void main()
{
ModifyRomance(GetPCSpeaker(), 1);
}
3. Well, not really.
-
Guardians
A Temple Guardian (wight) is here.
sl2_temp_trig10
#include "nw_i0_tool"
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oGuardian = GetObjectByTag("TempleGuardian");
if(CheckPartyForItem(GetEnteringObject(), "JergalSymbol"))
{
AssignCommand(oGuardian, ActionSpeakString("You may pass, holy brother . . ."));
ChangeToStandardFaction(oGuardian, STANDARD_FACTION_DEFENDER);
}
else
{
AssignCommand(oGuardian, ActionAttack(GetEnteringObject()));
}
}
}
If the party has the holy symbol, the wight will whisper "You may pass, holy brother . . . "
and turn from hostile to passive.
-
Library North
The walls of this long chamber are lined with bookshelves, the tomes within appearing very well maintained.
Skeletal librarians are here: Shh! We will not tolerate noise in the library.
sl2_temp_trig11
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oSkeleton = GetObjectByTag("SkeletalLibrarian");
AssignCommand(oSkeleton, ActionAttack(GetEnteringObject()));
AssignCommand(oSkeleton, ActionSpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK));
AssignCommand(oSkeleton, ActionSpeakString("Shh! We will not tolerate noise in the library!"));
}
}
The bookshelves hold a Scroll of Detect Undead, Bull's Strength, Bless, and Detect Chaos. A book is
here, titled "Jergal, Counter of Sparrows":
It is the balance between life and death that was foremost in Jergals thoughts. The passage to the Second Life was made
but once, and should be done with dignity and grace. The infidels were those who sought to trick death, live forever
or return to the land of the living once dead.
As Jergal commands, we obey. The raising of the dead is forbidden, though healing practices may continue freely.
When the dead are brought to us, we must prepare them for the journey on and treat them with the respect they deserve.
-
Library South
Some sort of magic seems to have maintained these rooms, as the bookshelves and volumes they contain
are in excellent condition.
Anera: Perhaps some clue can be found in one of these books?
A tome is here, titled The Skull of Orn:
In times long ago, Jergal favored a treasured follower named Orn. He was a devout believer,
and offered up his mortal shell to his god. Jergal spent many years within Orn's body, tending
to his flock and preserving the balance of life and death.
In a struggle known only to the gods, Jergal's avatar fell in battle. The skull was recovered
by his followers and it was found to contain some measure of his power. It was sequestered away
in the caverns of Skull Gorge with other church relics, in the hopes that the priests could find
some use for this holy piece of their god.
A map to the church's hidden temple at Skull Gorge is also found here:
This large volume depicts a map to the church's cache of goods at Skull Gorge.
Loose notes show that Quincel planned an expedition to recover the Skull of Orn, with the
dates showing that she left mere days ago.
Journal entry:
The Skull of Orn appears to be the artifact that Quincel chases after. How this ties into
the undead army that the Cyrics are building is unclear, but it is the best lead you have.
It is clear that you must take the map to Thistle and seek after Quincel and the skull.
(Set MAPFOUND=1)
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The Mad Priest
Sealed away, the air in this room is barely breathable. The scent of decay is profound.
sl2_temp_trig12
#include "sl_include"
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oPriest = GetObjectByTag("MadPriest");
location lPriest = GetLocation(oPriest);
AssignCommand(oPriest, ActionAttack(GetEnteringObject()));
int iEL = GetEncounterLevel(GetEnteringObject());
int iCounter = 2;
if (iEL > 2)
{
while(iCounter < iEL)
{
object oSkeleton = CreateObject(OBJECT_TYPE_ITEM, "nw_skeleton", lPriest, TRUE);
AssignCommand(oSkeleton, ActionAttack(GetEnteringObject()));
iCounter++;
}
}
AssignCommand(oPriest, ActionSpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK));
AssignCommand(oPriest, ActionSpeakString("The balance! Everlife, everdeath. Must make amends for my foolishness!"));
object oAnera = GetObjectByTag("Anera");
if(GetObjectSeen(oPriest, oAnera))
{
AssignCommand(oAnera, ActionSpeakString("Hold your ground! We must destroy this abomination!"));
AssignCommand(oAnera, ActionAttack(oPriest));
}
}
}
The Mad Priest: "The balance! Everlife, everdeath. Must make amends for my foolishness!"
Anera: Hold your ground! We must destroy this abomination!
The priest is a L5 cleric, wearing plate mail and wielding a +1 war hammer, Deliverance:
This sturdy hammer has a small emblem of Jergal in the hilt - a skull, pen, and parchment.
A phrase is etched in tiny runes, 'Deliverance to the Afterlife'.
If the party is high enough, there will be several Undead Acolytes. He carries 3 potions of healing and several gems.
A message is scratched into the rock:
I have locked myself in the hidden library and escaped my attackers. The followers of Bane
slaughtered my flock, leaving me alone to seek vengance. Though it is a perversion of my beliefs,
I have decided to cast a forbidden dewomer of immortality so that I might track down these
infidels. Should I not survive the process, I beg whoever read this to exact revenge in my place.
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DM Notes
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