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Entrance to Jergal's Temple
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Guard Room
The entrance to the Jergal temple has been clearly occupied by orcs. Their refuse
is scattered about and muddy orc footprints are streaked on the floor. The giveaway, though,
is the dead orc bleeding on the stone floor.
A dead orc is here. If inspected, he seems to have been killed fairly recently, within 24 hours.
The wounds appear to be blades of some sort.
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Storage
This appears to be a storage room of sorts, with barrels and crates stacked high.
More signs of recent battle are evident as well.
Behind some crates is Og-Hruth, a half-orc who speaks common:
sl3_trig1
void main()
if (!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
object oOg = GetObjectByTag("Og-Hruth");
AssignCommand(oOg, ActionStartConversation(GetEnteringObject(), "sl3_og"));
SetLocalInt(OBJECT_SELF, "fired", 1);
}
}
Og-Hruth:
(OGGREET=0) No hurt Og-Hruth! He no do harm to anyone! (Set OGGREET=1)
sl3_og_con1
int StartingConditional()
{
if(GetLocalInt(OBJECT_SELF, "OgGreet") == 1)
return FALSE;
return TRUE;
}
sl3_og_act1
void main()
{
SetLocalInt(OBJECT_SELF, "OgGreet", 1);
}
(OGGREET=1) What you want?
1. (OGTELL=0) I shall not attack, though I am curious as to who you are.
sl3_og_con2
int StartingConditional()
{
if(GetLocalInt(OBJECT_SELF, "OgTell") == 1)
return FALSE;
return TRUE;
}
I Og-Hruth, lowest of the orcs. Have human mom, so no rank with
other orcs. Mom teach Og-Hruth speak good, though. Let stay with her until orcs
come and take back.
Anera present: He seems a good sort, unusual for his kind. I would take him at his word, <FirstName>.
2. There appears to have been a recent battle here. What do you know of it?
Men come, kill orcs. Ignore me, though. Just
want to get to lower levels of temple.
3. Tell me of this place.
This be orc lair. Old temple. Lower levels dangerous, so orcs
stay away. Sometimes temple voice tell orcs to search for things. We get for temple voice.
1. What is this temple voice?
Shaman hear voice from big temple. Gods speak to orcs. Tell us do stuff. We do.
2. Lower levels, huh? Tell me what you know of them.
Chief carry key to lower levels. Find him south of big temple.
3. You do not appear to be a full-blooded orc, yet you are here. Why?
No like other orcs. They take Og-Hruth from family. Treat bad. Family
now all dead, so me stay. No where else to go. (Set OGTELL=1)
sl3_og_act2
void main()
{
SetLocalInt(OBJECT_SELF, "OgTell", 1);
}
4. (OGTELL=1 and not joined) Og-Hruth, I offer you revenge against those who wronged you. Join with me!
sl3_og_con3
int StartingConditional()
{
if( (GetLocalInt(OBJECT_SELF, "OgTell") == 1) && (GetIsObjectValid(GetMaster()) == FALSE ) )
return TRUE;
return FALSE;
}
Og-Hruth will go with you. Smash orc faces! (joins)
sl3_og_act3
void main()
{
AddHenchman(GetPCSpeaker());
}
5. I trust you not, vile orc. Prepare to die! (Og-Hruth attacks)
sl3_og_act4
void main()
{
ActionAttack(GetPCSpeaker());
}
If possible, Og-Hruth will act as a companion for the party. He's a L3 Barbarian
and carries Hide armor and carries a orc double axe.
-
Sleeping Quarters
Filthy straw mats and piles of bones suggest some sort of living quarters for the orcs. None of the current inhabitants survived the onslaught, however.
Several orc bodies are here, each with weapons and a few gold.
The door between 3 and 4 is a one way door: This door won't budge. It appears
to be blocked from the other side.
It can be opened from the other side.
-
Sleeping Quarters
The door is locked, but flimsy. Inside are orcs that will attack immediately.
(Number and type dependant on party's level)
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Riddle Door
This room appears to have recently had a bridge over the chasm before you.
Unfortunately, it seems to have been recently cut, perhaps to discourage pursuit.
Also, a strange door to your right shimmers with a magical glow.
The riddle door will great the party:
Riddle me this so that you may pass by.
I am the end of all things living
Like man and like fly.
Who am I?
The answers are Darkness, Time, Death, Birth, Pain, Fire, Happiness, "Um, pass". If they
pick Death, the door opens. Otherwise, 1d6 shock. Clerics also get the opportunity of channeling
energy - if they make a turning save, the door opens.
You receive a powerful jolt from the door.
sl3_riddle_act1
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamage(d6(), DAMAGE_TYPE_ELECTRICAL), GetPCSpeaker());
}
The door clicks, unlocked.
sl3_riddle_act1
void main()
{
SetLocked(OBJECT_SELF, FALSE);
}
-
Second Riddle Door
The bridge over the stream below appears intact. Unfortunately, the doorway beyond appears to bear a heavy lock.
A single orc guard is here.
(triggers on TALNASHDEAD=1)
sl3_trig2
void main()
{
if( (!(GetLocalInt(OBJECT_SELF, "fired") == 1)) && (GetLocalInt(GetModule(), "TalnashDead") == 1) )
{
SetLocalInt(OBJECT_SELF, "fired", 1);
location lWaypoint = GetLocation(OBJECT_SELF);
object oSending = CreateObject(OBJECT_TYPE_CREATURE, "OrricksSending", lWaypoint);
AssignCommand(oSending, ActionStartConversation(GetPCSpeaker(), "sl3_sending_1"));
}
}
Orrick's Sending: So, have you had your time to reconsider? Remember that you
are in a temple to the god of death. I wouldn't want you to find it . . . convenient.
1. I swear to you that I shall not harm the boy.
Then I shall hound you to the end of your days. If you wish
your freedom, you will come to Stonemeet, at the Battle of the Bones, and bring me the boy.
2. I've reconsidered. I'll deliver the boy to you, for a price.
Excellent. Why don't you bring the boy to me and we will
negotiate a price. You can find me at Stonemeet, at the Battle of the Bones.
Jered: Uh, you're just trying to bait him, right?
sl3_sending_act1
void main()
{
DestroyObject("OrricksSending");
}
-
Sleeping Quarters
Dingy mats and broken pots suggest this is some sort of sleeping quarters.
Several orcs are here, the level and size dependent on the party's level
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Sleeping Quarters
This room is poorly lit, but the smell of orc is strong here.
Several orcs are here, the level and size dependent on the party's level.
There is no light in this room. A single
chest is here, containing a potion of Cure moderate wounds and 50gp.
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Storage
Crates and barrels, some with the names of merchant companies, are stacked about this room.
Inside a barrel are 8 torches. Another crate contains a club, a quarterstaff, a short sword, and a greatsword.
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Guard Room
This appears to be another entrance to the temple. Sunlight streams in from the opening beyond.
Two orcs are here, ready for battle.
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Main Temple
Cloying incense fills this large temple. The finery of the old temple has been masked
by animal skins, bones, and strange rocks arranged in strange patters.
Anera: Get the shaman, I'll take Shorty . . .
sl3_trig2
void main()
{
if( (!(GetLocalInt(OBJECT_SELF, "fired") == 1)) && (GetLocalInt(GetModule(), "TalnashDead") == 1) )
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oAssociate = GetObjectByTag("Anera");
if(GetMaster(oAssociate) == GetEnteringObject())
{
if(GetObjectSeen(GetEnteringObject(), oAssociate))
{
AssignCommand(oAssociate, ActionSpeakString("Get the shaman, I'll take Shorty . . ."));
SetLocalInt(OBJECT_SELF, "fired", 1);
}
}
}
}
The goblin shaman (and one or more acolytes) are here.
The shaman carries a Ring of Protection +1.
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Shaman's Quarters
Odd shamanistic paraphernalia is scattered about the room.
In a locked, trapped chest is 100gp, a potion of Haste, and a scroll of Bull's Strength.
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Acoltye's Quarters
Skulls of animals and bits of twine are arranged in meaningful totems around this room.
1-5 acolytes are here (depending on party's level). On a table is displayed
a scroll of Bless.
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Captain's Quarters
This spartan room is tidy and clean.
The Orc Captain is here, alone. He wields a masterwork orc double axe and carries a few gems.
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Lieutenant's Quarters
This room is particularly clean.
An Orc Lieutentant is here (and 1-4 warriors).
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Throne Room
A large stone chair sits in the center of this room.
The Orc Chieftain and his guards are here (varies depending on level).
The Chieftain wields a +1 Longspear, Longtooth:
A single massive canine is strapped to a pole fashioned from a rare stoneoak tree. Crude shamanistic runes
adorn the haft.
He also wears +1 Hide armor:
The great orc warrior, Shan-Toc, went forth to the mountains after receiving a dream
sent by Gruumsh. There he met a band of werebears preparing to raid his homeland.
Using stealth, he killed them one by one until only the leader was left. The great
werebear and Shan-Toc battled for hours until the fatal blow was landed and the orc
was victorious.
Skinning and curing the hide, he proudly wore this natural armor as he returned to his
village. The chieftain, fearing for his position, ordered Shan-Toc killed in his sleep.
Sensing treachery, Shan-Toc slipped away to join the orcs of Skull Gorge.
The chieftain also carries the key to the lower chambers.
sl3_trig3
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Anera"), "sl3_anera_1");
}
On death, Anera: Hmm. Looks like this one had a nice spear.
1. Checking out his package, I see.
2. I think I'll name it Mr. Pointy.
3. Dibs.
4. Perhaps it will be useful.
-
Chief's Quarters
Draped in the highest of orcish fashion, soft furs hang on the walls and skulls are set in rocky recesses.
A single Orc Concubine is here. She will attack with a dagger. A chest in the corner contains 200gp.
-
Treasury
Strange artifacts are scattered about, clearly not constructed by orcish hands.
A locked chest contains 300gp, a variety of gems, and a potion of Cure Moderate Wounds.
An unlocked chest contains masterwork breastplate, a scroll of Melf's Acid Arrow,
a scroll of Knock, and 20 +1 arrows.
-
Hidden Altar
This room is covered with a heavy dust. On the far side of the room is a gleaming
suit of armor. Numerous orc footprints are near the door, but none approach the shield.
A magical trap (DC 25) shocks any who approach for 2d6 damage. The armor is +2 breast plate,
Shimmer Plate:
The surface of this armor reflects light in strange patterns. Staring at the shapes
that appear within seems to cause dizziness and headaches.
(DC 15 Spot check) Near the altar are bits of charred orc skin adhered to the stone floor.
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DM Notes
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