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General Notes:
- The weather is overcast, with occasional rain.
- Players who die on this map or in the mines will be resurrected near the mine entrance with some loss of experience.
Just inside this map, the players will meet with Anera:
This young woman has the touch of a celestial upon her. Her hair is white and shimmers
as if drenched in starlight. Her breastplate bears the seal of Kelemvor, the Lord of the Dead.
Anera: Hail, <FirstName>, I must speak with you.
1. What is this? How do you know my name?
<FirstName>, we have never met, but I believe we have a common cause.
There is trouble here, deep trouble that extends beyond your current ones. I am aware of
Josura's task she has set for you. It is a good one, though there is more to this.
1. What is this trouble you speak of?
I cannot say for sure. Something is moving against the natural order here. Necromancy of some sort, perhaps.
1. Let us join together and fight this evil!
I am sorry <FirstName>. I would be honored to fight by your side, but I have business elsewhere. I wish only to warn you, though perhaps we can meet again later.
2. Tell me more of yourself. Why have you come to this place?
I am a paladin for Kelemvor, Lord of the Dead. My god has sent me a vision of a disturbance
in this area. Someone is defiling the natural order of things.
1. I was hoping for something a bit more personal. Who are you? Where do you come from?
It is of little importance. I am an extension of my god, a force for righteousness. Who I was . . . before, is not relevant.
1. No one is merely an extension of another. It is only through discovery of the self that one can find the strength to serve.
Perhaps you are right. It has been a difficult change for me. Placing my faith before myself has been the simpler choice.
2. Who were you before? How can I trust you if you hide things?
I will not speak of it now. Perhaps in time, as you prove your trustworthiness as well.
3. Your eyes are a vision of the heavens. You do not seem a mere mortal.
I . . . it is true, I am an aasimar. The blood of a celestial is within me. I do not wish to speak of this now, though I thank you for your kind words.
2. Defiling, how?
I cannot say for sure. Kelemvor oversees the natural progression of the living into death, so it appears there is
a perversion of this process. I am still young, and my visions are not yet clear.
3. You didn't say how you knew my name. Did you speak with Josura?
I . . . I have other sources of information. I am sorry, but I cannot speak more of this now.
4. I must go now.
Fare thee well, <FirstName>. Our paths may cross again.
- The Eureka Inn
This sturdy house stands in stark contrast to the other buildings in Eureka. Smoke
issues from the chimney and warm light invites in travellers.
Inside is Warrel Goodfellow, the owner of the Eureka Inn. He greets the party as they enter.
Warrel: Hail travellers! Tis troubling times, but you are welcome to any hospitality I have.
1. I have heard that the Zhentarim are active in this area. Have you any news?
We had a merchant came through not too long ago. Evidently the pass
through the hills has been taken by the Zhents. They killed his guard and took his horses and
cargo. Barely escaped himself.
1. Tell me more of the pass. Is it the only way to reach the Forest of Wyrms?
I wouldn't try the pass with Zhent crawling all over. Perhaps the old silver mine?
They say that there's a way through the mountains. Be careful of old Wayfin - he's a crusty one.
1. Who is this Wayfin character?
Wayfin is a miner from the old days. Don't know how he survives, but he
seems to still try to work the mine. Wayfin's a bit touchy - he used to get in a number
of scrapes with other miners over claim jumping.
2. The silver mine sounds useful. What do you know of it?
Oh, there's not much to see these days. It was worked out long ago.
I saw a few wild dogs around the old entrance, but I haven't gone in for years.
3. I see.
2. Hmm. Sounds dangerous.
2. I seek Captain Preth and would appreciate information as to his whereabouts.
Yes, Captain Preth came through a week ago with a number of his troops.
Haven't seen him since, except for that messenger a few days back. (frown)
1. What messenger? You seem concerned.
There was a Red Shield messenger who stayed the night a few days back.
The strangest thing was that he disappeared before morning. Didn't look like the type
who would try to skimp on paying a few gold.
2. Thank you. That's most helpful
3. Tell me of this place? Your Inn seems to be the only thing in this town that isn't run down.
Eureka was once a prosperous mining town. Since the silver mine dried up, it's mostly me now.
4. I would like to see what you have for sale here.
5. I must go now.
Items can be bought and sold here. He has a few items (armor, weapons, arrows, healing potions), but not a large selection.
- Mayor's House
The first floor of the house is somewhat desolate. All furniture has been removed. This short description
is keyed when they enter:
At one time, this sturdy house may have been the home of a wealthy merchant or town leader.
The years have taken their toll, with faded wallpaper and warped floorboards.
Upstairs, behind a flimsy locked door, rests an Twisted Zombie (2 HD, CR1). If the party is
high enough in level, they will be with Shrunken Zombies.
"Why have you left me here Charles? I'm so hungry . . ."
Inside is a locked chest with 25 gp and a letter:
Charles -
I write this in a shaky hand, as I am weak from lack of food.
Did you lock me in this room truly for my protection? Was it
that woman I saw you with last week? All I know is that you haven't
returned. No one has returned.
- Brothel
The garish decorations that still remain point suggest that this building
was once a house of ill repute. Red velvet hangs in tatters from the walls
and water drips from ornate sconces.
Several rooms contain voices or noises, suggesting a haunting.
"No madame, I did as you asked . . . "
". . . let's see some gold first, feller . . . "
". . . a paying customer you may be, but I won't be with no halfling."
sl1_brothel_trig
// put OnEnter event on winding trigger
void main()
{
int iRandom = d20();
switch(iRandom)
{
case 1:
ActionSpeakString("No madame, I did as you asked . . .");
break;
case 2:
ActionSpeakString(". . . let's see some gold first, feller . . . ");
break;
case 3:
ActionSpeakString(". . . a paying customer you may be, but I won't be with no halfling.");
break;
case 4:
ActionSpeakString("No madame, I did as you asked . . .");
break;
}
}
sl1_brothel_trig2
#include "sl_include"
void main()
{
AssociateConversation(GetObjectByTag("Nooble"), "sl1_nooble_broth");
}
(triggered conversation) Nooble: Ooh, what kind of evil dwelling was this?
1. I'm guessing a house of prostitution.
Oh my. You mean the people here had problems with their thingies?
1. You're thinking of your prostate, Nooble.
Oh. I do that a lot I guess.
In a side room, a DC15 spot check reveals:
You find a small gem, jammed between the floorboards.
1. >StartAction<[Quietly pocket the gem.]>/Start< (+ 20gp gem)
sl1_gem_act1
void main()
{
CreateItemOnObject("nw_it_mring021", GetPCSpeaker(), 1);
}
2. >StartAction<[Point out the gem to everyone.]>/Start< Hey, this looks valuable! (drop 20gp gem on ground)
sl1_gem_act2
void main()
{
location lGem = GetLocation(OBJECT_SELF);
CreateObject(OBJECT_TYPE_ITEM, "nw_it_mring021", lGem);
}
sl1_gem_trig
#include "nw_i0_tool"
void main()
{
if(!(GetLocalInt(OBJECT_SELF, "fired") == 1))
{
if(AutoDC(DC_MEDIUM, SKILL_SPOT, GetEnteringObject()) == TRUE)
{
SetLocalInt(OBJECT_SELF, "fired", 1);
ActionStartConversation(GetEnteringObject(), "sl1_gem", TRUE);
}
}
}
- General Store
Inside this store is a human (Rogue lvl1) and an orc, having a discussion:
Gnosh: "Why no food? Gnosh smell food here."
Irnok: "Shut up, you oaf. There's bound to be something useful around here."
Gnosh: "Gnosh no shut up. Irnok promise food. And women! Where women?"
Irnok: "First food, then women."
Gnosh: "Ah! Danger! Attack!"
They will attack as soon as they approach. Irnok carries studded leather, a short sword,
and 20 gold.
sl1_rogue_trig
// put on trigger
void main()
{
if(!(GetLocalInt(GetModule(), "RogueConversation") == 0))
{
SetLocalInt(GetModule(), "RogueConversation", 1);
object oIrnok = GetObjectByTag("Irnok");
object oGnosh = GetObjectByTag("Gnosh");
AssignCommand(oGnosh, ActionSpeakString("Why no food? Gnosh smell food here."));
AssignCommand(oIrnok, ActionWait(2.0));
AssignCommand(oIrnok, ActionSpeakString("Shut up, you oaf. There's bound to be something useful around here."));
AssignCommand(oGnosh, ActionWait(4.0));
AssignCommand(oGnosh, ActionSpeakString("Gnosh no shut up. Irnok promise food. And women! Where women?"));
AssignCommand(oIrnok, ActionWait(4.0));
AssignCommand(oIrnok, ActionSpeakString("First food, then women."));
AssignCommand(oGnosh, ActionWait(4.0));
AssignCommand(oGnosh, ActionSpeakString("Ah! Danger! Attack!"));
AssignCommand(oGnosh, ActionAttack(GetEnteringObject()));
AssignCommand(oIrnok, ActionAttack(GetEnteringObject()));
}
}
- Miner's Dormatory
Rusted tools and simple furniture proclaim this a miner's dormatory. Anything of value
has long since been scavanged and hauled away.
Inside one room is a secret door that leads to a small closet. Inside is a dead body, stabbed
with a miner's pick.
Scrawled on the wall is a single name, written in blood: Wayfin.
- Trielta Pass
As the party approaches the pass to the North, Lon Traebel runs screaming, "They've taken the pass!
Run for your lives." He'll then proceed to run off the screen.
sl1_pass_trig
void main()
{
object oTraebel = GetObjectByTag("Traebel");
AssignCommand(oTraebel, ActionMoveAwayFromObject(GetEnteringObject()));
DestroyObject(oTraebel, 20.0);
SetCommandable(FALSE, oTraebel);
object oNooble = GetObjectByTag("Nooble");
AddJournalQuestEntry("DeliverLetter", 3, GetEnteringObject());
if(GetDistanceToObject(oNooble) < 20.0)
{
AssignCommand(GetEnteringObject(), ActionStartConversation(oNooble, "sl1_nooble_pass"));
}
}
Nooble: Um, does that mean we shouldn't go over the pass?
1. How about you go first and we'll see?
Um, maybe later.
2. No, I don't think it's safe.
Well, I guess we'll have to find another way.
Players heading towards the pass will get this message:
The pass does not appear safe. Another route should probably be taken.
Journal entry:
It appears that the pass over the Trielta Hills has been overrun by Zhentarim. In order
to make your way to Captain Preth, you must find another way across.
- Wayfin's Hut
Inside the hut is a rustic bed and several torches. Under a nearby rock is Wayfin's stash of 25 gp.
- Silverfinger's Hole
Nestled between several tall trees is a hole with stairs leading down to Silverfinger's home.
Hidden beneath a tree in the southeast (guarded by a small group of undead) is found:
Binding Plant
The leaves of this rare weed are often used to bind items together to form druidic totems.
Simply use the plant and combine the necessary ingredients together.
In the northwest, near a small pool are several plants. A Spot check (DC10) will display this message:
Near some aquatic plants, you notice an unusual reed growing.
sl1_reed_trig
#include "nw_i0_tool"
void main()
{
if(!(GetLocalInt(GetModule(), "FoundReed") == 1))
{
if(AutoDC(DC_MEDIUM, SKILL_SPOT, GetEnteringObject()) == TRUE)
{
SetLocalInt(GetModule(), "FoundReed", 1);
location lReed = GetLocation(OBJECT_SELF);
ActionSpeakString("Near some aquatic plants, you notice an unusual reed growing.");
CreateObject(OBJECT_TYPE_ITEM, "FoundReed", lReed);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_DUR_LIGHT_WHITE_5),lReed, 3.0);
}
}
}
Shimmering Reed
This finely shaped reed might be modified into a lute by a person with musical talents and a steady hand.
Using this item produces:
This strange reed shimmers in the light.
1. <StartAction>[Put it away.]</Start>
2. (Player is a Bard) <StartCheck>[Carve it into a flute.]</Start>
sl1_reed_con1
int StartingConditional()
{
if(GetLevelByClass(CLASS_TYPE_BARD, GetPCSpeaker()) == 0)
return FALSE;
return TRUE;
}
(DEX > 10) Your attempt is successful. (Remove reed from inventory, add flute)
sl1_reed_con2
int StartingConditional()
{
object oPC = GetLastUsedBy();
int iDexterity = GetAbilityModifier(ABILITY_DEXTERITY, oPC);
int iRoll = (d20() + iDexterity);
if (iRoll < 10)
return FALSE;
return TRUE;
}
sl1_reed_act1
void main()
{
CreateItemOnObject("ShimmeringFlute", GetPCSpeaker(), 1);
GiveXPToCreature(GetPCSpeaker(),50);
DestroyObject(OBJECT_SELF);
}
(DEX <= 10) Your hand slips, badly damaging the flute. You'd be hard pressed to play
Mary Had a Little Lamb on this instrument. (Remove reed from inventory)
sl1_reed_act2
void main()
{
DestroyObject(OBJECT_SELF);
}
Shimmering Flute
The carving on this flute is simple, yet effective. The reed from which is was formed still shimmers, and
the instrument's soothing notes offer restful slumber.
Cast Sleep, 10 charges. Bard only
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DM Notes
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