Enter the Shadow - Undying

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Introduction
The Message
Hill's Edge
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The Bone Miners
Enter the Shadow
Orric's Sending:
"A paradise before you - sickness and death are unknown in this place. Yet there are forces who would end this. Seek them out and find a way to destroy them."

Jergal's Shadow:
"When death is gone, the evil go unpunished and the good suffer still. There is no stopping endless struggle and pain. Find the source of this perversion and destroy it."

Dying on this level will result in teleporting to the first floor of the tower.

Party destroys crystals (MACHINESTATUS=2 && FINISHEDU=0) Jergal's Shadow:
And so the curse of everlife is lifted. With death comes meaning and change, and now this realm will have both.
1. It is hard, knowing that they shall all perish.
Life is meaningless without ending. A gift for you, to ease your pain. (Give Full Plate of Life, JEREDCOUNT++, +2000xp, teleport out, Set FINISHEDU = 1)
2. Yes, things are better this way.
You have proven a champion to me, and with my restored strength I can now offer you a gift. (Give Full Plate of Life, JEREDCOUNT++, +2000xp, teleport out, Set FINISHEDU = 1)
Orrick: You fools, you've condemned all in this realm to death. And I do not abide by fools. (teleports out)
Anera (to ANERACROMANCE): [FirstName], how do you feel?
1. It must be done, no matter the cost.
Yes, I believe you and I see eye to eye on this one. (+law)
1. Those like us, we are different than most.
It is lonely sometimes. I am glad you are by my side.
2. I have mixed feelings. It is wrong to kill the innocent, yet I have essentially killed many.
I shall be your strength, if you need it.
1. Thank you Anera. I am ever thankful of your presence.
3. The thought of all those dying fills me with glee.
This is not a time for sick jokes [FirstName]! (+evil, +chaotic)

Gift: Full Plate of Life: +1 Full plate, wearer under the effects of Bless.
Beautiful metalwork has gone into this armor. Delicate vines and blossoms are embossed in the steel. Over time, the flowers bloom and fade as if truly alive.

Party destroys crystals (MAHERADEAD=1 AND MACHINESTATUS<2 && FINISHEDU=0) Orric's Sending:
The rebellion against Undying is over. This peaceful realm with continue to exist, the pinnacle of man's fight against his mortality.
1. So, I did good, right?
Of course you did. Those who oppose life everlasting must be defeated. Now, a reward for your efforts. (Give Death's Shield, ORICKCOUNT++, +2000xp, teleport out, Set FINISHEDU = 1)
2. Your task is complete, master.
Excellent. Here is a token so that you might continue the struggle. (Give Death's Shield, ORICKCOUNT++, +2000xp, teleport out, Set FINISHEDU = 1)

Jergal's Shadow: My strengh fades and the madness grows within me. (teleports out)
Anera: What have you done, [FirstName]? This parady of life will continue on in this land.
1. I'm sorry, it seemed like the best decision at the time.
You must be more careful in your decisions, [FirstName]. This mistake may have cost us far too much.
2. Get over it. I'm starting to think you're on the wrong side of this battle.
And I as well.
Gift: +2 Death's Shield
This large shield is black matte, absorbing all light that hits it. A barely discernible series of raised ridges forms the shape of a human skull.



  1. Wizard's Hut
    Mentos, the mad wizard, creates and sells items for the passers by.
    Mentos: Greetings, dying one. Mentos the Mad is here to cater to your magic needs!
    1. Let's see what you have for sale.
    2. Mentos? What kind of name is that?
    Mentos! The freshmaker!
    1. Okaaay . . .
    3. Why do you call me a dying one?
    Because your life could end at any time! I see its fragility, encased in that frail body of yours.
    1. And yours isn't?
    Of course not. Locked away, you see. Tiny crystals where none can reach!
    1. What are you saying? Where are they?
    To die is to live. With no death, there is no life.
    1. Stop your raving old man and tell me!
    Crazy, crazy. La la la. Crazy, crazy.
    2. You poor soul. Immortality has been hard on you.
    4. I'll talk to you later.

  2. Inn
    This well-built inn, the gathering place for many patrons.


  3. Jail
    This was once a home of sorts, but was apparently modified into a sturdy jail.
    TEARDROPFREE=0, trigger conversation:
    Murdonil: "Imprisonment means nothing, even pain means nothing. For I know that a single year is insignificant against the backdrop of eternity."
    Stepen: "We will find her, you know. Until that day comes, you shall never drink nor eat. You will share her suffering."
    Murdonil: "Hah! The chest that holds her is hidden where no one will look. None shall find her. She will remain, starving in the darkness until the end of time."
    Stepen: "Perhaps Mahera will be successful in finding a way into the tower. Then you shall truly know fear."
    Murdonil: "Foolish dreams. Countless times has the towers defenses been tested. Never have they fallen."
    Stepen: "Given enough time, anything is possible."

    If Teardrop present, trigger conversation:
    Stepen: She has returned Murdonil, to be by my side, and you shall remain in your prison for all time.
    Teardrop: He thought he could break me, that my suffering would make me his. I spit on you.
    Stepen: If you played a role in this, I thank you.
    1. This was a terrible injustice. I'm happy to have helped.
    We shall not forget you friend. (+good)
    2. Actually, this was the first of my grave robbing to bring up a live corpse.
    Er, yes. Well, my thanks to you. (+chaotic)

  4. Farm House

    Jenna: "Oh, to hold a baby in my arms and bring new life to this world."
    Fresin: "Jeanna, you know that cannot be. When the Gift came, no more children could be possible."
    Jenna: "As we cannot die, the urges of my soul will also never change. I would gladly give my life for the child that cannot be."

  5. Temple
    This worn temple has been kept up fairly well.
    Isha is the local priest. He offers healing to those in need.
    Isha: Hello friends. I am the local priest of this village. Or at least I was. If all your followers become immortal, they tend to not listen as much.
    1. We would like to see your services please.
    2. Your followers became immortal?
    Yes, when the Gift came, the village rallied around the church. It was glorious! After a few centuries, of course, I celebrated most holy days alone.
    1. What is the Gift?
    Archmage Windseer is said to imparted the Gift, though none know for sure. One morning, little Stepen fell into the fire. Though burned horribly, he survived and was fully healed in a few hours. We thought it a Gift from the gods, though now we know better.
    1. Tell me more of Windseer. Where can I find him?
    You'll not find him, I think. He hasn't been seen for centuries, though his tower remains.
    1. Tower, huh? I think I'll just pay it a visit.
    You can try if you'd like, though many have tried. The way is blocked for the likes of us.
    2. So it wasn't a gift from the gods?
    Many have suffered since the Gift arrived. Immortality is not meant for those such as us.
    3. Aren't you surprised to see a stranger in your town?
    Why, now that you mention it, it is unusual. I sometimes have the impression that this is all a stage, and we are but actors.
    1. Not a pleasant thought.
    2. I guess that explains the occasional tomato that's been thrown at me.
    4. I must go now.

  6. Bridge
    A strange mechanized golem is here, guarding the bridge. Its movements are erratic and rust covers much of the once-gleaming metal.
    Clockwork Golem (triggered conversation): Vrm na pss!
    1. I'm sorry, what did you say?
    Vrm na pss, mrtrdr!
    1. What was the middle part again?
    Na. Vrm na pss!
    1. This isn't getting anywhere.
    2. (INT > 12) Ah, I assure you, I am authorized to pass.
    (Persuade DC12 succeeds) Vrm ma pss. (Set GOLEMPASS=1, moves aside, +300xp)
    (Persuade DC12 fails) Vrm na pss!

    2. Forget it.
    2. Step aside, Gizmo.

    A second trigger, on the bridge, will cause the golem to attack if GOLEMPASS=0 and player is visible.

  7. Graveyard
    Worn gravestones are barely legible, the engravings worn by many years.
    One gravestone reads:
    "Lira Windseer -may your death be the last"
    (trigger, DC 15 Spot, TEARDROPFREE=0): You hear a strange noise under the ground, as if something was trying to get out.
    1. Dig up the ground.
    The earth is loose, and easily removed. A coffin rests in a shallow grave, the pounding noise inside is quite loud.
    1. Open the coffin.
    A young woman emerges, dirty and disheveled. (Set TEARDROPFREE=0, spawn Teardrop, +300xp)
    2. Leave it alone and replace the dirt.
    You push the dirt back in the hole, muffling the noise below.
    2. Leave it alone.

    Teardrop (spawned conversation): Free, free! The light burns so, but I must find Stepen. (move to Stepen's location)

  8. Forest Clearing
    A woman is being mauled by a large bear. Her wounds reform as soon as they are made.
    Note: encounter should occur only if crystals haven't been destroyed yet.
    (triggered conversation) Jennith: Damn it! You there, get this beast off me!
    (If bear dies or Charm Animal cast on bear, +300xp, trigger conversation:) Jennith: Well, that was unpleasant.
    1. I can't believe you're still alive!
    One of the nice things about immortality, kid.
    1. I suppose so. Good luck to you.
    2. Righto. I think I'll skip attacking you myself then.
    2. You seem remarkably calm about all of this.
    I once had a pack of wolves tear at me for a week. They eventually got full enough where my legs regrew and I could run off. Now that's suffering.
    1. Well, best of luck to you.
    2. Hmm. Perhaps if you were set on fire for a couple weeks . . .


  9. Tower

    Mahera greets the party:
    Mathera: (MATHERAMET=0)A stranger, at last! I beg that you help me. (Set MATHERAMET=1)
    (MATHERAMET=1)Yes, my friend?
    1. (MATHERAMET=0) How can I help you my lady?
    (MATHERAMET=1) What was I supposed to do again?
    Inside the tower is the source of our curse, our inability to die. Destroy it and we shall all be free to truly live again.
    1. Yes, but why me? Why haven't you done it yourselves before?
    It is the tower, you see. Only the dead can enter. We who cannot die are forever barred from entering.
    1. Wait a minute. I have to die to enter?
    Yes. I shall try to be as humane as possible.
    1. Okay - do it.
    Good luck stranger. (spell graphic, 100pts damage to nearby players & NPCs)
    2. You know, I think I'll just skip this part for now.
    I will wait then. Hundreds of years have made me most patient.
    2. What does it look like?
    None have entered, so I cannot say. There may be writings inside the tower that explain more.
    2. Why do you wait for a stranger?
    All the villagers have received The Gift, and cannot die. The tower is closed to the likes of us.
    3. And who exactly are you?
    I am Mathera, and was once Mayor of this village. These last few decades, however, I've spent next to the tower, waiting for a stranger to appear.

  1. Entrance
    This once proud mage tower has seen better days. Most of the furniture has rotted away and the tapestries are nearly dust.
    A tattered book lies on a table:
    Most of this text has been eaten by moths, but a few passages are still legible.

    It has been a month now since I touched her hand. The days are painful without her. On her deathbed I vowed to end this, and I shall. Never again shall someone die in this village. I will redouble my studies.


  2. Storage
    Several large spiders make their home here. A barrel contains a potion of Cure Serious Wounds.

  3. Library
    Dusty books fill rotting bookshelves.
    This room is occupied by "Loss" (W5), the spiritual embodiement of Windseer's loss:
    "She is gone, my heart torn from my flesh."
    It will attack, leaving a Ruby Heart gem behind (600gp). Several bookshelves hold scrolls (Haste, Summon Monster III, Mage Armor), though one is trapped.

    Another ancient book is in the shelves:
    . . . problem with maintaining the spirt and the body. The crystal matrix preserves the spirit nicely, preventing it from leaving this mortal realm. Difficulties still remain in reconstituting the physical vessel, though recent studies . . .

  4. Bedroom
    A moth-ridden bed rests lopsided against the floor.
    This room is occupied by "Pain" (C5), the spiritual embodiement of Windseer's pain:
    "If I cannot have her, the world shall pay for its sins!"
    When it is defeated, all that will remain is a scroll of Flame Strike. A trapped, locked chest contains 500gp.

  5. Workshop

    The final embodiement is "Anger" (F5):
    "Aaaah!"
    It holds a Twisted Blade (+1 Broadsword, 5% of hits cause Cause Serious Wounds).

    A journal rests nearby:
    This journal documents the research of Archmage Windseer in his attempt to create immortality. His final entry follows:
    It appears I have both succeeded and failed. Though the people in the village nearby shall never die, I find that the earlier experiments I conducted on myself have taken their toll. My body is failing and my spirit seems fragmented. I shall secure the tower while I am able, so that my legacy cannot be destroyed.

  6. Crystal Room
    Shimmering crystals are embedded on the surface of this strange machine.
    (triggered conversation if MACHINESTATUS=0)
    Before you, a strange machine hums with energy, dozens of crystals studding its surface
    1. Examine the machine.
    Each of the crystals has a tiny name plate beneath them, a label for each villager.
    1. Find Mahera's crystal and destroy it.
    2. Leave the machine alone.
    The singe crystal is destroyed. (Set MACHINESTATUS=1, move Mahera nearby with teleport graphic)
    3. Destroy all the crystals.
    The lights flicker out one by one. (Set MACHINESTATUS=2, move Mahera nearby with teleport graphic, ++good)
    2. Destroy all the crystals.
    The lights flicker out one by one. (Set MACHINESTATUS=2, move Mahera nearby with teleport graphic, ++good)
    Mahera: (her crystal destroyed) You've done it! Now, destroy the others and end this curse.
    1. Actually, I think it's time for you to die now.
    What? No, it cannot be! (attacks)
    2. Sure, just a moment.

    If Mahera is attacked and Anera is present:
    [FirstName], what are you doing? This woman is not our enemy!

    Mahera: (all crystals destroyed) Thank you! You have done us a great favor.
    1. Not a problem.
    Your name shall be remembered forever! Er, what was your name again?
    1. [LastName], [FirstName] [LastName].
    You have our thanks [FirstName]. (+law)
    2. Bobo.
    Then we shall sing the praises of Bobo for all time! (+chaotic)
    2. What exactly did I do?
    Why, you've freed us from immortality. Now we shall be able to have children, grow old, and die just as we could before.
    1. Uh, right. Of course I did.
    2. Best of luck, then.

    If Mahera dies, set ++evil, MAHERADEAD=1. She wears +1 Cloth armor and weilds a +1 quarterstaff. If attacked, she will cast Sleep and Magic Missle (x2), before using her quarterstaff.

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