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Planescape Torment Enhanced Edition Database


1,000 Results
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NumberText
0<NO TEXT>
1POUCH Weight: 0 A small bag made of some unidentifiable material.
2Morte's Bite (Sharpened)
3EMBALMING ROOM KEY Weight: 0 This long, thin key has a spiral head and smells faintly of embalming fluid. It looks extremely old, and numerous scratches cover its surface. ^NNOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items.^-
4Dak'kon's Zerth Armor
5You see a strikingly beautiful ghostly form before you; her arms are crossed, and her eyes are closed. She has long, flowing hair, and her gown seems stirred by some ethereal breeze. As you watch, she stirs slightly, and her eyes flicker.
6DAK'KON'S ZERTH ARMOR Armor Class: 5 Weight: 25 Usable only by Dak'kon Dak'kon's ceremonial *zerth* armor. It is fashioned of interlocking metal rings, formed of the same substance that Dak'kon's blade is made of. (Unlike the blade, however, it does not appear that the armor changes based on the mental state of the wielder.) The armor is worn over a padded red tunic, and spiked bracers and shoulder pads have been added to give greater protection to the arms and upper body. While Dak'kon's armor is similar to chain mail, it is lighter and more flexible, allowing him to wield his sword more effectively. Furthermore, it seems that when the sword and armor are used in tandem, the armor becomes even more fluid. Whether this is a unique property of *karach,* or whether this is some magical effect of the two items, is unknown.
7DAK'KON'S ZERTH ARMOR Armor Class: 5 Weight: 25 Usable only by Dak'kon Dak'kon's ceremonial *zerth* armor. It is fashioned of interlocking metal rings, formed of the same substance that Dak'kon's blade is made of. The armor is worn over a padded red tunic, and spiked bracers and shoulder pads have been added to give greater protection to the arms and upper body.
8Fall-from-Grace's Chastity Bodice
9Fall-from-Grace's Chastity Bodice
10FALL-FROM-GRACE'S CHASTITY BODICE Armor Class: 5 Weight: 5 Usable only by Fall-from-Grace Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite its prim and proper appearance, it does little to detract from Grace's sensuality. It is not known what powers the bodice possesses.
11CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
12FALL-FROM-GRACE'S CHASTITY BODICE Armor Class: 5 Weight: 5 Usable only by Fall-from-Grace Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite its prim and proper appearance, it does little to detract from Grace's sensuality. The bodice possesses no known powers other than some minor enchantments that prevent it from becoming dirty and repairs minor tears in the fabric.
13Dustman Robes
14Dustman Robes
15DUSTMAN ROBES Special: Disguises user as a Dustman Weight: 5 Usable only in the Mortuary These frayed robes are commonly worn by members of the Dustmen faction. They have an old, musty smell about them, and they don't fit you very well. You doubt the Dustman disguise will hold up under scrutiny - and certainly not if the Dustmen are looking for an intruder. ^NNOTE: The Dustmen robes are a cosmetic disguise. Even though you appear to be armed with a dagger, you will do damage according to the weapon you had equipped when you put the disguise on. If you switch weapons while the disguise is on, the robe disguise will be nullified, and you must re-equip it for it to work. If you end up alerting the Mortuary to your presence or turning the Dustmen hostile, the disguise will NOT hide you from Dustmen who are looking for intruders. As a final note, the Dustman robes are useless outside the Mortuary. ^-
16DUSTMAN ROBES Special: Disguises user as a Dustman Weight: 5 Usable only in the Mortuary These frayed robes are commonly worn by members of the Dustmen faction. They have an old, musty smell about them, and they don't fit you very well. You doubt the Dustman disguise will hold up under scrutiny - and certainly not if the Dustmen are looking for an intruder. ^NNOTE: The Dustmen robes are a cosmetic disguise. Even though you appear to be armed with a dagger, you will do damage according to the weapon you had equipped when you put the disguise on. If you switch weapons while the disguise is on, the robe disguise will be nullified, and you must re-equip it for it to work. If you end up alerting the Mortuary to your presence or turning the Dustmen hostile, the disguise will NOT hide you from Dustmen who are looking for intruders. As a final note, the Dustman robes are useless outside the Mortuary.^-
17Vhailor's Mercykiller Armor
18Vhailor's Mercykiller Armor
19VHAILOR'S MERCYKILLER ARMOR Armor Class: 2 Weight: 75 Usable only by Vhailor This archaic suit of armor is animated by Vhailor's life force. It bears numerous minor dents and scratches, but otherwise, it seems to have withstood the test of time... at least better than Vhailor's physical body. Blades decorate the shoulders of this suit of armor, and the symbol of the Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the chest piece.
20MORTUARY FRONT GATE KEY Weight: 0 This is a large, unimaginative iron key. For some reason, its somber appearance reminds you of the Mortuary. ^NNOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items.^-
21VHAILOR'S MERCYKILLER ARMOR Armor Class: 2 Weight: 75 Usable only by Vhailor This archaic suit of armor is animated by Vhailor's life force. It bears numerous minor dents and scratches, but otherwise, it seems to have withstood the test of time... at least better than Vhailor's physical body. Blades decorate the shoulders of this suit of armor, and the symbol of the Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the chest piece. This suit of armor is part of Vhailor... destroying Vhailor (if such a thing were possible) would most likely result in the destruction of the armor.
22Vermin Armor
23Lower Plane Vermin Armor
24VERMIN ARMOR Armor Class: 5 Weight: 10 Usable only by Annah This armor seems to be stitched together out of rat hides and looks like it was fashioned for a woman. Nearly a thousand hides cover the surface of this vest, and it is several layers thick. The stitching has been done with a single thread that binds all the hides together. It is a tailoring marvel, though the armor itself makes you slightly uneasy.
25LOWER PLANES VERMIN ARMOR Armor Class: 5 Weight: 10 Usable only by Annah This armor has been woven from the hides of various Abyssal vermin. The stitching thread appears to be a single white hair (though the type of creature is unknown). There are no metal fixtures, studs, or buckles anywhere on the armor... it is composed solely from the remains of living creatures.
26Punch Daggers
27Punch Daggers
28PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to deal additional piercing damage when the wearer strikes an opponent.
29PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to deal additional piercing damage when the wearer strikes an opponent.
30Lockpicks
31CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
32Blank Journal
33PREPARATION ROOM KEY Weight: 0 The head of this bronze key has been twisted around itself several times, so that it resembles a screw. If Morte is to be believed, it unlocks one of the doors in the Preparation Room. ^NNOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items.^-
34Iron Knuckles
35Iron Knuckles
36IRON KNUCKLES Damage: 1-3 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages Iron knuckles that slip over the fingers, giving your fists the extra "oomph" they need to deliver bone-crushing punches.
37IRON KNUCKLES Damage: 1-3 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages Iron knuckles that slip over the fingers, giving your fists the extra "oomph" they need to deliver bone-crushing punches.
38Spiked Gauntlets
39Spiked Gauntlets
40SPIKED GAUNTLETS Damage: 1-4 Piercing Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of spikes bristle along the knuckles of these gauntlets, allowing the wearer to perforate any target they punch.
41SPIKED GAUNTLETS Damage: 1-4 Piercing Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of spikes bristle along the knuckles of these gauntlets, allowing the wearer to perforate any target they punch.
42Spiked Gauntlets of Ogre Power
43SPIKED GAUNTLETS Damage: 4-6 Crushing Damage: 4-6 Piercing Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of huge black spikes bristle along the knuckles of these metal gauntlets, allowing the wearer to perforate any target they punch. Clamps line the edges of the gauntlets to secure them in place once worn.
44SPIKED GAUNTLETS OF OGRE POWER Damage: 4-6 Crushing Damage: 4-6 Piercing Enchanted: +1 THAC0: +3 Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of huge black spikes bristle along the knuckles of these metal gauntlets, allowing the wearer to perforate any target they punch. Clamps line the edges of the gauntlets to secure them in place once worn. This gauntlets bear an enchantment that allows the user to strike opponents with the strength of ten men. The spikes along the knuckles simply add insult to injury, as any victim whose bones are not shattered by the initial attack will slowly bleed to death from the jagged wounds the spikes inflict.
45Annah's Punch Daggers
46Annah's Punch Daggers
47ANNAH'S PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Annah Annah's common weapons are a pair of jagged dagger blades mounted on iron knuckles. The blades are well-oiled and razor-sharp; in addition, their relatively small size allows them to be concealed quickly when a guard patrol makes a sudden appearance.
48ANNAH'S PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Annah Annah's common weapons are a pair of jagged dagger blades mounted on iron knuckles. The blades are well-oiled and razor-sharp; in addition, their relatively small size allows them to be concealed quickly when a guard patrol makes a sudden appearance.
49Leather Gauntlets
50Gauntlets of Rending
51LEATHER GAUNTLETS Damage: 2-7 Slashing Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These are a pair of stiff leather gloves. The leather around the edges of the fingers is scuffed and cracked.
52GAUNTLETS OF RENDING Damage: 2-7 Slashing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These leather gloves give the user the ability to use his hands like claws. When the wearer attacks a foe with his hands, long black talons lance forth from the fingers of the gauntlets and allow the user to rake an opponent for additional slashing damage. When the wearer is not attacking, the talons recede back into the gauntlets... although they seem to do so reluctantly. When the talons are not extended, the gauntlets appear to be nothing more than stiff leather gloves.
53Bone Gauntlets
54Gauntlets of Teeth
55BONE GAUNTLETS Damage: 3-8 Slashing Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These bone gauntlets look sturdier than leather, but they are uncomfortable to wear. The bone seems to bite into the skin when the gauntlets are worn, and the slight greenish shade of the bone makes it uncertain what kind of bones the gauntlets are fashioned from.
56GAUNTLETS OF TEETH (Cursed) Damage: 3-8 Slashing Damage: 1-2 Crushing Enchanted: +1 THAC0: +2 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These gauntlets have had many names over the centuries. Some have termed the gauntlets the "Gauntlets of Hunger." Other terms have ranged from "Gloves of Greed," or, among the stupidest, "the Gnashing Gloves." The githzerai called them "they-which-devour," and believed them to be an artifact fashioned by the slaadi, the intelligent carnivorous frog-like beings that inhabit the plane of Limbo. The most common name for this item is the "Gauntlets of Teeth." The exact creature from which the bones originate from is unknown. Nonetheless, when the nature of the gloves is revealed, their power awakens as soon as they are used in combat. When the user punches an enemy, the bone exteriors of the gloves peel back to reveal several rows of teeth. These teeth sink greedily into the foe's body. These teeth are not jagged - they are mostly wide and blunt, but they clamp onto a target with the strength of a giant, doing additional crushing damage when punching an opponent.
57Knife
58Knife
59KNIFE Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This knife has a four-inch blade, with a plain handle of bone.
60KNIFE Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This knife has a four-inch blade, with a plain handle of bone.
61Steak Knife
62Steak Knife
63STEAK KNIFE Damage: 1-3 Slashing Special: Fragile, Breakable Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a common steak knife. You're sure if this dagger could talk, it would have many long-winded stories about cooking and carving large haunches of meat.
64STEAK KNIFE Damage: 1-3 Slashing Special: Fragile, Breakable Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a common steak knife. You're sure if this dagger could talk, it would have many long-winded stories about cooking and carving large haunches of meat.
65Scalpel
66Scalpel
67SCALPEL Damage: 1-3 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This simple surgical cutting tool looks like it's seen a lot of use. ^NNOTE: <SCALPELTALK>^-
68SCALPEL Damage: 1-3 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This simple surgical cutting tool looks like it's seen a lot of use. ^NNOTE: <SCALPELTALK>^-
69Ravel's Fingernail
70Ravel's Fingernail
71RAVEL'S FINGERNAIL Damage: 2-7 Piercing Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests This twisted fingernail of extruded night hag skin has got to be one of the ugliest things you have ever seen. Its mottled green, red, and black surface is almost a foot long, and it seems like it was used alternately as a scratching aid, nose-picking tool, and gardening trowel. Looking at it makes you wish that Ravel did chew her nails. Or at least had a nail file with her in the maze.
72RAVEL'S FINGERNAIL (Unique, Artifact) Damage: 2-7 Piercing Enchanted: +2 Special: 2-12 Poison Damage THAC0: +2 Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests This twisted fingernail of extruded night hag skin has got to be one of the ugliest things you have ever seen. Its mottled green, red, and black surface is almost a foot long, and it seems like it was used alternately as a scratching aid, nose-picking tool, and gardening trowel. Looking at it makes you wish that Ravel did chew her nails. Or at least had a nail file with her in the maze.
73Stiletto
74High Quality Stiletto
75STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
76STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
77Iron Spike
78Iron Spike
79IRON SPIKE Damage: 1-3 Piercing Speed: 2 Weight: 2 Proficiency: Edged Not usable by Priests This is a crude iron spike, covered with rust. If necessary, you could use it as a dagger.
80IRON SPIKE Damage: 1-3 Piercing Speed: 2 Weight: 2 Proficiency: Edged Not usable by Priests This is a crude iron spike, covered with rust. If necessary, you could use it as a dagger.
81Fork
82Silver Fork
83FORK Damage: 1-2 Piercing Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a silver dining fork. Its tines are especially sharp. For some inexplicable reason, you feel sorry for whatever meals it has been used on in the past.
84SILVER FORK Damage: 1-2 Piercing Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a silver dining fork. Its tines are especially sharp. Upon further consideration, it might be able to be used as a dagger, though it most likely wouldn't do any more damage than a conventional dagger. It might prove useful against creatures damaged only by silver weapons.
85Hairpin
86Silver Hairpin
87HAIRPIN Damage: 1-2 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a hair pin. Normally used to keep hats and such items from blowing away in heavy wind. The tip is extremely sharp.
88SILVER HAIRPIN Damage: 1-2 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a thin silver hair pin. The tip is extremely sharp.
89Skull
90Skull
91SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
92SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
93Wererat Skull
94Wererat Skull
95WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
96WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
97Soego's Skull
98Soego's Skull
99SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
100SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
101Acaste's Skull
102Acaste's Skull
103ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
104ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
105Hargrimm's Skull
106Hargrimm's Skull
107HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
108HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
109Stale Mary's Skull
110Stale Mary's Skull
111STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
112STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
113Skull of the Silent King
114Skull of the Silent King
115SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
116SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
117Rusty Dagger
118Rusty Dagger
119RUSTY DAGGER Damage: 1-3 Piercing Special: Fragile, Breakable Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a small rusty dagger. Its blade is chipped and the hilt is loose; it doesn't look like it will stand up to repeated use without breaking.
120This is a small rusty dagger. Its blade is chipped around the edges and the hilt is loose.
121Strange Feather
122Chaos Feather
123STRANGE FEATHER Damage: 2-5 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This feather is ash-gray, fading to black around the edges. It is much larger than a bird feather, and it creates an unpleasant tingling sensation when held for more than a minute.
124CHAOS FEATHER Damage: 2-5 Piercing Enchanted: +1 Special: Panics target Fragile, Breakable THAC0: +1 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This feather is ash-gray, fading to black around the edges. It is much larger than a bird feather, and it creates an unpleasant tingling sensation when held for more than a minute. Examination of the feather reveals that is the feather from a Vrock, one of the many races of tanar'ri that fill the Abyss. The Vrock resemble huge vultures, and they are often used as scouts for the tanar'ri forces in the Blood War. This particular feather is believed to have been taken from a Vrock shaman, who is reported to have died by simply disbelieving himself. Possessed of a certain mental imbalance and with an odious habit of devouring his followers to gain strength, this barmy Vrock was rumored to be capable of causing others of his flock to behave erratically - much more so than for a normal tanar'ri. He convinced many of his flock to tear off their wings and take up burrowing in the ground. Other times, he preached the virtues of honesty as being more evil and destructive than any lie. When he disintegrated, only the feather was left behind as testament to his fevered existence. Some of the shaman's residue is believed to reside in this "Chaos Feather." The Chaos Feather, when used in combat as a dagger, inflicts a minor amount of damage (about the same as a conventional dagger) and has the power to confuse any target it strikes. Creatures struck by the feather may be stunned, run away, or attack their allies. Most tanar'ri consider the feather to be a sacred object. Vrocks will kill anyone possessing it in order to retrieve it.
125Stone Splinter
126Mad Splinter
127STONE SPLINTER Damage: 2-5 Piercing Special: Fragile, Breakable Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a dagger-shaped fragment of stone taken from the statue of Gangroighydon.
128MAD SPLINTER Damage: 2-5 Piercing Enchanted: +1 Special: Poisons Target Fragile, Breakable THAC0: +1 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a dagger-shaped fragment of stone taken from the statue of Gangroighydon. It bears a powerful enchantment - each time someone is stabbed by the splinter, they have a chance of being Cursed. It is most likely that the fell curse trapped upon Gangroighydon's lips has soaked into the very stone of his petrified form, and "poisons" those the splinter stabs with his malicious magic.
129Wicked Dagger
130"Last Resort"
131WICKED DAGGER Damage: 1-2 Slashing Speed: 10 Weight: 1 Proficiency: Edged Not usable by Priests This small dagger looks fragile, but a series of jagged teeth line the edge of the blade. The hilt itself is covered with dried blood.
132"LAST RESORT" (Cursed Artifact) Damage: 1-2 Slashing Enchanted: +3 Speed: 10 Weight: 1 Proficiency: Edged Not usable by Priests This small dagger looks fragile, but a series of jagged teeth line the edge of the blade. The hilt itself is covered with dried blood, most likely the blood of the users who held the weapon and were unable to release their grip. Research indicates that this cursed dagger has had many names, the most prominent of which was "Last Resort." When equipped, the user cannot release the grip until death, or until the curse is lifted by spell or divine intervention. Although the dagger is slower than most two-handed weapons and the damage it inflicts is comparable to a scratch, it is rumored to be able to hurt almost any creature it strikes, no matter what the creature's plane of origin or its defenses. One planewalker who had freed herself from its curse actually chose to travel with it, figuring that in any instance where she *had* to use it couldn't be worsened by having it in her possession.
133Battle Axe
134Hammer
135Hammer
136EMBALMING ROOM KEY Weight: 0 This long, thin key has a spiral head and smells faintly of embalming fluid. It looks extremely old, and numerous scratches cover its surface. ^NNOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items.^-
137LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
138WAR HAMMER Damage: 1-6 Crushing Speed: 6 Weight: 7 Proficiency: Hammers Usable only by Fighters This is a heavy war hammer. It has a long handle and a metal head that looks like it could shape steel and crush skulls with ease.
139WAR HAMMER Damage: 1-6 Crushing Speed: 6 Weight: 7 Proficiency: Hammers Usable only by Fighters This is a heavy war hammer. It has a long handle and a metal head that looks like it could shape steel and crush skulls with ease.
140War Hammer
141War Hammer
142Sledgehammer
143Sledgehammer
144Primarily intended for heavy work, this huge two-handed hammer would make a formidable weapon. Its head is of black iron, and the haft is almost as long as a man's arm. Enchanted hammers aside, the sledgehammer is the most damaging of all hammers.
145SLEDGEHAMMER Damage: 1-8 Crushing Speed: 8 Weight: 10 Proficiency: Hammers Usable only by Fighters Primarily intended for heavy work, this huge hammer would make a formidable weapon. Its head is of black iron, and the haft is almost as long as a man's arm. Enchanted hammers aside, the sledgehammer is the most damaging of all hammers.
146Hammer of Quality
147Hammer of Quality
148HAMMER OF QUALITY Damage: 2-5 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a finely crafted war hammer. Godsman etchings and symbology decorate the head of the weapon and work their way down the shaft. Despite its heavy appearance, it feels much lighter than it looks.
149HAMMER OF QUALITY Damage: 2-5 Crushing THAC0: +1 Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a finely crafted war hammer. Godsman etchings and symbology decorate the head of the weapon and work their way down the shaft. Despite its heavy appearance, it feels much lighter than it looks.
150Sledgehammer
151Enchanted Hammer
152SLEDGEHAMMER Damage: 2-9 Crushing Speed: 8 Weight: 10 Proficiency: Hammers Usable only by Fighters Primarily intended for heavy work, this huge hammer would make a formidable weapon. Its head is of black iron, and the haft is almost as long as a man's arm. Enchanted hammers aside, the sledgehammer is the most damaging of all hammers.
153ENCHANTED HAMMER Damage: 2-9 Crushing Enchanted: +1 THAC0: +1 Speed: 7 Weight: 5 Proficiency: Hammers Usable only by Fighters This hammer bears a wounding enchantment and is much lighter than a normal hammer, allowing it to be swung faster and do more damage in combat. Any history or legends concerning this hammer have been eclipsed by other, more famous weapons in the Encyclopedia Magica. Nonetheless, this sledgehammer carries itself with a quiet dignity.
154Heavy-Headed Hammer
155"Foolsmiter"
156HEAVY-HEADED HAMMER Damage: 4-14 Crushing Speed: 10 Weight: 15 Proficiency: Hammers Usable only by Fighters This war hammer has a huge stone head in the shape of a rectangular block. Faint traces of gore and blood are on all sides of the hammer's head. The shaft is of a thick wood that looks too weak to support the hammer head's weight.
157FOOLSMITER Damage: 4-14 Crushing Enchanted: +2 THAC0: +2 Speed: 10 Weight: 15 Proficiency: Hammers Usable only by Fighters This war hammer has a huge stone head in the shape of a rectangular block. Faint traces of gore and blood are on all sides of the hammer's head. The shaft is of a thick wood that looks too weak to support the hammer head's weight. This enchanted hammer was used as a tool by the Athar at one time during their religious persecution phase of their faction history. The magical war-hammer "Foolsmiter" was constructed so that it did additional damage against opponents who were particularly stupid. When it was crafted, however, the enchantment was twisted such that if the user was less intelligent than the target struck by the hammer, the wielder would take damage as well. For many years, the hammer became a test rite between rival members of the Athar as a primitive (and lethal) IQ test. It was stolen from their headquarters in the Shattered Temple many years ago and has resurfaced once or twice across the planes. It is believed that the Intelligence vs. Intelligence contest the hammer once inflicted on the wielder and his enemies has dissipated from the hammer over time, but no one has been confident enough to put it to the test.
158Sledgehammer
159Hammer of Comminution
160SLEDGEHAMMER Damage: 4-14 Crushing Speed: 10 Weight: 10 Proficiency: Hammers Usable only by Fighters Primarily intended for heavy work, this huge hammer would make a formidable weapon. Unlike some of the other sledgehammers you've seen, however, this one has a round head, and the metal surface looks brand new. Closer inspection of the head of the hammer reveals a tracery of cracks along its surface, but the head itself does not seem to be weak or fragile. Curious.
161HAMMER OF COMMINUTION Damage: 4-14 Crushing Enchanted: +1 Special: 1-6 Acid Damage THAC0: +2 Speed: 10 Weight: 10 Proficiency: Hammers Usable only by Fighters Research reveals that this is a formidable weapon indeed. Far superior to a normal sledgehammer, this war hammer (also called "The Hammer of Comminution") delivers a devastating strike that not only inflicts crushing damage, but also fractures any surface it contacts, whether bone, metal, or wood, inflicting extra damage... and if the victim survives, it also "softens" him up for the next attack. The Hammer of Comminution was used extensively by Enote, a Doomguard priest, in 14 E.U. A philosopher who was prone to violent mood swings while debating theology, he was known to espouse the virtues of the hammer as a means of furthering the decay of dead matter. Whether or not what he struck with the hammer was dead or alive before the blow is open to debate.
162Maul
163Maul
164MAUL Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters Essentially a variation of the standard sledgehammer, the maul has a wedge-shaped head used for splitting wood. Although it can be used as a weapon, it is unwieldy and difficult to swing in combat.
165MAUL Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters Essentially a variation of the standard sledgehammer, the maul has a wedge-shaped head used for splitting wood. Although it can be used as a weapon, it is unwieldy and difficult to swing in combat.
166Silver-Headed Hammer
167Silver-Headed Hammer
168SILVER-HEADED HAMMER Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a small war hammer. The head of the hammer is decorated with a thin layer of silver that is dented and scratched in many places. Perhaps the hammer was once used for ceremonial purposes.
169SILVER-HEADED HAMMER Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a small war hammer. The head of the hammer is decorated with a thin layer of silver that is dented and scratched in many places. Perhaps the hammer was once used for ceremonial purposes.
170Battle Axe
171LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
172EMBALMING FLUID Special: +2-8 to Hit Points +1 to Armor Class Weight: 1 Usable only by the Nameless One and Morte This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Effects are temporary.
173BATTLE AXE Damage: 1-8 Slashing Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp, and the long handle allows the wielder to put considerable force into the swing.
174BATTLE AXE Damage: 1-8 Slashing Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp, and the long handle allows the wielder to put considerable force into the swing.
175Battle Axe of Quality
176Battle Axe of Quality
177BATTLE AXE OF QUALITY Damage: 2-9 Slashing Speed: 7 Weight: 8 Proficiency: Axes Usable only by Fighters Intricate runes are etched on the shaft and the blades of this axe. The edges of the axe are razor-sharp; it looks like it would be possible to shave with it, though that's not something that you would try until you had consumed several tankards of ale. The handle itself is made of ironwood, and leather is wrapped tightly around the handle to help secure the user's grip.
178BATTLE AXE OF QUALITY Damage: 2-9 Slashing THAC0: +1 Speed: 7 Weight: 8 Proficiency: Axes Usable only by Fighters Intricate runes are etched on the shaft and the blades of this axe. The edges of the axe are razor-sharp; it looks like it would be possible to shave with it, though that's not something that you would try until you had consumed several tankards of ale. The handle itself is made of ironwood, and leather is wrapped tightly around the handle to help secure the user's grip.
179Battle Axe
180Enchanted Battle Axe
181BATTLE AXE Damage: 1-8 Slashing Speed: 7 Weight: 4 Proficiency: Axes Usable only by Fighters This double-bladed axe feels especially light, though otherwise it appears unremarkable. It is possible that the blade is made of some light-weight metal.
182ENCHANTED BATTLE AXE Damage: 2-9 Slashing Enchanted: +1 THAC0: +1 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters Closer examination of the weapon reveals a strange symbol, very faint, on the surface of the axe head. Tracing it with your finger, there is a sudden charge, and the axe head changes before your eyes into a silvery-looking metal. The edge is incredibly sharp, so much so it looks like it could hack through stone if necessary. The symbol you traced on the weapon is now glowing brilliantly, and if anything, the axe has become even lighter than before, so much so that you can almost wield it one-handed.
183Bizarre Blood-Red Axe
184"Hatred's Gift"
185BIZARRE BLOOD-RED AXE Damage: 3-13 Slashing Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters Not usable by Good characters This huge axe makes you uncomfortable. Bones have been embedded into its surface, and a light sheen of red, possibly blood seem to have mortared the skulls into the shaft of the axe. The blade itself looks to be a mish mash of sharpened teeth pried from the jaws of some huge creature. The mere presence of the axe sets you on edge... for some reason, simply having it in your possession makes you angry.
186HATRED'S GIFT (Cursed) Damage: 3-13 Slashing Enchanted: +1 Special: Berserk when used THAC0: +1 Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters Not usable by Good characters It is not exactly clear in the annals of known planar history when "Hatred's Gift" was created, but by the bloody trail it has left across the planes seems to have finally reached you. The axe exists to inspire hatred in one's enemies and fill its wielder with a berserker rage. When entering combat, the skulls along the shaft come alive, chittering their teeth, and the teeth (remnants of fiendish victims absorbed into the axe blade) extend outwards, biting and tearing into opponents with each strike. Once equipped, "Hatred's Gift" cannot be dropped unless its curse is removed.
187Weak Battle Axe
188"Heartgrinder"
189WEAK BATTLE AXE Damage: 3-10 Slashing Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters The edge of this axe is dull, and it looks as if it hasn't been sharpened in years. A light layer of rust has formed where the blade meets the axe handle.
190HEARTGRINDER Damage: 3-10 Slashing Enchanted: +3 Special: 1-6 Electrical Damage THAC0: +2 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters A single teardrop of the wielder's blood, applied at the border where the axe meets the handle, is sufficient to awaken "Heartgrinder." Once applied, the drop of blood freckles across the blade and handle, giving it a dull red radiance. The glow from Heartgrinder pulses, matching the heartbeat of its wielder. No matter what the target, Heartgrinder is a powerful weapon, capable of tearing through nearly any defenses. Against targets with blood running in their veins (whether their own or another's - vampires beware), Heartgrinder inflicts additional damage, as every stroke also smashes the target's heart, no matter what location the axe struck.
191Freezing Axe
192"Edge of Oblivion"
193FREEZING AXE Damage: 2-9 Slashing Speed: 8 Weight: 10 Proficiency: Axes Not usable by Good characters Usable only by Fighters The edge of this axe is night-black, and it reflects none of the light around it. The entire axe is made of metal, and it radiates a heavy chill that numbs your hands.
194EDGE OF OBLIVION Damage: 2-9 Slashing Enchanted: +2 Special: 1-6 Cold Damage to target +50% Resistance to Cold +25% Resistance to Magical Cold THAC0: +1 Speed: 8 Weight: 10 Proficiency: Axes Usable only by Fighters Not usable by Good characters When its powers are awakened and its name known, "Edge of Oblivion" becomes entirely black... where once just the edges were ebony, now the blackness has spread across the entire blade. The chill the blade radiates has increased ten-fold, so much so that it is painful to hold it for too long. "Edge of Oblivion" does disintegration damage every time it strikes an opponent... for every wound it causes, it also disintegrates the flesh around the target area, simultaneously cauterizing the wound as it strikes. There is some speculation that a Sphere of Annihilation has somehow been encaged within the axe itself, but again this is only speculation. Given that the planes are infinite, anything is possible.
195Executioner's Axe
196"Final Judgment"
197EXECUTIONER'S AXE Damage: 5-15 Slashing Speed: 10 Weight: 20 Proficiency: Axes Usable only by Vhailor This double-bladed battle-axe is reminiscent of an executioner's axe; the axe head has been forged into the symbol of the Mercykiller Faction (a red dragon with its wings outspread... the outstretched wings have been shaped into the blades of the axe). The axe itself is huge; even wielded two-handed, it would require tremendous strength to use effectively. For a spectral entity, Vhailor must be extremely strong.
198GIANT SKELETON SWORD Damage: 3-24 Slashing Weight: 0 Usable only by Giant Skeletons This is one of the giant skeleton's blades.
199RAGS Weight: 1 This thick mass of rags look as if they were torn from a tapestry or someone's robes.
200FINAL JUDGMENT (Cursed) Damage: 5-15 Slashing Enchanted: +2 Special: 1-6 Fire Damage to target THAC0: +3 Speed: 10 Weight: 20 Proficiency: Axes Usable only by Vhailor Usable only by Lawful characters This archaic double-bladed battle-axe is reminiscent of an executioner's axe; the axe head has been forged into the symbol of the Mercykiller Faction (a red dragon with its wings outspread... the outstretched wings have been shaped into the blades of the axe). The axe itself is huge; even wielded two-handed, it would require tremendous strength to use effectively. For a spectral entity, Vhailor must be extremely strong. This axe is as much a part of Vhailor as his armor, and the axe itself carries part of Vhailor's essence within it. As a result, it is utterly devoted to justice and will not allow the user to rest while "judgments" are left to be delivered. The considerable damage it causes to an opponent is doubled if the axe strikes a guilty or chaotic creature. Furthermore, the axe itself lends some of its strength to the wielder, giving him added protection from attacks. The origin of this axe is unknown. If you were to hazard a guess, the axe gained its powers simply from Vhailor's belief. If he were to die a second death, you don't know what would happen to it.
201JUNK Weight: 1 This is a collection of junk... small springs, broken bolts, and a cracked gear or two. It looks like someone felt these pieces might be useful one day, but they seem pretty useless to you.
202Wooden Club
203Wooden Club
204WOODEN CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This crude wooden club has seen better days, but it still looks sturdy enough to be used as a weapon.
205WOODEN CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This crude wooden club has seen better days, but it still looks sturdy enough to be used as a weapon.
206Leg Bone Club
207Leg Bone Club
208LEG BONE CLUB Damage: 1-6 Crushing Special: Fragile, Breakable Speed: 4 Weight: 2 Proficiency: Clubs Not usable by Mages This leg bone is heavy enough to be used as a club. It's not the height of fashion, but it sure makes a satisfying sound when you strike someone. Although an effective weapon, this leg bone is fragile and has a chance of breaking if used repeatedly.
209LEG BONE CLUB Damage: 1-6 Crushing Special: Fragile, Breakable Speed: 4 Weight: 2 Proficiency: Clubs Not usable by Mages This leg bone is heavy enough to be used as a club. It's not the height of fashion, but it sure makes a satisfying sound when you strike someone. Although an effective weapon, this leg bone is fragile and has a chance of breaking if used repeatedly.
210Corpse Limb Club
211Corpse Limb Club
212CORPSE LIMB CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This rotted limb looks like it has suffered a great deal since it was torn from its owner. Nevertheless, rigor mortis has set in and made this limb almost as hard as wood.
213CORPSE LIMB CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This rotted limb looks like it has suffered a great deal since it was torn from its owner. Nevertheless, rigor mortis has set in and made this limb almost as hard as wood.
214Iron Prybar
215Iron Prybar
216IRON PRYBAR Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Usable only by Fighters and Thieves This iron prybar can be used to pry open doors, chests, and even the occasional reluctant rib cage. It also makes a good bludgeoning weapon when there's no time for subtlety. ^NNOTE: To use the prybar to force a locked door or chest, select it as a weapon then "attack" the container or door you wish to pry open. Although the prybar is specifically intended for such use, you can attempt to bash open a container or door with *any* weapon, including your fists.^-
217IRON PRYBAR Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Usable only by Fighters and Thieves This iron prybar can be used to pry open doors, chests, and even the occasional reluctant rib cage. It also makes a good bludgeoning weapon when there's no time for subtlety. ^NNOTE: To use the prybar to force a locked door or chest, select it as a weapon then "attack" the container or door you wish to pry open. Although the prybar is specifically intended for such use, you can attempt to bash open a container or door with *any* weapon, including your fists.^-
218Fiend Bone Club
219Fiend Femur
220FIEND BONE CLUB Damage: 3-8 Crushing Speed: 4 Weight: 4 Proficiency: Clubs Not usable by Mages This strange leg bone looks faintly metallic. There is the slight smell of sulfur and acid about it, but it radiates a slight chill.
221FIEND FEMUR (Unique, Artifact) Damage: 3-8 Crushing Enchanted: +2 THAC0: +2 Speed: 4 Weight: 4 Proficiency: Club Not usable by Mages Not usable by Lawful or Good creatures This tanar'ri femur carries the last traces of a balor's essence within its marrow. Disgraced in battle and torn apart by its fellow fiends in a ceremonial execution, the bone has since carried with it a vengeful spite towards all of its kind. When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and down the length of the bone and cause tremendous damage to any tanar'ri or baatezu.
222Pharod's Crutch
223Pharod's Crutch
224ZOMBIE FIST (LUNGE) Weight: 0 This is a zombie's lunge attack.
225PHAROD'S CRUTCH Damage: 2-7 Crushing Speed: 4 Weight: 4 Proficiency: Clubs Not usable by Mages This rickety wooden staff has a crosspiece nailed across the top. The crosspiece is wrapped in rags, presumably to keep the damn thing from jamming too sharply into Pharod's armpit when he leans on it. The crutch, not surprisingly, smells terrible, and every inch of it is covered in dirt, sewage, and various unidentifiable stains.
226PHAROD'S CRUTCH Damage: 2-7 Crushing Enchanted: +1 THAC0: +1 Speed: 4 Weight: 4 Proficiency: Clubs Not usable by Mages This rickety wooden staff has a crosspiece nailed across the top. The crosspiece is wrapped in rags, presumably to keep the damn thing from jamming too sharply into Pharod's armpit when he leans on it. The crutch, not surprisingly, smells terrible, and every inch of it is covered in dirt, sewage and various unidentifiable stains. Something about this crutch makes you wonder - despite its fragile appearance, it has held up rather well; you even test it with your weight and it holds you up without so much as creaking. Considering Pharod's scavenging nature, the crutch may have had some value beyond its surface appearance for him. It might even be usable as a weapon.
227Skull-Tipped Mace
228"Devil's Due"
229SKULL-TIPPED MACE Damage: 3-8 Crushing Speed: 4 Weight: 4 Proficiency: Clubs Usable only by Fighters This weapon has a black metal handle that seems to have grown into the narrow skull that is affixed to its top. The metal looks as if it has grown out from the skull, and spikes pierce through the eye sockets, jaw, and from the skull cap itself. The skull is not human. For one thing, it has stubs where horns used to be (and looked as if they were gnawn off - teeth marks are visible around the edges) and second of all, the ridges of needle-like teeth that are part of the jaw don't belong to any human you have ever seen. If you were to hazard a guess, the entire skull looks faintly reptilian.
230DEVIL'S DUE Damage: 3-8 Crushing Enchanted: +1 Special: 1-6 Acid Damage to target 1-6 Acid Damage to self +2 to Armor Class vs. Piercing THAC0: +2 Speed: 4 Weight: 4 Proficiency: Clubs Usable only by Fighters This weapon has a black metal handle that seems to have grown into the narrow skull that is affixed to its top. The metal looks as if it has grown out from the skull, and spikes pierce through the eye sockets, jaw, and from the skull cap itself. The "metal" is not metal at all, but the remnants of a creature's forearm that punched through the base of the fiendish skull that now bedecks the head of this weapon. The spikes that have pierced through the skull actually appear to be some sort of quills from the creature's forearm. When this weapon is used in combat and the spikes of the club penetrate a creature's skin, acid oozes from the quills into the target, doing additional damage. This acid also burns the hands of the user, doing some damage to the wielder every time he strikes someone else. The common name of this weapon is "Devil's Due." To who or what event it refers to is unknown, but it was obviously a painful experience for the two parties involved.
231Nordom's Crossbows
232Nordom's Crossbows
233NORDOM'S CROSSBOWS Damage: Varies According to Ammo Speed: 10 Weight: 7 Proficiency: Missiles Usable only by Nordom These crossbows make about as much sense as Nordom does. Despite their apparent complexity, these crossbows don't seem to have any actual moving parts; it is as if the crossbows were carved from a single piece of metal... even the drawstring looks to be made of some metal wire that blends seamlessly into the crosspiece. The crossbows occasionally make small clicking and rattling noises, as if they are talking to each other.
234NORDOM'S CROSSBOWS Damage: Varies According to Ammo Enchanted: +1 THAC0: +1 Speed: 10 Weight: 7 Proficiency: Missiles Usable only by Nordom Nordom's home plane of Mechanus is driven by great clockwork gears. Tending these gears and making sure they run smoothly are given to creatures called "gear spirits." These gear spirits have the ability to turn themselves into almost any tool or common mechanical device... even crossbows. Nordom's crossbows are two such gear spirits, and they seem to have willingly fled with him from Mechanus. Their duties are so essential to the smooth functioning of Mechanus that the modrons have officially assigned these spirits to the various gears. While the gear spirits love the gears they tend so much, their servitude to the modrons rankles them, making them somewhat disgruntled. As a result, there are tales of gear spirits that leave the great gears of Mechanus, leaving their duties for a while to sample the planes beyond their own. Most likely, Nordom's two crossbows caught this wanderlust, and they now piggyback along with him, peppering any hostile creature they see with crossbow bolts. The gear spirits can make endless supplies of these bolts, so there is never any need for Nordom to reload unless he wishes to fire new crossbow bolts. The crossbows occasionally make small clicking and rattling noises. They seem to be talking to each other, but their conversation is indecipherable. They're most likely discussing the finer points of crossbow mechanics.
235Nordom's Crossbow Bolts
236Soego's Dustman Holy Symbol
237Nordom's Crossbow Bolts
238NORDOM'S CROSSBOW BOLTS Damage: 2-5 Piercing Speed: 10 Weight: 0 Proficiency: Missiles Usable only by Nordom Nordom's crossbow bolts seem to rise up from the centerpiece of the crossbow itself and automatically arm themselves. Where they come from is a mystery, but he seems to have an infinite supply of them. Where they go is also a curiosity... you can never find the crossbow bolts once Nordom has fired them. It's like they vanish after they hit a target.
239FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists ^NNOTE: Your fist is your default attack. Although the amount of damage you can do with your fists is relatively small, you can attack quickly and the damage you do *is* affected by your Strength. Your punches are lethal; you CAN kill with repeated blows. As long as you have not filled up all your quick weapon slots, you can always select "fist" as your current weapon.^-
240NORDOM'S CROSSBOW BOLTS Damage: 2-5 Piercing THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles Usable only by Nordom Nordom's crossbow bolts are created by his gear spirit crossbows. The exact process they use to create them is unknown, but there does seem to be an infinite supply of them... the gear spirits seem to be able to make as many as needed on demand. Whenever the crossbow strings are pulled back, a new crossbow bolt is there and ready to be fired. The bolts vanish after they strike an object or once they reach their maximum range, then they disintegrate. If they should strike a creature with metal armor, then the crossbow bolts will actually chip away at the metal, reducing the target's armor class. This seems to be a natural ability of the gear spirits.
241The female corpse stares at you with vacant eyes. A number is carved into her forehead, and her lips have been stitched closed. The faint smell of formaldehyde emanates from her body.
242"So... doing anything later?"
243"So... doing anything later?"
244The corpse continues to stare at you.
245"Farewell then."
246Needle and Thread
247FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists ^NNOTE: Your fist is your default attack. Although the amount of damage you can do with your fists is relatively small, you can attack quickly and the damage you do *is* affected by your Strength.^- Your punches are lethal; you CAN kill with repeated blows. As long as you have not filled up all your quick weapon slots, you can always select "fist" as your current weapon.
248NEEDLE AND THREAD Special: Heals 6 Hit Points Weight: 0 This is a spool of thread and a small bone needle. They look like they're used for stitching up wounds... in living or dead bodies. When used on a creature, it heals 6 hit points of damage.
249NEEDLE AND THREAD Special: Heals 6 Hit Points Weight: 0 This is a spool of thread and a small bone needle. They look like they're used for stitching up wounds... in living or dead bodies.
250Jar of Embalming Fluid
251Jar of Embalming Fluid
252EMBALMING FLUID Special: +2-8 to Hit Points +1 to Armor Class Weight: 1 Usable only by the Nameless One and Morte This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Effects are temporary.
253Rat
254Nameless One
255Dustman
256Dustman
257Dustman Guard
258Dustman Guard
259Zombie Worker
260Zombie Worker
261Skeleton Worker
262Skeleton
263Deionarra
264Deionarra
265Zombie
266Zombie
267Vaxis
268Soego
269Dustman
270Dhall
271Dustman Scribe
272Giant Skeleton
273Giant Skeleton
274Morte
275Talking Skull
276Xachariah
277Cranium Rat
278The zombie gazes at you with vacant eyes. A number is carved into his forehead, and his lips have been stitched closed. The faint smell of formaldehyde emanates from the body.
280The shambling corpse gazes at you with vacant eyes. A number is carved into his forehead, and his lips have been stitched closed. The faint smell of formaldehyde emanates from the body.
281"So... seen anything interesting going on?"
282"So... seen anything interesting going on?"
283This corpse makes no reply. It looks like it is too far gone to answer any of your questions.
284The corpse continues to stare at you.
285Leave the corpse in peace.
286The skeleton turns to face you. A number has been chiseled into its forehead, and a number of its bones, mostly the jaws and the joints, have been bound with leather straps. A black smock is draped over its body.
287"I have to ask: Why the smock? I mean, it's not like you have anything to be modest about."
288"Pardon me, have you seen any skeletons walking around here?"
289"Pardon me, have you seen any skeletons walking around here?"
290The skeleton makes no reply.
291"Great talking to you, Bones. Stay healthy."
292Before you is a giant skeleton in ornate bronze armor. The armor has been bolted onto the skeleton's frame, and a series of elaborate symbols have been carved across the breastplate. You wonder where the skeleton came from; you weren't aware they made humans in this size. The huge blade in its hands looks like it weighs as much as a wagon cart.
293"Mind if I hold that blade for a second? You must be getting tired of holding it."
294This pale-faced man is dressed in long dark robes. He has a slight musty smell about him. His expression is blank, and he seems absorbed in his duties.
295"Greetings."
296"Greetings."
297Leave him in peace.
298The Dustman does not appear to notice you. She must mistake you for one of the cadaverous workers.
299"Greetings."
300The Dustman does not appear to notice you. He must mistake you for one of the cadaverous workers.
301"Greetings."
302"Greetings."
303"Who are you?"
304"What is this place?"
305"I had some questions..."
306Leave him in peace.
307The Dustman jumps, then snaps his head around to stare at you. He looks shocked - your disguise must be quite good.
308"Greetings."
309The Dustman takes a step back, then claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
310Take advantage of his surprise and snap his neck before he can call out.
311Greater Gehreleth
312"I had some questions..."
313"All right then..."
314This pale-faced man is dressed in long dark robes. He has a slight musty smell about him. His expression is blank, and he seems absorbed in his duties.
315"Greetings."
316"Who are you?"
317"What is this place?"
318"Who are you?"
319"I had some questions..."
320Leave him in peace.
321The Dustman slowly lifts his head and turns toward you. "Are you lost?"
322"Yes."
323"No."
324"No, I'm not lost. I had some questions..."
325"Farewell."
326"I will summon a guard to direct you out. Hold a moment."
327Snap his neck before he can call out.
328Snap his neck before he can call out.
329Leave. Quickly.
330"If you are not lost, what is your business here?"
331"That is none of your concern."
332"I awoke on one of the slabs in your preparation room."
333"I'm here to see someone."
334"I was here for an interment, but there seems to have been a mistake."
335"I'm afraid that it is my concern. Mayhap the guards can loosen your tongue." The Dustman takes a step back; he looks like he is about to summon the guards.
336"Do you speak in jest? Perhaps you would like to share it with the guards." The Dustman takes a step back; he looks like he is about to summon the guards.
337Leave. Quickly.
338"Who are you here to see?"
339Leave.
340"Have ye run across any o' that Starved Dog lot lately? I'd avoid those howlin', caperin' sods if I was ye... bloody barmy, they are!"
341Leave.
342"I am here to see Dhall."
343"I am here to see Dhall."
344Snap his neck before he can call out.
345"Dhall is in the receiving room on this floor. I must warn you... Dhall is quite busy with his duties and is not in the best of health. Unless you have pressing business, I would not disturb him."
346"Dhall is most likely in the receiving room on the second floor. He is quite busy and not in the best of health. Unless you have pressing business, I would not disturb him."
347"Very well. Thanks for the information."
348"Very well. Thanks for the information."
349"Deionarra? I know there is a woman interred in the memorial hall on the first floor. Could that be she?"
350"Deionarra? I know there is a woman interred in the northwest memorial hall. Could that be she?"
351"I believe Soego is by the front gate on the first floor. He is acting as a guide during the anti-peak hours."
352"Most likely. Thank you."
353"Most likely. Thank you."
354"Very well. Thank you."
355"I believe Soego is by the front gate. He is acting as a guide during the anti-peak hours."
356"Very well. Thank you."
357"Who was being interred? Perhaps the services are taking place somewhere else in the Mortuary."
358Snap his neck before he can call out.
359"You misunderstand... the mistaken interment was ME."
360"That could be. Where are these other services taking place?"
361"Can you show me the way out?"
362"Several interment chambers line the perimeter of the Mortuary. They follow the curve of the wall on the first and second floors. Do you know the name of the deceased?"
363"No."
364"Yes."
365"Then you should check with one of the guides at the front gate. They can assist you."
366"Very well. Thank you."
367The Dustman waits.
368"That name is not familiar to me. Check with one of the guides at the front gate... they may be able to direct you better than I."
369"Pardon... I misspoke. I don't know the name of the deceased."
370"The name is Deionarra."
371Lie: "The name is... uh, Adahn."
372Lie: "The name is... uh, Adahn."
373Lean in as if to whisper something to him, then snap his neck.
374"I see. Now, what is your business here?"
375"None of your concern."
376"I woke up on one of the slabs in your preparation room."
377"I'm here to see someone."
378"I was here for an interment, but there seems to have been a mistake."
379Run for it.
380"Very well. I will do that. Farewell."
381He slowly turns, and his eyes flicker to your robes. "Greetings, fellow initiate."
382Leave him in peace.
383"Who are you?"
384"What is this place?"
385You see a stern-looking man in black robes. He is staring at you suspiciously.
386The Dustman frowns as you pass... it looks like he is about to call out to you, then stops himself. Your bearing may have made him hold his tongue.
387Continue on by.
388"Greetings."
389"Greetings."
390"Greetings."
391"I had some questions..."
392Leave him in peace.
393"That is as much my question as yours. Your face is unknown to me. Who are you?"
394"This is the Mortuary..." The Dustman looks at you for a moment, as if digesting what you've just said. "What did you say your name was again?"
398"A journal? I have not seen one."
399Lie: "The name is... uh, Adahn."
400The Dustman waits patiently for you to continue.
401"Can you direct me out of here?"
402"Do you know someone named Pharod?"
403"I'm missing a journal. Have you seen it?"
404"Never mind. Sorry to trouble you."
40516
405"You may simply leave by the front gate. It is on the first floor."
406"I had some other questions..."
407"Thank you. Farewell."
408"That name..." The Dustman pauses for a moment. "That name *sounds* familiar... I seem to recall a Collector by that name. Dhall the Scrivener might know of him."
409"Collector?"
410"Dhall?"
411"I had some other questions..."
412"Collectors... they gather those who have died on the streets of Sigil and bring them to the Mortuary..." The Dustman pauses, then frowns. "You are not from around here. Who are you?"
413"I'm a recent initiate. Forgive my ignorance."
414"Dhall is one of the most revered of our faction. I can think of none who have meditated more on the nature of the True Death nor one more deserving of it than he. He has much wisdom to impart. If you do not know him, I suggest you speak to him at your earliest opportunity. He will not linger much longer in the shadow of this existence."
415"*He will not linger long in the shadow of this existence?*"
416"Where can I find Dhall?"
417"Where can I find Dhall?"
418"I had some other questions..."
419Nods. "Dhall is ill. He is old, even by githzerai standards. Death will no doubt follow the wasting sickness he has contracted. He is fortunate, indeed."
420"Githzerai standards?"
421"What is a *githzerai?*"
422"Fortunate?"
423"I see. I had some other questions..."
424"Thank you for your time. I must take my leave."
425"Thank you for your time. Farewell."
426"Dhall is most likely in the receiving room on the second floor. I would not take too much of his time, as he is quite busy... the time that is not consumed by his duties is taken in large measure by his wasting sickness."
427"Dhall is in the receiving room in the northwest corner of this floor. I must warn you... Dhall is quite busy... the time that is not consumed by his duties is taken in large measure by his wasting sickness."
428"Is Dhall ill?"
429"Thank you for your time. I must take my leave. Farewell."
430"Is Dhall ill?"
431"Thanks for your time. I must take my leave of you. Farewell."
432"Yes, the githzerai have a much longer lifespan than humans."
433"What is a *githzerai?*"
435"The githzerai are..." The Dustman pauses, then frowns, staring at you intently. "You are not from around here. Who are you?"
436"I'm a recent initiate. Forgive my ignorance."
437"How is Dhall's death fortunate? Is he not well-liked?"
438"Oh. I had some other questions..."
439"He is fortunate in that he will achieve the True Death. No longer must he dwell within the shadow of this existence."
440"Thank you for your time. Farewell."
441"And... that's a good thing?"
442"I see. Very fortunate, indeed. I had some other questions..."
443"I see. Well, I must take my leave of you. Farewell."
444The Dustman nods. "Yes." He frowns, then studies you intently. "You are not from around here. Who are you?"
445"I'm a recent initiate. Forgive my ignorance."
446"I'm... new here. I'm... trying to get my bearings."
447"You are not one of us, are you? What are you doing here? Are you a member of the Anarchists? Or a spy of another faction? Guards! Guards!"
448"Dammit!"
449"Shhhh! I can't answer you over all that shouting!"
450Lie: "The name is... uh, Adahn."
451"I had some other questions..."
452"I must take my leave. Farewell."
453The shambling corpse gazes at you with vacant eyes. The number "821" is carved into his forehead, and his lips have been stitched closed. The faint smell of formaldehyde emanates from the body.
454"So... seen anything interesting going on?"
455"So... seen anything interesting going on?"
456"I know you're not a zombie, you know. You're not fooling anyone."
457Use your Stories-Bones-Tell ability on the corpse.
458"It was great talking to you. Farewell."
459Leave the corpse in peace.
460Oddly enough, your ability does not seem to work on this corpse.
461Poke it in the eye.
462Leave the corpse in peace.
463The corpse gives a muffled yelp as you jab it in the eye, and its hands shoot up to cover its face. It begins mumbling what you take for obscenities under its breath.
464"You're not a zombie! Who are you?"
465"Why are you disguised as a corpse?"
466Leave. Quickly.
467As you turn to leave, the 'zombie' mumbles something... it looks like he's trying to say something, but it's difficult with his lips stitched closed. "Hoo YU? Wut yu wunt?"
468"I'm looking for a way out of here. Can you help me?"
469"Who are you?"
470"Tell me who you are, or I'll call the guards."
471As you are turning to leave, the zombie makes a low growl in his throat. "Yoo say nuthin to nuh-whun bout ME. Yoo bee kwi-it. Say NUTHIN t'Duhstees." He puts his finger across lips. "Shhhhhh." He then draws the finger across his throat. "Or I gut yuu in yer sleep. You HEER me?"
472Lie: "Why... I was looking for you."
473"I'm asking the questions here, *zombie.* Tell me who you are, or I'll make that disguise a reality."
474"Sorry to trouble you... whoever you are. Farewell."
475"Did you just THREATEN me? That does it... prepare to die."
476Lie: "I wouldn't even *think* of telling the Dustmen about you."
477Truth: "I promise I won't say anything to the Dustmen about you."
478"Whatever. You mind your affairs, and I'll mind mine."
479As you address the zombie, it blinks in surprise. "Eh? Wut?"
480"You're not a zombie! Who are you?"
481"Why are you disguised as a corpse?"
482Leave. Quickly.
483The 'zombie' is trying to respond behind stitched lips; he has a peculiar half-frightened, half-angry expression. "Hoo YU? Wut yu wunt?"
484"I'm looking for a way out of here. Can you help me?"
485"Who are you?"
486"Tell me who you are, or I'll call the guards."
487Lie: "Why... I was looking for you."
488"I'm asking the questions here, *zombie.* Tell me who you are, or I'll make that disguise a reality."
489"Sorry to trouble you... whoever you are. Farewell."
490The zombie doesn't seem to have heard you. He looks you up and down for a few moments, then frowns. "Wut yu do heer?" His eyes narrow suspiciously. "Yu spy on Duhstees?"
491"No. I'm trying to escape."
492"I'm not a spy. I got sealed in here by accident. Can you help me out?"
493Lie: "Yes, I'm spying on the... Dusties."
494Lie: "Yes, I'm spying on the... Dusties."
495"Why don't you tell me what YOU'RE doing here before I call the guards."
496"Why don't you tell me what YOU'RE doing here before I call the guards."
497Elysium's Fires
498INFERNAL ORB Range: 50 feet Duration: Special Speed: 1 Area of Effect: 1 creature Saving Throw: Neg. A sphere of fiery red is called upon to weaken and slow the enemy. Caster summons a large, magical orb of fire, which can then be hurled at a target using the caster's normal attack roll. The caster gains a +3 To Hit bonus to his attack roll. The orb does 1-6 points of damage, and inflicts a -1 penalty to the enemy's Strength and Dexterity for 10 seconds.
499LITANY OF CURSES Range: 50 feet Duration: 10 seconds per level Speed: 0 Area of Effect: 1 creature (non-undead) Saving Throw: Neg. Morte can draw upon his repertoire of insults to taunt an opponent into lowering his guard and attacking. The target suffers penalties to hit and damage when enraged. This spell cannot target undead creatures. Magic resistance does not affect this spell. The target does get a saving throw vs. Spells to resist the effect, however. While the target is "taunted," the target suffers a -2 to hit and a -2 to AC and a -2 to damage as long as the Litany of Curses is in effect. This special ability can only be used by Morte.
500You see a male corpse with the number "331" chiseled into his skull. His eyes and lips are stitched closed, and there is a gaping hole torn in his throat. He smells *foul.*
501The corpse stares ahead silently with its sightless eyes.
502"So... seen anything interesting going on?"
503"So... seen anything interesting going on?"
504"Wh-wh..." The zombie is awkwardly getting his voice back, and he sounds alarmed. "Who's there?! Answer me!"
505"Farewell, then."
506"Xachariah?"
507"Can you not see me?"
508Improvise: "It is I. Do you not recognize my voice?"
509"Blind I am, in death as I was in life... now answer me. Who are you?"
510Improvise: "It is I. Do you not recognize my voice?"
511"Who are you?"
512"Wha... you!" The zombie seems shocked, but gladdened. "By the Lady's Gaze..." His tone takes on a sense of wonder. "Aren't you *dead,* cutter?"
513"In the Mortuary, cutter. Did you not know that?"
514"So, it's hard to peel away this filthy shroudskin an' see ol' Xachariah the Fool beneath? It is I, cutter. Blessed be the powers, I thought never to see you again... but you've changed too, as far as my ears can tell... have you been making poor choices again?" Xachariah wheezes from his throat hole. "Be you dead, too?"
515"Who are you?"
516"What are you doing here?"
517"What is this place?"
518"I can't speak long. I must leave. Farewell."
519"Who are you?"
520"You shall have no answers this day, corpse. Farewell."
521"Xachariah?"
522"You shall have no answers this day, corpse. Farewell."
523"What led you to this state?"
524"What can you tell me about the Mortuary?"
525"What can you tell me about my previous life?"
526"What can you tell me about my previous companions?"
527"I must leave. Farewell."
528"Aye?"
529His voice drops, as if ashamed. "It's a hard path following in your footsteps, cutter, and many terrible things did I see. I took to drink, and became half-sodden with the stuff. Once, when I was sodding drunk, I signed my body off to the Dusties. Fate decided ta kick me when I was down, and I died shortly afterward."
530"Identified"
531"I had some other questions..."
532"Machine"
533"A place of the dead run by the Dead... there's some things not right here, though..."
534"Like what?"
535"I'll tell you the dark of it: There's a zombie that pretends to be a zombie, but isn't. I don't care much for knowing the reason why, but it's a strange thing."
536"I had some other questions for you..."
537"I have no more time to speak with you. Farewell."
538"Anything else?"
539"Which zombie is it?"
540"Interesting. I had some other questions..."
541"Another thing, that old githzerai... the one that keeps the preparation room... Dhall. He's saved you from cremation a score of times. You're lucky to have a friend in that one."
542"What did Dhall do to save me, exactly?"
543"I know. I had some other questions..."
544"I have no more time to speak with you. Farewell."
545"I've heard enough. Farewell."
546"I have no more time to speak with you. Farewell."
547"Even if my eyes allowed me to see 'em, I can't make sense of numbers. Here's how you'll know him, cutter: his voice is wrong for a zombie... he doesn't respond the same way as the others."
548"Anything else strange about the Mortuary you've noticed?"
549"I'll go look for this zombie. Farewell."
550"He just postponed your cremation until you popped up off the slab. Not certain why, really."
551"Clock"
552"Interesting. I had some other questions..."
553"I have to go. Farewell."
554"Hmmm. Interesting. I had some other questions..."
555"He thought it necessary to prevent... to... I... I can't quite remember why it was necessary."
556"I see. I wonder if it *was* necessary. Dhall and I should discuss this... farewell."
557"Hmmm. Suspicious... I had some other questions..."
558His voice drops, as if ashamed. "When we split paths, cutter, not much life was left in me. It's a hard path following in your footsteps, and many terrible things did I see. I took to drink, and became half-sodden with the stuff. When I was sodding drunk, I signed my body off to the Dusties. Fate decided ta kick me when I was down, and I died shortly afterward."
559"I had some other questions..."
560"I have to go. Farewell."
561"Why? Have you forgotten yourself?"
562"In a manner of speaking... yes."
563"No... I just wanted to see if you were really who you said you were."
564"Never mind. I had some other questions..."
565"I have to go. Farewell."
566"Well... you were a strange one, always suspicious and watching for something... reckon somebody like you had got enough enemies in yer lifetimes. And there was no denying that anybody who messed with you ended up in the black chapters of the dead-book."
567"You could be damnably ruthless, too... like when you made me sign that contract, or abandoned that one mewling chit on Avernus. We had a balor of a time, as well. None of us ever even entertained the notion to jump ship on your watch, son."
568"At your core, you looked at what happened to you like taking territory in a war; everything was like a battle to you, and you were the most ruthless bastard I ever near met. Naught else mattered except for solving that goal. Poor Deionarra with her sobbing and pleading with you didn't sway you none, the gith warning you about your strategies, and poor Xachariah just trying to hold on when we hit the planes. You were tough like you couldn't die, but we were only human. Now I guess we're all in the dead-book... or in and out of it, so to speak."
569"Anything else? Any specifics..."
570"I had some other questions..."
571"I must leave. Farewell."
572"I... see. What else? Anything you could tell me would help."
573"Never mind. I had some other questions..."
574"I must leave. Farewell."
575"Dreambuilder"
576"Deionarra?"
577"The 'gith'? Who do you mean?"
578"I had some other questions..."
579"I see... I have to go now. Farewell, Xachariah."
580"Well, what is it that I can say to you that'll prove myself... now, see, not all the memories are there, so: how about this... remember when we were carving that trek through Avernus and we ran across that crew of abishai in that maggot-ridden pit?"
581Lie: "Yes."
582"No."
583"Well, now, then I'm glad one of us remembers that, because I sure as Balor don't. Who are you, cutter, and what do you expect to find fishing in the memories of dead men?"
584"I expect to find myself. I truly have forgotten who I am, Xachariah, and I believe you did know me. What can you tell me of my previous life?"
585Dustman Gate Guard
586"Forget it. I had some questions."
587"Nothing... I have to leave. Farewell, Xachariah."
588"Hmmm. Well maybe that event didn't happen the way I 'member then. How's this: 'member when Deionarra nearly got herself penned in the dead-book trying to stop you from entering Curst?"
589"A motley crew we were... a half-dead man who couldn't get himself penned in the dead-book if he tried - so ugly all the powers of death wouldn't take 'em - a wailing advocate's daughter, a gith exile, a bobbing jackal-tongued skull, and a half-sodden blind archer like myself."
590"No, not really... but that's fine; I believe you did know me. So can you tell me of my previous life?"
591"Never mind... I had some other questions."
592"I must leave. Farewell, Xachariah."
593"Gith?"
594"Wailing advocate's daughter?"
595"A floating skull?"
596"You were a blind archer?"
597"Do you know what happened to my journal?"
598"Never mind. I had some other questions..."
599"I have to go. Farewell, Xachariah."
600"Grim-lookin' gith... unfriendly and silent, like all their kind. Didn't trust that gith a lick, I didn't. See, cutter, them spindly giths care only about two things: keeping out of slavery and killing them squid-headed illithids. Everything else is just lower down the slope, and he didn't give a damn about any of us other than you."
601"Why was that?"
602"About some of my other companions..."
603"I had some other questions..."
604"Hmmm. Interesting. Thank you, Xachariah."
605"One of the darks I never did bring to light, cutter. Perhaps you tell me?"
606"I don't know myself. I had some other questions..."
607"Maybe I better find out. Farewell, Xachariah."
608"That feisty chit-who-would-be-a-soldier swore she'd follow you to Baator and back, and by the powers, she was so addled by the thought of you without her she did just that. Cared little for me or the gith, and a bare little it was. She was wild with heart poison for you, she was, proof she was barmy. I don't understand what the womenfolk saw in yer scarred mug, but it set their blood a-boil. She was some rich scut from the Clerk's Ward, and you needed something from her, and the only price was that she came with you."
609"What did I want from her?"
610"About some of my other companions..."
611"I've heard enough. Farewell, Xachariah."
612"Aye, which one?"
613"The gith."
614"I had some other questions..."
615"The 'wailing advocate's daughter.'"
616"The floating skull."
617"You... you were a... blind archer?"
618"Never mind. I had some other questions..."
619"I've heard enough. Farewell, Xachariah."
620"That filthy-talking skull was hankering for a bruising, so it was! Always smarting off, it was, and making fun of my condition!"
621Drunken Mage
622"About some of my other companions..."
623"I had some other questions..."
624"I've heard enough. Farewell, Xachariah."
625"That scrapbook that you'd stitched together outta yer own flesh and had more pages than I had years in my life?! Good fortune indeed if you've lost that ghoulish book! Always scribbling in it, you were, and it smelled a fright. It was like you were afraid that at any moment someone would take it away... you wrote in it till skin tore from your fingers and I wondered if you were trying to spill out your brain-box through your pen. Sometimes we would hold up for days while you wrote. I hated that infernal book. It seemed to hold you by the heart, and not in a kind way. The last I saw of it, cutter, it was in your possession. If you don't carry it, I don't know where on the planes it could be."
626"About those companions of mine..."
627"I had some other questions..."
628"Thanks for the information. Farewell, Xachariah."
629"It sounds familiar... but if you are who I think you are, then... who..." The zombie becomes silent for a moment. "Who am I?"
630"I..." The zombie becomes silent. "...my name... has fled me. I... can no longer remember who I am."
631"Xachariah?"
632"Your name is not known to me. I may return if I can find it. Farewell."
633"Farewell then, Xachariah."
634"Xachariah?"
635"I do not know your name. I may return when I have found it. Farewell."
636"Farewell."
637"What led you to this state?"
638"What can you tell me about the Mortuary?"
639"What can you tell me about my previous life?"
640"What can you tell me about my previous companions?"
641"I must leave. Farewell, Xachariah."
642"You left something when you left us, cutter... you left Dak'kon without a master, and the skull without a friend. Me? You stabbed something so deep inside me, it never came out when I was alive. Caused my blood to run cold, it did, that thing sitting like a lump of lead in my chest."
643"I... I don't know. But it changed me, somehow. Changed my insides. I was already dying when you put it in me, so I wasn't too concerned about it at the time."
644"It's buried pretty deep, but I have an idea of where it is. Without a scalpel and some directions from me, you won't be able to get it out. You got a scalpel?"
645"What is it?"
646"I had some other questions..."
647"Yes."
648"I must leave. Farewell, Xachariah."
649"Can I have it back?"
650"About my other companions..."
651"I had some other questions..."
652"I must leave. Farewell, Xachariah."
653"No... but I ought to be able to just tear the stitches."
654"Well, return when you can snag one, and we can see about prying that pretty outta there."
655"I had some other questions..."
656"I'll go look for one. Farewell, Xachariah."
657"Then open me up half a hand's width below the sternum, and feel around for it."
658Do it.
659"Never mind, Xachariah... I had some questions to ask you, instead..."
660"I can't now, I must leave. Farewell, Xachariah."
661"A little more to the left... a little more..." Your hand closes on an object.
662You pull out a zombie liver. "By the Lady's gaze! Apologies, cutter... I thought them Dustmen took all those organs outta us before pulling us out of the dead-book. Give it another go. Maybe it's to the right."
663Pull it out.
664Do it again.
665"There ya go... now go a little to the right and back... a little more..." You feel something hard and cold, slightly larger than you expected. "I think that's it. Pull it out."
666Pull it out.
667You are holding a blackened, fist-sized object that is extremely heavy for its size. "That's it all right. Huh. Bigger than I thought it'd be. Is that... what is that? Looks like... a heart."
668"I think so, yes. Thanks, Xachariah. I had some other questions..."
669"Looks like it. I must go now. Farewell, Xachariah."
670"Before you go: I need you to do me a slight favor, cutter."
671"I already have enough favors and quests to last me... I have to go, Xachariah. Farewell."
672"What is it?"
673His voice drops, as if ashamed. "I made some mistakes, some damned bad ones to be sure, and one of my biggest was signing that Dustman contract. If I hadn't been so sodden with bub, I never woulda done it. I regret it, and I was hoping you could set it aright."
674Wernet
675"How?"
676"I already have enough favors and quests to last me... I have to go, Xachariah. Farewell."
677"Way I reckon, this body's gonna last a long time... and every day's too long to me. Couldja maybe gut me again, cutter... for old time's sake? The thought of spending another batch of years here in the Mortuary with these whitefaces is a mighty cold one. Can you see fit to put me back in the dead-book where I belong?"
678You gut him, and Xachariah falls to the floor with a heavy thud. There is a faint hiss from the body, and you see the chest heave once, then with a faint rattle, the corpse goes silent.
679"If that is your wish..."
680"Xachariah, I won't kill you. Again. Farewell."
681"Rest in peace, Xachariah."
682"Aye, well, never you mind then. No more use am I to you, I suppose."
683"Well, cutter, I suppose being dead's not something one would doubt, though how can you talk to me? Your voice is as clear as a knife..."
684Leave.
685"It's a long tale... but no, I'm not dead."
686"What are you doing here?"
687"What is this place?"
688"I have no more time to talk, Xachariah. Farewell."
689"What are you doing here?"
690"I had some questions..."
691"I must leave. Farewell, Xachariah."
692"I am a stable hand in the most lifeless place of all. Be it that I could pass beyond the Eternal Boundary and have a Plane to call my home, but much of my soul was squandered, and now I am here."
693"What's it like being a zombie?"
694"It's honest work..." The stitching comes undone from Xachariah's mouth and his lips peel back in what might be a smile. "...I care little for it."
695"I had some questions..."
696"I must leave. Farewell, Xachariah."
697"I had some other questions..."
698"Farewell then, Xachariah."
699Leave.
700"None. I lied."
701Leave.
702Lie: "Your name evokes passionate thoughts, though their content is unclear. Perhaps if you were to tell me more..."
703"Greetings...?"
704Wait.
705Leave before the spirit gets her bearings.
706Her eyes slowly open, and she blinks in confusion for a moment, as if uncertain where she is. She looks around slowly, then sees you. Her tranquil face suddenly twists into a snarl. "You! What is it that brings *you* here?! Have you come to see first-hand the misery you have wrought? Perhaps in death I still hold some shred of use for you...?" Her voice drops to a hiss. "...'my Love.'"
707"Who are you?"
708"'My Love'? Do I know you?"
709"'My Love'? Do I know you?"
710The spirit makes a begging motion with her hands. "How can it be that the thieves of the mind continue to steal my name from your memory? Do you not *remember* me, my Love?" The ghost stretches out her arms. "Think..." Her voice becomes desperate again. "...the name *Deionarra* must evoke some memory within you."
711"No, I'm sorry. My memories are lost to me."
712Lie: "Yes... yes, the name *does* sound familiar."
713"I *think* I feel the stirrings of memory... tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
714"I *think* I feel the stirrings of memory... tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
715Once again, Deionarra materializes... this time, her face is filled with desperation, and her arms are out-stretched as if she is reaching for something. As she fades in, the desperation in her face changes to fury. "Again you have come! Why is it you continue to torment me?"
716Once again, Deionarra materializes... this time, her face is filled with desperation, and her arms are out-stretched as if she is reaching for something. As she fades in, the desperation in her face changes to relief. "My Love... you have returned to me! Can it be that your memories have returned?"
717"Then it is as I feared. I am truly lost to you... and what was once an inconvenience for you, you now have the excuse to discard me as you have my memory!"
718"I *think* I feel the stirrings of memory... tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
719"I *think* I feel the stirrings of memory... tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
720"'Inconvenience'? 'Discard you'? I do not know you, spirit... my memories are no more. Tell me... who are you? What do you know of me?"
721"If discard you I have done, then it looks like I am forced to do so again. Farewell, spirit."
722"Yes..." She seems hopeful. "What memories does my name evoke?"
723"I am not certain... but I do feel the stirrings of memory as we speak. Tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
724"I am not certain... but I do feel the stirrings of memory as we speak. Tell me more. Perhaps your words shall chase the shadows from my mind, Deionarra."
725Deionarra's face melts into a mask of fury. "You leprous dog! Traitor to my heart! I would wish you cursed, except that torment hounds you with every incarnation without need of my curses! Begone!" She crosses her arms and closes her eyes.
726"Oh, at last the fates show mercy! Even death cannot chase me from your mind, my Love! Do you not see? Your memories shall return! Tell me how I can help you, and I shall!"
727Nameless One
728Annah
729"Do you know who I am?"
730"Can you tell me where I am?"
731"I need to escape this place. Can you help me?"
732"I need to escape this place. Can you help me?"
733"What is it you wish to know?"
734"Who are you?"
735"Can you tell me who I am?"
736"Can you tell me where I am?"
737"I need to escape this place. Can you help me?"
738"I need to escape this place. Can you help me?"
739"You are one both blessed and cursed, my Love. And you are one who is never far from my thoughts and heart."
740"'Blessed and cursed'? What do you mean?"
741"I had some other questions for you..."
742"I must leave. Farewell, Deionarra."
743"Where are you? Why, you are here with me, my Love... as in the times when life was something both of us shared. Now it is the Eternal Boundary that separates us."
744"'Eternal Boundary'?"
745"I had some other questions for you..."
746"I must leave. Farewell, Deionarra."
747"Very well..."
748"The nature of your curse should be apparent, my Love. Look at you." She points at you. "Death rejects you. Your memories have abandoned you. Do you not pause and wonder why?"
749"I'm still trying to get my bearings, actually. What else can you tell me about myself?"
750"I had some other questions..."
751"Memories aside... and assuming death has rejected me... why is that a curse?"
752Deionarra sounds saddened. "It is a barrier I fear you shall never cross, my Love. It is the barrier between your life and what remains of mine..."
753"I... see. Perhaps you could answer some other questions..."
754"Store Test"
755"I must leave. Farewell, Deionarra."
756"Hold a moment... I learned much when I traveled with you, my Love, and what you have lost, I have retained. I have not divulged all that I know to you. My sight is clear... whilst you fumble in the darkness for a spark of thought."
757"Whatever you know can wait. Farewell."
758"What could you possibly say that would be of any interest to me?"
759"And what is it your sight sees that I do not?"
761"I must leave. Farewell, Deionarra."
762Deionarra looks taken aback, then her tone changes, her voice becoming almost pleading. "I... do not mean to extract a vow from you, my Love. It is just that I have waited so long for you to join me beyond th..."
763"If you do not mean to extract a vow from me, Deionarra, then do not do so. Now, tell your vision, and we will speak no more of vows and promises."
764"I must leave, Deionarra. Farewell."
765"There is much I need to know. I had some questions for you..."
766"I had some questions for you..."
767"Not yet. Farewell, Deionarra."
768"What was that vision you spoke of before?"
769"Time itself relaxes its hold as the chill of oblivion slowly claims us, my Love. Glimpses of things yet to come swarm across my vision. I see you, my Love. I see you as you are now, and..." Deionarra grows quiet.
770"Why are you suddenly silent? Has your ranting tired you?"
771"What is it? What do you see?"
772"I have no interest in visions of the future. Farewell."
773"I see what lies ahead for you. It ripples through the planes, stemming outward from this point. Shall I speak of what I see?"
774"Tell me."
775"I do not wish to know. The future shall reveal itself... in time."
776"You were always so, my Love. Already you refuse to heed death's call. Shall time be the next one you spurn?" She closes her eyes, and with an ethereal whisper, she fades away.
777"First, I require a promise. Promise you will return. That you will find some means to save me or join me."
778"I find it hard to believe that a woman I once loved would blackmail promises from me with the promise of revelations. Have you no faith in me, Deionarra?"
779"The price of such a promise is too high."
780Lie: "I swear I will find some means to save you or join you."
781"I will make no such promise, spectre! Tease me not with the future... speak your peace or begone!"
782"I... will do what I can."
783Deionarra folds her arms. "Indeed it is, my Love. The price of immortality was obviously not too high, however. Is integrity too much for one of your means?"
784"This is what my eyes see, my Love, unfettered by the shackles of time..."
785"You shall meet enemies three, but none more dangerous than yourself in your full glory. They are shades of evil, of good, and of neutrality given life and twisted by the laws of the planes."
786Wait for her to continue.
787Wait for her to continue.
788"You shall come to a prison built of regrets and sorrow, where the shadows themselves have gone mad. There you will be asked to make a terrible sacrifice, my Love. For the matter to be laid to rest, you must destroy that which keeps you alive and be immortal no longer."
789"'Destroy what keeps me alive'?"
790"I must leave. Farewell, Deionarra."
791"I do not doubt your ability to rise from the dead. I do believe that every incarnation weakens your thoughts and memories. You claim you have lost your memory. Perhaps it is a side effect of countless deaths? If so, what more will you lose in successive deaths? If you lose your mind, you will not even know enough to realize that you cannot die. You shall truly be doomed."
792"I must leave. Farewell, Deionarra."
793Deionarra looks furious. "Then leave, as you have a hundred thrice times before! Do you only come to torment me?! Leave and do not return!" She closes her eyes, and with an ethereal whisper, she fades away.
794Leave.
795"I know that you once claimed you loved me and that you would love me until death claimed us both. I believed that, never knowing the truth of who you were, what you were."
796"I had some other questions..."
797"And what am I?"
798"Farewell, Deionarra."
799"We have spoken on your nature before." Deionarra's face takes on a distant expression. "We shall not do so again."
800"All right... I had some other questions..."
801"You claim to know me, yet you seem to know very little about me that is of any substance. Farewell, Deionarra."
802"You claim to know me, yet you seem to know very little about me that is of any substance. Farewell, Deionarra."
803Leave.
804"I find it hard to believe that a woman I once loved would blackmail promises from me with the promise of revelations. Have you no faith in me, Deionarra?"
805Lie: "I swear I will find some means to save you or join you."
806"I will make no such promise, spectre! Tease me not with the future... speak your peace or begone!"
807"I... will do what I can."
808Make Vow: "I swear I will find some means to save you or join you."
809"I know that you must die... while you still can. The circle *must* come to a close, my Love. You were not meant for this life. You must find that which was taken from you and travel beyond, into the lands of the dead."
810"'Die while I still can'?"
811"I had some other questions..."
812"'Countless deaths'? How long has this been going on?"
813"Farewell, Deionarra."
814"I do not truly know. Except that it has gone on long enough."
815"I had some other questions..."
816"Farewell, Deionarra."
817"Portals are holes in existence, leading to destinations in the inner and outer planes... if you could find the proper key, you could escape through one of them."
818"I had some other questions..."
819"Key?"
820"Farewell, Deionarra."
821Deionarra pauses for a moment, as if attempting to remember. "Portals will reveal themselves when you have the proper 'key.' Unfortunately, these keys can be almost anything... an emotion, a piece of wood, a dagger of silvered glass, a scrap of cloth, a tune you hum to yourself... I fear that the Dustmen are the only ones who would know the keys you could use to leave their halls, my Love."
822Before Morte can finish his rant, the scribe begins coughing violently. After a moment or two, the coughing spell dies down, and the scribe's breathing resumes its ragged wheeze.
823"Then I shall ask one of them. Farewell, Deionarra."
824"I see. I had some other questions..."
825Kill Experience:
826Before Morte can finish, the scribe's gray eyes flicker to you. "The weight of years hangs heavy upon me, Restless One." He places down his quill. "...but I do not yet count deafness among my ailments."
827"'Restless One'? Do you know me?"
828A bloody cloth covers the remains of this corpse. The stench rising from the body is almost unbearable.
829"Do you not know the woman's corpse interred in the memorial hall below? I had thought that she had traveled with you in the past..." Dhall looks like he is about to start coughing again, then catches his breath. "Am I mistaken?"
830"Yes. It's a good disguise."
831"Yes. It's a good disguise."
832Dhall stares at you. "Are you certain?"
833"I..." Dhall breaks into another fit of coughing. After a minute or two, he catches his breath enough to speak. "I... shall inform the guards at once."
834"No, on second thought, perhaps I imagined it. Look, I had some other questions..."
835"Greetings."
836"Thank you. I had some other questions..."
837"Excellent. Farewell."
838This scribe looks very old... his skin is wrinkled and has a slight trace of yellow, like old parchment. Charcoal-gray eyes lie within an angular face, and a large white beard flows down the front of his robes like a waterfall. His breathing is ragged and irregular, but even his occasional coughing does not slow the scratching of his quill pen.
839"Greetings."
840"Know you? I..." There is a trace of bitterness in the scribe's voice as he speaks. "I have *never* known you, Restless One. No more than you have known yourself." He is silent for a moment. "For you have forgotten, have you not?"
841The figure's gray eyes flicker as he glances up from his book. "I suspected it might be you who was responsible for the attacks in the Mortuary. This..." He coughs slightly, then draws a ragged breath. "This is no way for you to enter the next life."
842"I was just defending myself. I had some questions for you before I make myself scarce..."
843"Sharing a little death with you corpse-worshippers isn't much of a crime as far as I'm concerned. Now I had some questions for you..."
844The scribe stops scratching in the book before him, then looks up. His eyes are like two nails driven into his skull. "So..." He sounds tired, as if he has repeated the same thing many times before. "You have awoken from your sleep and returned to your dream." He continues more respectfully. "Well met... again, Restless One."
845"'Restless One'? Do you know me?"
846"How did I get here?"
847"We Dustmen are a faction, a gathering of those of us that recognize the illusion of this life. We await the next life, and help others on their journey."
848"True Death is non-existence. A state devoid of reason, of sensation, of passion." Dhall coughs, then gives a ragged breath. "A state of purity."
849"Is it worse than remaining in this shadow of what life once was? I think not."
850"A journal? If it was of any value, then it is likely it lies in Pharod's hands."
851"You must understand. Your existence is a blasphemy to them. Many of our faction would order you cremated... if they were aware of your affliction."
852"Very well. What did you wish to know?"
853"What makes you think this life *is* real? Look inside yourself. Do you not feel something lacking?" Dhall shakes his head. "This is a purgatory. There is only sorrow here. Misery. Torment. These are not the elements that make up 'life.' They are part of the cage that traps us in this shadow."
854"Did you know there's someone disguised as a zombie in the eastern chambers?"
855"How did I get here?"
856Dried blood covers the slab's surface.
857"What is this place?"
858"Can you tell me how to get out of here?"
859"You are in the Mortuary, Restless One. Again you have... come..." Before he can finish, Dhall breaks into a fit of coughing. After a moment, he calms himself and his breathing resumes its ragged wheeze. "...this is the waiting room for those about to depart the shadow of this life."
860"*Restless One?*"
861"Tell me about the Mortuary."
862"Shadow of this life?"
863"Again...? I've been here more than once?"
864"How did I get here?"
865"I had some other questions..."
866"Farewell, Dhall."
867As you turn to leave, Dhall speaks. "Know this: I do not envy you, Restless One. To be reborn as you would be a curse that I could not bear. You must come to terms with it. At some point, your path will return you here..." Dhall coughs, the sound rattling in his throat. "It is the way of all things flesh and bone."
868"Doubtless there are, but I know not their names, nor where they lie. One such as you has left a path many have walked, and few have survived." Dhall gestures around you. "All dead come here. Some must have traveled with you once."
869The bandages covering this body are soaked with blood. Even though this corpse looks several days dead, blood still trickles from its wounds.
870"Where is this woman you mentioned?"
871"I find no fault with your reasoning. I had some other questions..."
872"I will look for them, then. Mayhap they can spark my memory. Farewell."
873"I am not certain that she has reached the True Death. Farewell, Dhall."
874"I see. Farewell, Dhall."
875"Hmmm... the front gate is the most obvious exit, but they will not let anyone other than Dustmen pass..." Dhall breaks into a ragged cough, then continues. "...one of the guides by the front gate has a key to it, but it is unlikely he will open it for you unless you are extremely persuasive."
876"I see. I had some other questions..."
877"Farewell then, Dhall."
878"Yes, *again.* You have been brought here many times before, Restless One. I had hoped that this time would be your last, considering the wounds you had sustained." He sighs. "When will you give up your passions and leave this shadow of life?"
879"Tell me more about the Mortuary."
880"*Restless One?*"
881"Wounds?"
882The stench coming from this corpse is truly nauseating. Someone split open this man's chest and has yet to remove the internal organs.
883"Shadow of life?"
884"You will do what you have always done, Restless One. Seek out that crusty jink-smacking fool, Wormhair, and ask him for your possessions back. Then you will resume your pointless quest, attempt to complete pointless tasks, gather pointless items and then you will be struck down and returned to us. Save yourself time and speak with me now so that we do not have to resume this conversation again when your memories are lost to you again."
885Dhall snorts in contempt, as if he finds the memory repugnant. "Your moldy chariot ferried you to the Mortuary, Restless One. You would think you were royalty based on the number of loyal subjects that lay stinking and festering upon the cart that carried you."
886"I arrived here on a cart?"
887"Tell me more about the Mortuary."
888"I had some other questions..."
889"Farewell, Dhall."
890"Yes... your body was somewhere in the middle of the heap, sharing its fluids with the rest of the mountain of corpses." Dhall breaks into another violent fit of coughing, finally catching his breath minutes later. "Your 'seneschal' Pharod was, as always, pleased to accept a few moldy coppers to dump the lot of you at the Mortuary gate."
891"Who is this Pharod?"
892"Doesn't sound like you like Pharod much."
893"Tell me more about the Mortuary."
894"I had some other questions..."
895"He is a... collector of the dead." Dhall draws a ragged breath, then continues. "We have such people in our city that scavenge the bodies of those that have walked the path of True Death and bring them to us so that they may be interred properly."
897"Where can I find this 'Pharod'?"
898"Doesn't sound like you like Pharod much."
899"Tell me more about the Mortuary."
900"If events persist as they have, Restless One, you have a much greater chance of Pharod finding you and bringing you to us again before you find whatever ooze puddle he wallows in this time."
901A slight warning creeps into Dhall's tone. "Do not seek out Pharod, Restless One. I am certain that it will simply come full circle again, with you none the wiser and Pharod a few coppers richer. Accept death, Restless One. Do not perpetuate your circle of misery."
902"Nevertheless, I must find him."
903"Tell me more about the Mortuary."
904"I see. I had some other questions..."
905"Tell me more about the Mortuary."
906"I *have* to find him. Do you know where he is?"
907"I had some other questions..."
908Dhall is silent for a moment. When he finally speaks, he seems to do so reluctantly. "I do not know under which gutterstone Pharod lairs at the moment, but I imagine that he can be found somewhere beyond the Mortuary gates, in the Hive. Perhaps someone there will know where you can find him."
909"Can you tell me more about the Mortuary?"
910"Doesn't sound like you like Pharod much."
911"Tell me more about the Mortuary."
912(Placeholder.)
913"I had some other questions..."
914"I know scant little of you, Restless One. I know little more of those that have journeyed with you and who now lie in our keeping." Dhall sighs. "I ask that you no longer ask others to join with you, Restless One - where you walk, so walks misery. Let your burden be your own."
915Dhall sighs. "It is said there are souls who can never attain the True Death. Death has forsaken them, and their names shall never be penned in the dead-book. To awake from death as you have done... suggests you are one of these souls. Your existence is unacceptable to our faction."
916"Never mind. I must take my leave. Farewell."
917"'Unacceptable'? That doesn't sound like it leaves me in a good position."
918"I see. Tell me more about the Mortuary."
919"I had some other questions..."
920"I think I've heard enough. Farewell, Dhall."
921"There are others who have journeyed with me? And they are here?"
922"I had some other questions..."
923"Farewell, Dhall."
924"Because forcing our beliefs upon you is not just. You must give up this shadow of life on your own, not because we force you to." Dhall looks about to break into another coughing jag, but he manages to hold it in with some effort. "As long as I remain at my post, I will protect your right to search for your own truth."
925"Very well. I had some other questions..."
926Judging from the stench, the entrails of these disemboweled corpses are dumped here.
927"What is your post?"
928"Tell me more about the Mortuary."
929"I am the one that catalogues the shells that come to our halls, Restless One." Dhall breaks into a fit of coughing, then steadies himself. "Only I see the faces of those that lie upon our slabs. The dark of your existence lies safe with me."
930"I am a scribe, a cataloger of all the shells that come to the Mortuary." Dhall coughs again, then takes a deep breath. "As long as the stream of corpses flows through the Mortuary, I shall remain at my post."
931"You say that I have been here more than once. How is it that the Dustmen do not recognize me?"
932"Tell me more about the Mortuary."
933"I see. I had some other questions..."
934"I am close now to the True Death, Restless One. It will not be long before I pass beyond the Eternal Boundary and find the peace I have been seeking. I tire of this mortal sphere..." Dhall gives a ragged sigh. "The planes hold no more wonders for one such as I."
935"The Eternal Boundary?"
936"Are you certain? There might be some way I could help you."
937"I had some other questions..."
938"I do not wish to live forever nor live again, Restless One. I could not bear it."
939"She *spoke* to you?" Dhall's voice drops to a whisper. "Are the *fevers* upon you, Restless One? She has reached the True Death and passed well beyond your reach."
940"You're a Dustman. But you don't seem to be in favor of killing me. Why not?"
941Dhall pauses, considering. "Most likely. Are you missing anything... especially anything of value?" His voice dips as he frowns. "Not that Pharod would take exception to anything that wasn't physically grafted to your body, and sometimes even that's not enough to give his greedy mind pause."
942"I am missing a journal."
943"Hmmm. Do you know where I can find Pharod?"
944"I had some other questions..."
945Dhall draws a semicircle in the air front of him with a finger. "This is an ill omen, Restless One. I pray you dreamed the conversation... yet I fear you did not."
946"Perhaps I imagined it. I had some other questions."
947"Perhaps we will speak more of it later. Farewell, Dhall."
948"Where can I find this Pharod?"
949"I see. I had some other questions..."
950"This is where the dead are brought to be interred or cremated. It is our responsibility as Dustmen to care for the dead, those who have left this shadow of life and walk the path to True Death." Dhall's voice drops in concern. "Your wounds must have exacted a heavy toll if you do not recognize this place. It is almost your home."
951"Shadow of life?"
952This chalk-white body has been drained of blood and treated with embalming fluid. A neatly-stitched seam runs down the corpse's chest.
953"True Death?"
954"Dustmen?"
955"Sigil?"
956"Wounds?"
957"Yes, a shadow. You see, Restless One, this life... it is not real. Your life, my life, they are shadows, flickerings of what life once was. This 'life' is where we end up *after* we die. And here we remain... trapped. Caged. Until we can achieve the True Death."
958"True Death?"
959"What makes you think this life isn't real?"
960"Farewell, Dhall."
961"Yes, the wounds that decorate your body... they look as if they would have sent a lesser man along the path of the True Death, yet it seems as if many of them have healed already." Dhall coughs violently for a moment, then steadies himself. "But those are only the surface wounds."
962"There are some I respect, Restless One." Dhall takes a ragged breath and steadies himself. "Pharod is not one of them. He wears his ill repute like a badge of honor and takes liberties with the possessions of the dead. He is a knight of the post, cross-trading filth of the lowest sort."
963"'Knight of the post'?"
964"Do you know where I can find Pharod?"
965"I see. I had some other questions..."
966"A knight of the post..." Dhall coughs. "...a thief. All Pharod brings to our walls come stripped of a little less of their dignity than they possessed in life. Pharod takes whatever he may pry from their stiffening fingers."
967"Did this Pharod take anything from *me?*"
968"Do you know where I can find Pharod?"
969"I see. I had some other questions..."
970"Sigil is our fair city, Restless One."
971"Tell me some more about the Mortuary."
972"I see. I had some other questions..."
973"Restless is as good a term as any..." Dhall draws a ragged breath. "Something keeps you here, does it not? Something that must be resolved, some passion that must be quenched before you can reach the True Death?"
974"True Death?"
975"Tell me some more about the Mortuary."
976"I had some other questions..."
977"Farewell, Dhall."
978Dhall glances up as you approach. "So. You have returned..." Dhall takes a rasping breath, then breaks into a violent coughing spell. After a moment, it subsides, and he returns to his raspy breathing. "... greetings again, Restless One."
979"I had some more questions for you, Dhall."
980"Never mind. Farewell."
981"She spoke to me, Dhall. Her spirit resides here."
982"Perhaps I imagined it, then. I had some other questions..."
983"The boundary between the shadow of this life and the True Death."
984"Shadow of this life?"
985"True Death?"
986"Hey, chief. You okay? You playing corpse or you putting the blinds on the Dusties? I thought you was a deader for sure."
987"Who are you?"
988Take a deep breath, shake your head and ignore the skull that is talking to you.
989Ignore the talking skull and explore the room.
990"Me?" The skull seems indignant. "How about *you* start, scabbie? Who are you?"
991Ignore the skull and explore the room.
992"I... don't know."
993"I asked you first, skull."
994Ignore the skull and explore the room.
995"I don't know... I can't seem to remember."
996"Oh, so *now* you want to talk to Morte again, huh?"
997"You don't know who you are, huh? You *could* have just said, 'pike it, berk.' Well, that's okay... pretend you're a Clueless. See if I give a fig. I'm Morte. Hail, well met and all that wash."
998"Where am I, Morte?"
999"You don't *remember?* Musta been some night you had. Better hope you didn't hurt anybody... the name's Morte. Hail, well met, and all that wash." He pauses for a moment. "Say, I *have* to ask: are you one of those Sensates into self-mutilation or did somebody give you those scars?"
1000"Sensates?"
1001"Scars?"
1002Ignore Morte and explore the room.
1003"Yeah, 'an I asked you second. What's your name?"
1004"I... don't know."
1005"I don't know... I can't remember."



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