Planescape: Torment Enhanced Edition Complete Dialogue

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1 POUCH Weight: 0 A small bag made of some unidentifiable material.
2 Morte's Bite (Sharpened)
3 EMBALMING 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.^-
4 Dak'kon's Zerth Armor
5 You 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.
6 DAK'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.
7 DAK'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.
8 Fall-from-Grace's Chastity Bodice
9 Fall-from-Grace's Chastity Bodice
10 FALL-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.
11 CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
12 FALL-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.
13 Dustman Robes
14 Dustman Robes
15 DUSTMAN 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. ^-
16 DUSTMAN 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.^-
17 Vhailor's Mercykiller Armor
18 Vhailor's Mercykiller Armor
19 VHAILOR'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.
20 MORTUARY 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.^-
21 VHAILOR'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.
22 Vermin Armor
23 Lower Plane Vermin Armor
24 VERMIN 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.
25 LOWER 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.
26 Punch Daggers
27 Punch Daggers
28 PUNCH 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.
29 PUNCH 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.
30 Lockpicks
31 CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
32 Blank Journal
33 PREPARATION 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.^-
34 Iron Knuckles
35 Iron Knuckles
36 IRON 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.
37 IRON 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.
38 Spiked Gauntlets
39 Spiked Gauntlets
40 SPIKED 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.
41 SPIKED 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.
42 Spiked Gauntlets of Ogre Power
43 SPIKED 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.
44 SPIKED 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.
45 Annah's Punch Daggers
46 Annah's Punch Daggers
47 ANNAH'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.
48 ANNAH'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.
49 Leather Gauntlets
50 Gauntlets of Rending
51 LEATHER 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.
52 GAUNTLETS 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.
53 Bone Gauntlets
54 Gauntlets of Teeth
55 BONE 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.
56 GAUNTLETS 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.
57 Knife
58 Knife
59 KNIFE 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.
60 KNIFE 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.
61 Steak Knife
62 Steak Knife
63 STEAK 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.
64 STEAK 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.
65 Scalpel
66 Scalpel
67 SCALPEL 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>^-
68 SCALPEL 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>^-
69 Ravel's Fingernail
70 Ravel's Fingernail
71 RAVEL'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.
72 RAVEL'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.
73 Stiletto
74 High Quality Stiletto
75 STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
76 STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
77 Iron Spike
78 Iron Spike
79 IRON 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.
80 IRON 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.
81 Fork
82 Silver Fork
83 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. For some inexplicable reason, you feel sorry for whatever meals it has been used on in the past.
84 SILVER 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.
85 Hairpin
86 Silver Hairpin
87 HAIRPIN 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.
88 SILVER 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.
89 Skull
90 Skull
91 SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
92 SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
93 Wererat Skull
94 Wererat Skull
95 WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
96 WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
97 Soego's Skull
98 Soego's Skull
99 SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
100 SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
101 Acaste's Skull
102 Acaste's Skull
103 ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
104 ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
105 Hargrimm's Skull
106 Hargrimm's Skull
107 HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
108 HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
109 Stale Mary's Skull
110 Stale Mary's Skull
111 STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
112 STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
113 Skull of the Silent King
114 Skull of the Silent King
115 SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
116 SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
117 Rusty Dagger
118 Rusty Dagger
119 RUSTY 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.
120 This is a small rusty dagger. Its blade is chipped around the edges and the hilt is loose.
121 Strange Feather
122 Chaos Feather
123 STRANGE 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.
124 CHAOS 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.
125 Stone Splinter
126 Mad Splinter
127 STONE 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.
128 MAD 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.
129 Wicked Dagger
130 "Last Resort"
131 WICKED 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.
133 Battle Axe
134 Hammer
135 Hammer
136 EMBALMING 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.^-
137 LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
138 WAR 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.
139 WAR 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.
140 War Hammer
141 War Hammer
142 Sledgehammer
143 Sledgehammer
144 Primarily 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.
145 SLEDGEHAMMER 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.
146 Hammer of Quality
147 Hammer of Quality
148 HAMMER 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.
149 HAMMER 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.
150 Sledgehammer
151 Enchanted Hammer
152 SLEDGEHAMMER 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.
153 ENCHANTED 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.
154 Heavy-Headed Hammer
155 "Foolsmiter"
156 HEAVY-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.
157 FOOLSMITER 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.
158 Sledgehammer
159 Hammer of Comminution
160 SLEDGEHAMMER 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.
161 HAMMER 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.
162 Maul
163 Maul
164 MAUL 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.
165 MAUL 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.
166 Silver-Headed Hammer
167 Silver-Headed Hammer
168 SILVER-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.
169 SILVER-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.
170 Battle Axe
171 LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
172 EMBALMING 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.
173 BATTLE 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.
174 BATTLE 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.
175 Battle Axe of Quality
176 Battle Axe of Quality
177 BATTLE 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.
178 BATTLE 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.
179 Battle Axe
180 Enchanted Battle Axe
181 BATTLE 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.
182 ENCHANTED 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.
183 Bizarre Blood-Red Axe
184 "Hatred's Gift"
185 BIZARRE 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.
186 HATRED'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.
187 Weak Battle Axe
188 "Heartgrinder"
189 WEAK 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.
190 HEARTGRINDER 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.
191 Freezing Axe
192 "Edge of Oblivion"
193 FREEZING 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.
194 EDGE 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.
195 Executioner's Axe
196 "Final Judgment"
197 EXECUTIONER'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.
198 GIANT SKELETON SWORD Damage: 3-24 Slashing Weight: 0 Usable only by Giant Skeletons This is one of the giant skeleton's blades.
199 RAGS Weight: 1 This thick mass of rags look as if they were torn from a tapestry or someone's robes.
200 FINAL 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.
201 JUNK 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.
202 Wooden Club
203 Wooden Club
204 WOODEN 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.
205 WOODEN 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.
206 Leg Bone Club
207 Leg Bone Club
208 LEG 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.
209 LEG 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.
210 Corpse Limb Club
211 Corpse Limb Club
212 CORPSE 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.
213 CORPSE 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.
214 Iron Prybar
215 Iron Prybar
216 IRON 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.^-
217 IRON 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.^-
218 Fiend Bone Club
219 Fiend Femur
220 FIEND 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.
221 FIEND 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.
222 Pharod's Crutch
223 Pharod's Crutch
224 ZOMBIE FIST (LUNGE) Weight: 0 This is a zombie's lunge attack.
225 PHAROD'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.
226 PHAROD'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.
227 Skull-Tipped Mace
228 "Devil's Due"
229 SKULL-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.
230 DEVIL'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.
231 Nordom's Crossbows
232 Nordom's Crossbows
233 NORDOM'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.
234 NORDOM'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.
235 Nordom's Crossbow Bolts
236 Soego's Dustman Holy Symbol
237 Nordom's Crossbow Bolts
238 NORDOM'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.
239 FIST (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.^-
240 NORDOM'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.
241 The 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?"
244 The corpse continues to stare at you.
245 "Farewell then."
246 Needle and Thread
247 FIST (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.
248 NEEDLE 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.
249 NEEDLE 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.
250 Jar of Embalming Fluid
251 Jar of Embalming Fluid
252 EMBALMING 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.
253 Rat
254 Nameless One
255 Dustman
256 Dustman
257 Dustman Guard
258 Dustman Guard
259 Zombie Worker
260 Zombie Worker
261 Skeleton Worker
262 Skeleton
263 Deionarra
264 Deionarra
265 Zombie
266 Zombie
267 Vaxis
268 Soego
269 Dustman
270 Dhall
271 Dustman Scribe
272 Giant Skeleton
273 Giant Skeleton
274 Morte
275 Talking Skull
276 Xachariah
277 Cranium Rat
278 The 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.
280 The 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?"
283 This corpse makes no reply. It looks like it is too far gone to answer any of your questions.
284 The corpse continues to stare at you.
285 Leave the corpse in peace.
286 The 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?"
290 The skeleton makes no reply.
291 "Great talking to you, Bones. Stay healthy."
292 Before 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."
294 This 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."
297 Leave him in peace.
298 The Dustman does not appear to notice you. She must mistake you for one of the cadaverous workers.
299 "Greetings."
300 The 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..."
306 Leave him in peace.
307 The Dustman jumps, then snaps his head around to stare at you. He looks shocked - your disguise must be quite good.
308 "Greetings."
309 The Dustman takes a step back, then claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
310 Take advantage of his surprise and snap his neck before he can call out.
311 Greater Gehreleth
312 "I had some questions..."
313 "All right then..."
314 This 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..."
320 Leave him in peace.
321 The 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."
327 Snap his neck before he can call out.
328 Snap his neck before he can call out.
329 Leave. 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.
337 Leave. Quickly.
338 "Who are you here to see?"
339 Leave.
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!"
341 Leave.
342 "I am here to see Dhall."
343 "I am here to see Dhall."
344 Snap 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."
358 Snap 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."
367 The 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."
371 Lie: "The name is... uh, Adahn."
372 Lie: "The name is... uh, Adahn."
373 Lean 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."
379 Run for it.
380 "Very well. I will do that. Farewell."
381 He slowly turns, and his eyes flicker to your robes. "Greetings, fellow initiate."
382 Leave him in peace.
383 "Who are you?"
384 "What is this place?"
385 You see a stern-looking man in black robes. He is staring at you suspiciously.
386 The 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.
387 Continue on by.
388 "Greetings."
389 "Greetings."
390 "Greetings."
391 "I had some questions..."
392 Leave 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."
399 Lie: "The name is... uh, Adahn."
400 The 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."
405 16
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..."
419 Nods. "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."
444 The 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!"
450 Lie: "The name is... uh, Adahn."
451 "I had some other questions..."
452 "I must take my leave. Farewell."
453 The 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."
457 Use your Stories-Bones-Tell ability on the corpse.
458 "It was great talking to you. Farewell."
459 Leave the corpse in peace.
460 Oddly enough, your ability does not seem to work on this corpse.
461 Poke it in the eye.
462 Leave the corpse in peace.
463 The 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?"
466 Leave. Quickly.
467 As 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."
471 As 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?"
472 Lie: "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."
476 Lie: "I wouldn't even *think* of telling the Dustmen about you."
477 Truth: "I promise I won't say anything to the Dustmen about you."
478 "Whatever. You mind your affairs, and I'll mind mine."
479 As 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?"
482 Leave. Quickly.
483 The '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."
487 Lie: "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."
490 The 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?"
493 Lie: "Yes, I'm spying on the... Dusties."
494 Lie: "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."
497 Elysium's Fires
498 INFERNAL 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.
499 LITANY 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.
500 You 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.*
501 The 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?"
508 Improvise: "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?"
510 Improvise: "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?"
529 His 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..."
558 His 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?"
581 Lie: "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?"
585 Dustman 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!"
621 Drunken 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."
658 Do 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.
662 You 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."
663 Pull it out.
664 Do 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."
666 Pull it out.
667 You 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?"
673 His 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."
674 Wernet
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?"
678 You 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..."
684 Leave.
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."
699 Leave.
700 "None. I lied."
701 Leave.
702 Lie: "Your name evokes passionate thoughts, though their content is unclear. Perhaps if you were to tell me more..."
703 "Greetings...?"
704 Wait.
705 Leave before the spirit gets her bearings.
706 Her 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?"
710 The 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."
712 Lie: "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."
715 Once 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?"
716 Once 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."
725 Deionarra'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!"
727 Nameless One
728 Annah
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?"
752 Deionarra 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."
762 Deionarra 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."
780 Lie: "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."
783 Deionarra 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."
786 Wait for her to continue.
787 Wait 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."
793 Deionarra 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.
794 Leave.
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."
803 Leave.
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?"
805 Lie: "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."
808 Make 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."
821 Deionarra 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."
822 Before 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..."
825 Kill Experience:
826 Before 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?"
828 A 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."
832 Dhall 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."
838 This 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?"
841 The 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..."
844 The 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?"
856 Dried 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."
867 As 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."
869 The 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?"
882 The 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."
885 Dhall 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."
901 A 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..."
908 Dhall 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."
915 Dhall 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..."
926 Judging 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?"
941 Dhall 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..."
945 Dhall 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?"
952 This 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."
978 Dhall 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?"
988 Take a deep breath, shake your head and ignore the skull that is talking to you.
989 Ignore the talking skull and explore the room.
990 "Me?" The skull seems indignant. "How about *you* start, scabbie? Who are you?"
991 Ignore the skull and explore the room.
992 "I... don't know."
993 "I asked you first, skull."
994 Ignore 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?"
1002 Ignore 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."
1006 "Do you know how I can get out of here?"
1007 "You first, skull."
1008 "Man, you're tighter than a wet rope. All right, all right... *I'll* be the nice guy here... me, I'm Morte. Morte Rictusgrin. Now what name is unfortunate enough to have you as its owner?"
1009 "I... don't know."
1010 "I don't know... I can't seem to remember anything."
1011 Ignore Morte and explore the room.
1012 "You're in this dump called the Mortuary... it's this big black structure with all the architectural charm of a pregnant spider."
1013 "'The Mortuary'? Am I dead?"
1014 "Well, now I don't know about that... but the Mortuary's the closest thing to a morgue you're gonna find in this berg. Berks haul dead bodies here, bury 'em, burn 'em, and if you're *really* lucky, you get brought back to life as a slave. Not the best spot on the planes to be. If I was you, I'd dig up the nearest exit and give this place the laugh."
1015 "How do I get out of here?"
1016 "I'm sorry... the 'Mortuary'? What is this place?"
1017 "Back from the dead as a slave?"
1018 "While I can still walk?"
1019 "You say people haul dead bodies here? Is that how I got here?"
1020 Ignore Morte and explore the room.
1021 Pauses. "Yeah, I guess. Maybe some waster thought you was a deader and dropped you off. Yer corpse act sure had *me* fooled... maybe you should find the berk who dragged you here and put the questions to him, eh?" Morte nods. "Not bad thinking for a recently dead guy... good to see your brain-box is still in one piece."
1022 "Yeah, it's a charmed life... except for the near-constant application of formaldehyde and stitching your limbs back when they fall off, it's paradise."
1023 "Uh... like I said, the Mortuary. You okay, chief? You don't look too good."
1024 "Chief, from where I'm sitting, you crawling off that slab was beating the odds. You look like you're about to settle your drinking tab, if you catch my meaning."
1025 "Don't know what Sensates are? Oh, are *you* in for a treat! They're this group of bashers who're all about experiencing all the planes have to offer, right, including... well, forget it for now. What about those scars?"
1026 "It's like some basher decided to paint you with a knife. You're scarred all over... even on your back, 'cept..." Pauses. "Say, you got a whole tattoo gallery on your back, berk. Spells out something..."
1027 "Scars?"
1028 "Never mind. I had some other questions..."
1029 "Why would somebody bring me here?"
1030 "I had some other questions..."
1031 "Some people in this berg collect deaders off the street and sell 'em here for jink. Not a great way to make ends meet, but when ye're living in the chamber pot of the planes, yer options are pretty narrow."
1032 "Jink? What's 'jink'?"
1033 "Never mind. I had some other questions..."
1034 "Eh... money. Jink is money. Didn't they have that where you came from?"
1035 "I don't remember where I'm from."
1036 "Forget it. I had some other questions..."
1037 He pauses. "Don't know. You're *talking* to me... the walking dead around here don't usually do that. As I see it, the Dusties made a mistake and you weren't dead. Did you sign some sort of contract that you remember? I mean, they usually gotta fill out all sorts of legal paperwork before they can pull someone outta the dead-book."
1038 "Uh... contract? No, I don't remember signing one. I... don't remember much of anything."
1039 "Dead-book?"
1040 "Legal?"
1041 "Forget it. I had some other questions..."
1042 "Yeah, the 'dead-book.' You know? Uh, maybe you don't. Look, forget the 'dead-book.' You're alive, so you ain't in it."
1043 "Yeah, don't it make you want to split bricks? Law makes Sigil spin, and you can't even empty your bladder without filling out one contract or another."
1044 "By every god and his mother, are *you* out of it. Do you have any idea where you came from? Somewhere, a nation of Clueless is missing their king. Did you bite your thumb at a god or were you always this ignorant?"
1045 "Chief, I have no sodding idea. You sure got the knack for playing dead, though. While you was lying there, I never saw your chest move, your eyes blink... nothing. Were you drinking? Is that what happened?"
1046 "Well, now that *is* a good question. Sand's running through the glass for you, chief. The Dustmen find you, they'll attempt to correct your resurrection 'problem' by tossing you in the crematorium. If you keep playing dead, you'll go to the crematorium anyway. A modron's choice, eh? What to do?"
1047 "Dustmen?"
1048 "I'll... escape."
1049 "I'll explain the situation to these... Dustmen."
1050 "What should I do?"
1051 "Why don't you tell me? Sounds like you have an answer already."
1052 "Oh, *good* idea, chief! Why didn't *I* think of that? How you gonna escape, huh? I'll give you a clue: It involves a little cooperation."
1053 "I'm interested. Keep talking."
1054 "Forget it. I had some other questions..."
1055 "From where I'm sitting, it's obvious you need to get out of here. Me, I can afford to wait. The only danger *I'm* in is dying of boredom. We could lend each other a hand."
1057 "It's a deal."
1058 "Keep talking..."
1059 "You don't have any hands. What could *you* do to help me?"
1060 "Forget it. I had some other questions..."
1061 "It may not look it, but I could help you outta here, and you could help me outta here. I haven't got hands, so I'm in a bit of a quandary. You're missing what's in your cranium, while I got plenty of experience and know-how to get you out of this dive. We cooperate, and we both come out a *head.* Deal, berk?"
1062 "Deal. I have a bad feeling that fate has destined we travel together, Morte."
1063 "Forget it. I had some other questions..."
1064 "Oh, *good* idea, chief! Why didn't *I* think of that?" His tone becomes mocking. "By the way, Sir Dustman, I died and woke up on a slab in your little Mortuary. Can you please help me?" They'll 'help' you all right. They'll look at you for a few seconds, call the guards and pop you in your own private kiln."
1065 "That sounds a little extreme... why would they do that?"
1066 "Well, their guards better be pretty damn tough to take me down."
1067 "Forget it. I had some other questions..."
1068 "Just trust me... it doesn't matter how tough you think you are or what you say to them, they'll get you. You ain't strong enough to break out of a walled-in tomb or survive the heat of the Elemental Plane of Fire. Waking up from the dead is bad enough as far as the caretakers around here are concerned. Don't be an idiot."
1069 "So your plan is...?"
1070 "Never mind. I had some other questions..."
1071 "Fate can go squat on a halberd for all I care. Listen, chief. Pay attention to how often 'bad' and 'fate' show up in the same sentence, and you'll catch on to one of life's little mysteries. Best thing to do is to tell fate to wrap itself in razorvine; there's *always* another option that fate never lets on."
1072 "Awright then... now, c'mon, let's give this place the laugh. The doors outta here are locked, so we'll need the key. Chances are, one of the walking corpses in this room has it."
1073 "I'll keep that in mind."
1074 "Enough talk already. What's your big plan?"
1075 "Who are you?"
1076 "Where am I?"
1077 "Do you know how I can get out of here?"
1078 "How did I get here?"
1079 "Walking corpses?"
1080 "How did I get here?"
1081 Ignore Morte and explore the room.
1082 "The Dusties? They watch the place here. You can't miss them... they have an obsession with black and rigor mortis of the face. They call themselves 'the Dustmen' and pretend they're a faction, but they're just an addled bunch of ghoulish death-worshippers. Steer clear of them."
1083 "So how do I get out of here?"
1084 "Never mind. I had some other questions..."
1085 Ignore Morte and explore the room.
1086 Ignore Morte and explore the room.
1087 Ignore Morte and explore the room.
1088 "What does it say?"
1089 "Never mind. I had some other questions..."
1090 Ignore Morte and explore the room.
1091 "Yeah? Like *what* questions?"
1092 "Who are you?"
1093 "Where am I?"
1094 "How did I get here?"
1095 "How do I get out of here?"
1096 Ignore Morte and explore the room.
1097 "I don't know... I can't remember anything."
1098 "Never mind. I had some other questions..."
1099 Ignore Morte and explore the room.
1100 "You don't remember *anything?* C'mon, that's a load of tanar'ri dung. You serious?"
1101 "Yes."
1102 "Never mind. I had some other questions..."
1103 Ignore Morte and explore the room.
1104 "By every god and his mother... well, chief, more than likely your memories just took a dive into your brain-box. With any luck, they'll come up for air soon, trust me. Musta been some night you had. Better hope you didn't hurt anybody or mix it up with the law... say, speaking of which, are you one of those Sensates into self-mutilation or did somebody give you those scars?"
1105 "Sensates?"
1106 "Scars?"
1107 "I had some other questions..."
1108 Ignore Morte and explore the room.
1109 "Am I supposed to be here? Am I dead?"
1110 "How *do* I look? How badly scarred am I?"
1111 "Never mind. I had some other questions..."
1112 Ignore Morte and explore the room.
1113 "Am I supposed to be here? Am I dead?"
1114 "How do I look? Am I badly scarred?"
1115 "Never mind. I had some other questions..."
1116 Ignore Morte and explore the room.
1117 "Looks like directions..." Morte clears his throat. "Let's see. It starts with..." NOTE: "I know you feel like you've been drinking a few kegs of Styx wash, but you need to center yourself. Among your possessions should be a JOURNAL that'll shed some light on the dark of the matter. PHAROD should be able to fill you in on the rest of the chant, if he's not in the dead-book already. Don't lose this scrap of flesh OR the journal or we'll be up the Styx again, right? And trust me, whatever you do, DO NOT tell anyone WHO you are, WHAT happens to you, or WHERE you came from or you'll find yourself on a short trip to the crematorium."
1118 "No wonder my back hurts. Do you know someone named Pharod?"
1119 "Did you see a journal with me when I was lying here?"
1120 "Do you know how I can get out of here?"
1121 "I had some other questions..."
1122 Ignore Morte and explore the room.
1123 "No... you were stripped to the skins when you arrived here. 'Sides, looks like you got enough of a journal written on your body."
1124 "Do you know someone named Pharod?"
1125 "How do I get out of here?"
1126 "Never mind. I had some other questions..."
1127 Ignore Morte and explore the room.
1128 "Nobody I know. Then again, I don't know many people. Still, some berk's got to know where to find this guy... once we get out of here, that is."
1129 "Did I have a journal with me when I was lying here?"
1130 "How do I get out of here?"
1131 "Never mind. I had some other questions..."
1132 Ignore Morte and explore the room.
1133 "Could it be that I am dead? And that's why I'm here?"
1134 "How bad do I look?"
1135 "Never mind. I had some other questions..."
1136 Ignore Morte and explore the room.
1137 Ignore Morte and explore the room.
1138 Ignore Morte and explore the room.
1139 "I don't know... I can't remember anything."
1140 "Never mind. I had some other questions..."
1141 Ignore Morte and explore the room.
1142 Ignore Morte and explore the room.
1143 Ignore Morte and explore the room.
1144 Ignore Morte and explore the room.
1145 Ignore Morte and explore the room.
1146 Ignore Morte and explore the room.
1147 "No thanks. Talking to you is painful enough. I'll look for a way out on my own."
1148 Ignore Morte and explore the room.
1149 Ignore Morte and explore the room.
1150 Ignore Morte and explore the room.
1151 "What was that legal... contract... stuff you mentioned?"
1152 "I had some other questions..."
1153 Ignore Morte and explore the room.
1154 "What was that you were saying about the 'dead-book'?"
1155 "Never mind. I had some other questions..."
1156 Ignore Morte and explore the room.
1157 "Farewell then."
1158 "I know you're not a zombie, you know. You're not fooling anyone."
1159 This corpse makes no reply. It looks like it is too far gone to answer any of your questions.
1160 "I know you're not a zombie, you know. You're not fooling anyone."
1161 Leave the corpse in peace.
1162 This skeleton makes no reply. It looks like it is too far gone to answer any of your questions.
1163 Leave the skeleton in peace.
1164 "I have to ask: Why the smock? I mean, it's not like you have anything to be modest about."
1165 "So how long you been standing here? Long time?"
1166 The skeleton looks too long dead to answer any of your questions. Either that, or its head is too high up for it to hear you.
1167 Examine the giant skeleton... carefully.
1168 "What is this place?"
1169 "I had some questions..."
1170 Leave her in peace.
1171 The Dustman jumps, then snaps her head around to stare at you. She looks shocked - your disguise must be quite good.
1172 Take advantage of her surprise and snap her neck before she can call out.
1173 Greater Gehreleth
1174 "I had some questions."
1175 Leave. Quickly.
1176 The Dustman takes a step back, then claps her hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
1177 This pale-faced woman is dressed in long dark robes. She has a slight musty smell about her. Her expression is blank, and she seems absorbed in her duties.
1178 The Dustman slowly lifts her head and turns toward you. "Are you lost?"
1179 "I will summon a guard to direct you out. Hold a moment."
1180 "If you are not lost, what is your business here?"
1181 "I'm afraid that it is my concern. Mayhap the guards can loosen your tongue." The Dustman takes a step back; she looks like she is about to summon the guards.
1182 "Do you speak in jest? Perhaps you would like to share it with the guards." The Dustman takes a step back; she looks like she is about to summon the guards.
1183 "Who are you here to see?"
1184 "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."
1185 "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."
1186 "Deionarra? I know there is a woman interred in the memorial hall on the first floor. Could that be she?"
1187 "Deionarra? I know there is a woman interred in the northwest memorial hall. Could that be she?"
1188 "I believe Soego is by the front gate on the first floor. He is acting as a guide during the anti-peak hours."
1189 "I believe Soego is by the front gate. He is acting as a guide during the anti-peak hours."
1190 "Who was being interred? Perhaps the services are taking place somewhere else in the Mortuary."
1191 "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?"
1192 "Then you should check with one of the guides at the front gate. They can assist you."
1193 The Dustman waits.
1194 "I see. Now, what is your business here?"
1195 "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."
1196 This pale-faced woman is dressed in long dark robes. She has a slight musty smell about her. Her expression is blank, and she seems absorbed in her duties.
1197 She slowly turns, and her eyes flicker to your robes. "Greetings, fellow initiate."
1198 "That is as much my question as yours. Your face is unknown to me. Who are you?"
1199 "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?"
1200 The Dustman waits patiently for you to continue.
1201 "You may simply leave by the front gate. It is on the first floor."
1202 "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."
1203 "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?"
1204 "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."
1205 The Dustman nods. "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."
1206 "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."
1207 "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."
1208 "Yes, the githzerai have a much longer lifespan than humans."
1209 "The githzerai are..." The Dustman pauses, then stares at you intently. "You are not from around here. Who are you?"
1210 "He is fortunate in that he will achieve the True Death. No longer must he dwell within the shadow of this existence."
1211 The Dustman nods. "Yes." She frowns, then studies you intently. "You are not from around here. Who are you?"
1212 "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?" The Dustman takes a step back. "Guards! Guards!"
1213 "A journal? I have not seen one."
1214 This pale-faced woman is dressed in long dark robes. She has a slight musty smell about her. Her expression is blank, and she seems absorbed in her duties.
1215 Before the Dustman can utter a word, your hands clamp onto her temples, and you twist her head sharply to the left.
1216 There is a *crack,* and the Dustman falls limp in your arms.
1217 To your surprise, the act seemed instinctual, as if you had done it many times before... with this thought comes the stirring of a memory, but it is not strong enough to surface.
1218 You are not fast enough, and the Dustman dodges as you lunge for her. Taking a step back, she claps her hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
1219 As you lean in to 'whisper' to her, the Dustman leans in as well. As she comes within arm's reach, your hands clamp onto her temples, and you twist her head sharply to the left.
1220 The Dustman seems suspicious. She looks like she's about to say something, then shakes her head slightly and returns to her duties.
1221 The Dustman studies you carefully. "You are not one of us. What are you doing here? Are you a member of the Anarchists? Or a spy of another faction? This seems to be a matter for the guards..."
1222 The Dustman nods, then returns to her duties.
1223 The Dustman frowns. "That name is unfamiliar to me."
1224 The Dustman's frown remains, but she nods slightly. "Very well. How may I be of service to you, initiate?"
1225 "All right then..."
1226 "Greetings."
1227 "Who are you?"
1228 "What is this place?"
1229 "I had some questions..."
1230 Leave her in peace.
1231 "Yes."
1232 "No."
1233 "No, I'm not lost. I had some questions..."
1234 "Farewell."
1235 Snap her neck before she can call out.
1236 Snap her neck before she can call out.
1237 Leave. Quickly.
1238 Wait.
1239 "That is none of your concern."
1240 "I awoke on one of the slabs in your preparation room."
1241 "I'm here to see someone."
1242 "I was here for an interment, but there seems to have been a mistake."
1243 Leave. Quickly.
1244 Snap her neck before she can call out.
1245 Snap her neck before she can call out.
1246 "Summon them, then. I'd like to meet them."
1247 Snap her neck before she can call out.
1248 Snap her neck before she can call out.
1249 "Summon them, then. I'd like to meet them."
1250 It is none of your concern.
1251 "It is none of your concern."
1252 "Yes, he's called 'Death-of-Names.' Farewell."
1253 "I am here to see Dhall."
1254 Leave.
1255 "I am here to see Dhall."
1256 Memorial Hall
1257 Great Hall
1258 "I am here to see Deionarra."
1259 "Very well. Thanks for the information."
1260 "Very well. Thanks for the information."
1261 "Most likely. Thank you."
1262 "Most likely. Thank you."
1263 "Very well. Thank you."
1264 "Very well. Thank you."
1265 "You misunderstand... the mistaken interment was ME."
1266 "That could be. Where are these other services taking place?"
1267 "Can you show me the way out?"
1268 "No."
1269 "Yes."
1270 "Very well. Thank you."
1271 "Pardon... I misspoke. I don't know the name of the deceased."
1272 "The name is Deionarra."
1273 Lie: "The name is... uh, Adahn."
1274 Lie: "The name is... uh, Adahn."
1275 Lean in as if to whisper something to her, then snap her neck.
1276 Lean in as if to whisper something to her, then snap her neck.
1277 Run for it.
1278 "None of your concern."
1279 "I woke up on one of the slabs in your preparation room."
1280 "I'm here to see someone."
1281 "I was here for an interment, but there seems to have been a mistake."
1282 Run for it.
1283 "Very well. I will do that. Farewell."
1284 "Greetings."
1285 Leave her in peace.
1286 "Who are you?"
1287 "What is this place?"
1288 "I had some questions..."
1289 Leave her in peace.
1290 Lie: "The name is... uh, Adahn."
1291 Lie: "The name is... uh, Adahn."
1292 "My name is not your concern. I must take my leave. Farewell."
1293 "My name is not your concern. I must take my leave. Farewell."
1294 Lie: "The name is... uh, Adahn."
1295 Lie: "The name is... uh, Adahn."
1296 "My name is not your concern. I must take my leave. Farewell."
1297 "My name is not your concern. I must take my leave. Farewell."
1298 "Can you direct me out of here?"
1299 "Do you know someone named Pharod?"
1300 "I'm missing a journal. Have you seen it?"
1301 "Only surface wounds? What do you mean?"
1302 "Tell me more about the Mortuary."
1303 "Very well. I had some other questions..."
1304 "So be it. Farewell, Dhall."
1305 "Tell me more about the Mortuary."
1306 "Look, I'm the one asking the questions here, *zombie.* Tell me what you're doing here, or I'll make that disguise a reality."
1307 "I shall torment you no more. Farewell."
1308 "It does not. Farewell... Deionarra."
1309 "Not yet. Farewell, Deionarra."
1310 "I must leave, Deionarra. Farewell."
1311 "If discard you I have done, then it looks like I am forced to do so again. Farewell, spirit."
1312 "I must leave, Deionarra. Farewell."
1313 "Very well..."
1314 "Nothing now, Deionarra, though I shall return. Farewell."
1315 "Can you remove the curse you placed upon me?"
1316 "I must leave. Farewell, Deionarra."
1317 "No! No...!"
1318 "I must leave. Farewell, Deionarra."
1319 "I must leave. Farewell, Deionarra."
1320 "Farewell, Deionarra."
1321 "Farewell, Deionarra."
1322 "Farewell then, Deionarra."
1323 "Farewell then, Deionarra."
1324 "Farewell, Deionarra."
1325 "Farewell, Deionarra."
1326 "Then I shall ask one of them. Farewell, Deionarra."
1327 "Who *are* you?"
1328 "Never mind. Sorry to trouble you."
1329 "I had some other questions..."
1330 "Thank you. Farewell."
1331 "Collector?"
1332 Leave. Quickly.
1333 Wait.
1334 "Dhall?"
1335 Lean in as if to whisper something to him, then snap his neck.
1336 Run for it.
1337 Lie: "The name is... uh, Adahn."
1338 "I had some other questions..."
1339 "Shhhh! I can't answer you over all that shouting!"
1340 Use your Stories-Bones-Tell power on the skeleton.
1341 Examine the skeleton carefully.
1342 Use your Stories-Bones-Tell ability on the corpse.
1343 "It was great talking to you. Farewell."
1344 Leave the corpse in peace.
1345 Use your Stories-Bones-Tell ability on the corpse.
1346 "It was great talking to you. Farewell."
1347 Leave the corpse in peace.
1348 "Look, I'm the one asking the questions here, *zombie.* Tell me what you're doing here, or I'll make that disguise a reality."
1349 "I must take my leave. Farewell."
1350 He studies you more intently. "Yu spy? Yu wit cell?"
1351 Huh?
1352 "Cell?"
1353 Tiefling Thug
1354 "I know you're not a zombie, you know. You're not fooling anyone."
1355 Use your Stories-Bones-Tell ability on the corpse.
1356 Ghrist
1357 "It was great talking to you. Farewell."
1358 Leave the corpse in peace.
1359 Lie: "Yes... I've been looking for you. I'm glad I finally found you."
1360 Lie: "Yes... but I can't speak too much about it right now, if you catch my meaning. What's *your* mission here?"
1361 Lie: "Yes... but I can't speak too much about it right now. What are you doing here?"
1362 "Uh, I don't have time to talk right now... maybe some other time."
1363 He studies you more intently. "Yu spy? Yu wit cell?"
1364 "I must leave. Farewell, Xachariah."
1365 "I must leave. Farewell, Xachariah."
1366 "Looks like it. I must go now. Farewell, Xachariah."
1367 "I can't now, I must leave. Farewell, Xachariah."
1368 "I must leave. Farewell, Xachariah."
1369 "I must leave. Farewell, Xachariah."
1370 "Thanks for the information. Farewell, Xachariah."
1371 "I've heard enough. Farewell, Xachariah."
1372 "I've heard enough. Farewell, Xachariah."
1373 "I've heard enough. Farewell, Xachariah."
1374 "Maybe I better find out. Farewell, Xachariah."
1375 "Hmmm. Interesting. Thank you, Xachariah."
1376 "I have to go. Farewell, Xachariah."
1377 "I must leave. Farewell, Xachariah."
1378 "Nothing... I have to leave. Farewell, Xachariah."
1379 "I see... I have to go now. Farewell, Xachariah."
1380 "I must leave. Farewell."
1381 "I must leave. Farewell."
1382 "I have to go. Farewell."
1383 "I have to go. Farewell."
1384 "I see. I wonder if it *was* necessary. Dhall and I should discuss this... farewell."
1385 "I have to go. Farewell."
1386 "I'll go look for this zombie. Farewell."
1387 "I have no more time to speak with you. Farewell."
1388 "I have no more time to speak with you. Farewell."
1389 "I have no more time to speak with you. Farewell."
1390 "I've heard enough. Farewell."
1391 "I must leave. Farewell, Xachariah."
1392 "I must leave. Farewell."
1393 "I have no more time to talk, Xachariah. Farewell."
1394 "I can't speak long. I must leave. Farewell."
1395 "Thank you for your time. Farewell."
1396 "I'm a recent initiate. Forgive my ignorance."
1397 "I'm... new here. I'm... trying to get my bearings."
1398 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
1399 "If you can't help me, then I will find someone else who can. Farewell."
1400 Front Gate
1401 You are low on disk space. Planescape: Torment is unable to continue.
1402 PLAY TORMENT
1403 Done
1404 Lawful Good
1405 Lawful Neutral
1406 Lawful Evil
1407 The Dustman frowns as you pass, then addresses you. "You there - state your business."
1408 "My only business is that I am bound for the exit. I mean to cause no trouble."
1409 "I seem to have gotten turned around in these halls. Are there any guides around who can direct visitors?"
1410 "I... seem to be lost."
1411 "My business is my own. You would do well to mind your OWN affairs, Dustman."
1412 Lean in as if to whisper something to him, then snap his neck.
1413 Lean in as if to whisper something to him, then snap his neck.
1414 The Dustman frowns. He seems skeptical. "There are guides that can direct you in the antechamber. Do not wander the Mortuary unescorted."
1415 "Thank you for your assistance. I will go speak to the guide."
1416 "I'll wander wherever I want to... you would do well to mind your own affairs, Dustman."
1417 "You do indeed look lost." The Dustman's eyes narrow to slits, and his hand falls to the dagger by his side. "Wait here while I summon the other guards to direct you out." He looks as if he is about to call out.
1418 Snap his neck before he can call out.
1419 This 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.
1420 "Greetings."
1421 "Greetings."
1422 "Greetings."
1423 "Greetings."
1424 Leave him in peace.
1425 Before the Dustman can utter a word, your hands clamp onto his temples, and you twist his head sharply to the left.
1426 "Can't have you alerting your friends..."
1427 There is a *crack,* and the Dustman falls limp in your arms.
1428 "Better you than me, Dustie."
1429 "Better you than me, Dustie."
1430 To your surprise, the act seemed instinctual, as if you had done it many times before... with this thought comes the stirring of a memory, but it is not strong enough to surface.
1431 You see a tired-looking man in a faded black robe. His narrow face is extremely pale, and he doesn't look as if he has been sleeping: his shoulders are slumped, and the flesh sags loosely beneath his bloodshot eyes. He doesn't appear to notice you... he must mistake you for one of the cadaverous workers.
1432 "Greetings."
1433 "Who are you?"
1434 "What is this place?"
1435 "I had some questions..."
1436 Leave him in peace.
1437 The Dustman's head snaps up as you address him. "Par... pardon? Did you just speak to me?"
1438 "Yes, I did. I had some questions..."
1439 "No. No, I didn't."
1440 Become deathly silent.
1441 Become deathly silent.
1442 Leave. Quickly.
1443 "By the powers!" The Dustman jumps, then stares intently at you. You notice his eyes aren't bloodshot as much as they have a red tinge to them. "Sirrah, you force an unflattering confession from me: you make a convincing zombie." He bows slightly. "I am Soego. May I ask your business here..." He glances at your scars. "...looking like that?"
1444 "It's none of your concern."
1445 "I'm not certain what I'm doing here. I woke up on one of the slabs upstairs, and my memory's... a little foggy."
1446 "I got turned around in the halls here, and I can't seem to find the exit. Can you help me?"
1447 "I'm trying to get out of here."
1448 "I needed a change."
1449 The Dustman studies you for a moment, then shakes his head. "More imaginings..." He sighs and rubs his eyes. "These fever spells are getting worse..."
1450 "It's not your imagination. I had some questions..."
1451 Snap his neck while he is distracted.
1452 Snap his neck while he is distracted.
1453 "I had some questions."
1454 Leave quietly.
1455 The Dustman looks carefully at you, then leans in... his lips peel back, revealing a row of dirty, sharp teeth, and he begins to sniff at you like a rat.
1456 "Uh... why in hell's name are you sniffing me?"
1457 "Look, I had some questions for you..."
1458 Snap his neck when he leans in.
1459 Snap his neck when he leans in.
1460 Leave. Quickly.
1461 As you are turning to leave, the Dustman gives a slight hiss, then leans in and sniffs at you. "By the powers!" The Dustman step back, his eyes widening. You notice his eyes aren't bloodshot so much as they have a red tinge to them. "Sirrah, you force an unflattering confession from me: you make a convincing zombie." He bows slightly. "I am Soego. May I ask your business here... looking like that?"
1462 "It's none of your concern."
1463 "I'm not certain what I'm doing here. I woke up on one of the slabs upstairs, and my memory's... a little foggy."
1464 "I'm lost, and I'm looking for the exit. Can you help me?"
1465 "I am trying to get out of here."
1466 "I needed a change."
1467 "I really don't have time for this. Farewell."
1468 "Oh, but I'm afraid it *is* my concern." Soego's eyes gleam red, and the corners of his mouth twitch slightly, as if in anticipation. "Mayhap..." He sneers, displaying a row of sharp, dirty teeth. "Mayhap I should call the guards? Yes... yes, I think I will do that."
1469 "Hold a moment! I was lost... I just got turned around in the halls here, and I can't seem to find the exit. Can you help me?"
1470 "Stop! Don't call the guards! I just want to get out of here... can you help me?"
1471 Snap his neck before he can call out.
1472 Snap his neck before he can call out.
1473 "Summon them, then. I'd like to meet them."
1474 "Really?" The Dustman scrutinizes you. "You *do* look like you've been prepared. I don't know how you would have survived such pain... are you *in* pain? You look it."
1475 "How would I have gotten here in the first place?"
1476 "I don't have time for this. Farewell."
1477 Soego nods, and the corner of his mouth twitches. "Why... of course. These halls *can* be confusing to visitors. No harm done, but you are not permitted here in the Mortuary after nine bells - let me open the front gate for you."
1478 "Thank you."
1479 "Thank you."
1480 Soego reaches to his belt, fumbles at it for a moment, then hisses. "The key!" His eyes gleam a bright red, and his lips peel back in anger... his expression is almost animalistic. "Someone's stolen the key!" He turns to you and snarls. "You! You must have done this!"
1481 Bluff him: "Uh...wait! Why would I ask you for it if I'd stolen it?"
1482 Lie: "What are you talking about?! I had nothing to do with it!"
1483 Snap his neck before he can call out.
1484 Snap his neck before he can call out.
1485 "So what if I did? What are you going to do about it?"
1486 Soego takes a large key from his belt and walks to the front gate. You can't help but notice his peculiar walk... he hunches forward, as if to keep balance.
1487 "Odd walk he's got."
1488 Wait for him to open the gate.
1489 Once he reaches the gate, Soego turns the key in the lock. A moment later, a grating sound comes from within the lock chamber... the sound carries throughout the main hall, echoing off the marble floors.
1490 Wait for him to return.
1491 "Very well. The front gate is now unlocked, but you cannot re-enter."
1492 "Can I ask you some questions before I leave?"
1493 "Thank you, Soego. I will leave now."
1494 "Get out?" Soego frowns. "How did you get in?"
1495 "I was here for an interment earlier, paying my respects. I'm ready to leave... but I seem to have gotten turned around. Can you help me find the exit?"
1496 "I don't really know."
1497 "I don't really know."
1498 "I woke up on one of the slabs upstairs, and my memory's... a little foggy."
1499 "I don't have time for this. Farewell."
1500 Soego clicks his tongue. "Most curious." He studies you again. "Is it possible that you are one of the Contracted?"
1501 "Uh, 'Contracted'?"
1502 "I really don't have time for this. Farewell."
1503 As you are turning to leave, the Dustman stops sniffing you and gives a slight hiss. "By the powers!" The Dustman draws back, his eyes widening. You notice his eyes aren't bloodshot so much as they have a red tinge to them. "Sirrah, you force an unflattering confession from me: you make a convincing zombie." He bows slightly. "I am Soego. May I ask your business here... looking like that?"
1504 "It's none of your concern."
1505 "I'm not certain what I'm doing here. I woke up on one of the slabs upstairs, and my memory's... a little foggy."
1506 "I'm lost, and I'm looking for the exit. Can you help me?"
1508 "I am trying to get out of here."
1509 "I needed a change."
1510 "I really don't have time for this. Farewell."
1511 "I see..." Soego's eyes gleam red, and the corners of his mouth twitch slightly, as if in anticipation. "Mayhap..." He sneers, displaying a row of sharp, dirty teeth. "Mayhap I should call the guards? Yes... yes, I think I will do that."
1512 "Hold a moment! I was lost... I just got turned around in the halls here, and I can't seem to find the exit. Can you help me?"
1513 "Stop! Don't call the guards! I just want to get out of here... can you help me?"
1514 Snap his neck before he can call out.
1515 Snap his neck before he can call out.
1516 "Summon them, then. I'd like to meet them."
1517 As you turn to leave, Soego gives an angry hiss... then suddenly composes himself and raises his hand. "No, no, I'm afraid you can't leave. Something is amiss here. I think it is best we get this matter straightened out..." The corners of his lips twitch slightly, and his eyes gleam. "...mayhap the guards could help. Yes... mayhap I should call them."
1518 "Hold a moment! I was lost... I just got turned around in the halls here, and I can't seem to find the exit. Can you help me?"
1519 "You misunderstand... the mistaken interment was ME."
1520 "Stop! Don't call the guards! I just want to get out of here... can you help me?"
1521 Snap his neck before he can call out.
1522 Snap his neck before he can call out.
1523 "Summon them, then. I'd like to meet them."
1524 Soego takes a step back, then claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
1525 "All right then..."
1526 Before he can utter a word, your hands clamp onto his temples, and you twist his head sharply to the left.
1528 "Can't have you alerting your friends..."
1529 There is a *crack* as his neck snaps... but instead of falling limp, the Dustman gives a strangled cry and rips himself from your grip!
1530 "What...?!"
1531 "What...?!"
1532 The Dustman looks as shocked as you; his eyes are wild, and he is making a gurgling noise in his throat... you're certain you've snapped his neck, for his head is twisted at an unnatural angle, but he's still alive! As you watch, stunned, he claps his hands weakly three times. In response, a great iron bell begins tolling throughout the Mortuary.
1533 "All right then..."
1534 *Something* must have alerted the Dustman... before you can even lunge for him, he leaps back, his eyes gleaming red and his teeth bared. With a hiss, he claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
1535 "All right then..."
1536 You see one of Curst's guards. He is bloodied and panting. "Got no time to talk. You got a free hand, you can help with... the defense." He waves a hand at you, dismissing you.
1537 Well, now that you mention it, I'm doing poorly.
1538 "What happened was that some damn fool set something free and suddenly we're in Carceri fightin' for our lives. Now get out of here and do something useful."
1539 "Didn't I tell you to get on about your business? I meant it! Go on!"
1540 "What in the Nine Hells are you doing down here?"
1541 "Stop right there!" The guard attacks!
1542 You see a man in old and tattered clothes. As you approach him, he makes a detour to avoid you and keeps walking.
1543 The man ignores you, begins to walk faster.
1544 He turns, glancing briefly to the right and left of you as if looking to see if you have any friends with you. He draws a dagger. "Ye'd best leave me be, or you'll be wearing this steel 'tween yer ribs!"
1545 You see a man in old and tattered clothes. As you approach him, he stops in his tracks and stares at you.
1546 "Have a *problem,* berk...? Or are ye *lookin'* fer one?" Spits at your feet. "Get on wit' ye 'fore ye add to yer scars."
1547 Scoffs. "I'm sure ye do, and I have no answers for the likes of you. Piss off!"
1548 "Hey! Hold for a moment!"
1549 "Greetings..."
1550 Leave him in peace.
1551 "Sir?"
1552 "Hey! Hold for a moment!"
1553 Leave him in peace.
1554 "Calm down. I just had some questions..."
1555 Attack him.
1556 "Farewell, then."
1557 He scoffs. "I'm sure ye do, and I have no answers for the likes of you. Piss off!"
1558 Attack him.
1559 "Farewell, then."
1560 "Greetings."
1561 Leave him in peace.
1562 "Calm down. I just had some questions..."
1563 Attack him.
1564 "Farewell, then."
1565 Attack him.
1566 "Farewell, then."
1567 You see a man in tattered clothing. As you approach him, he suddenly stops and begins to look around, frightened.
1568 "You there! Hold a moment!"
1569 "Greetings."
1570 Leave him in peace.
1571 The man looks startled, then takes a step back. "Eh? What ye be wantin', cutter?" His voice is shaky, and he seems taken aback by your scars. "I have nothing on me, so's I don't, and my rags are not worth the trouble."
1572 "Calm yourself. I'm not here to rob you. I had some questions..."
1573 "Run, and I promise you won't get far. I had some questions..."
1574 "Nothing. Farewell."
1575 "Eh?" He doesn't seem thrilled to see you. "What ye be wantin' *now,* cutter?"
1576 "I had some questions..."
1577 "Nothing. Farewell."
1578 He keeps a safe distance, and his eyes dart from side to side, as if expecting something to step out of the shadows. "Questions ye said...? An'... eh... what might those questions be?"
1579 "Can you tell me about Sigil?"
1580 "Can you tell me about this... city?"
1581 "Can you tell me about these slums?"
1582 "Can you tell me about the Hive?"
1583 "Can you tell me about the Lady of Pain?"
1584 "Do you know someone named Pharod?"
1585 "I'm missing a journal. Have you seen one?"
1586 "Eh..." He looks at you warily, and his brow furrows in confusion. "What ye wanting ta know 'bout the Hive, cutter?"
1587 "Why is it called the Hive?"
1588 "What's around here of interest?"
1589 "Never mind. I had some other questions..."
1590 "Nothing. Farewell."
1591 "Eh... what might those questions be?"
1592 "Can you tell me about this... city?"
1593 "Can you tell me about Sigil?"
1594 "Can you tell me about these slums?"
1595 "Can you tell me about the Hive?"
1596 "Can you tell me about the Lady of Pain?"
1597 "Do you know someone named Pharod?"
1598 "I'm missing a journal. Have you seen one, or do you know where I might find one?"
1599 He looks puzzled. "I... don't know." He looks frightened that he doesn't know the answer. "Mess o' streets, mess o' people, mayhap."
1600 "What's around here of interest?"
1601 "I see. I had some other questions..."
1602 "Never mind then. Farewell."
1603 "It... eh... depenz. Depenz on what ye find interesting, cutter."
1604 "I'm looking for a good time."
1605 "I'm looking for a good time."
1606 "I'm looking for work."
1607 "I'm looking for someone named Pharod."
1608 "I'm looking for a missing journal. Do you happen to know where I might find one?"
1609 "Forget it. I had some other questions..."
1610 "Well..." He licks his lips. "There's the Smolderin' Corpse bar... n' the Dustie bar... though you don't look the cutter ta be drinkin' bub with the Dusties... any o' the other places 'round here is jest dangerous, so be on yer guard."
1611 "Where are the places you mentioned?"
1612 "What's dangerous around here?"
1613 "'Dusties'?"
1614 "I had some other questions..."
1615 "I see. Thanks for the information. Farewell."
1616 "Well, the Smolderin' Corpse is a few blocks spireward - uh, southward - of the Mortuary - and the Dustie bar is just a little to the south n' west of the Mortuary."
1617 "Anywhere in the Hive, once dark falls. Then there's the Angled Alley... ye want ta be keepin' yerself outta there unless ye want ta be in the dead-book."
1618 "Why is this 'Alley of Angles' so dangerous?"
1619 "I had some other questions..."
1620 "Thanks for the information. Farewell."
1621 He thinks. "Precious little... eh, honest... work ta be found 'round here, cutter. Ye ken hunt some brain vermin fer some coppers, pass them off ta the Branch Office of Vermin fer some jink, ta hear tell, but messin' with the brain vermin's dangerous work, though. Ye ken also gather some deaders around the Hive, take it ta the Mortuary fer some jink."
1622 "It's next to th' Hive market. Go spireward - that's south n' west of the Mortuary - three or four blocks, n' ye'll dead-end into it. The rat catchers mither out in front, can't miss it."
1623 "Where's this branch office?"
1624 "Brain vermin?"
1625 "Gather bodies?"
1626 "I had some other questions..."
1627 "I see. Thanks for the information. Farewell."
1628 "Aye, the Dusties will pay jink for any deaders ye bring ta their gates. Not much jink ta be made, but enough fer the Collectors t'keep makin' their rounds... an' there's always enough deaders ta be found 'round here."
1629 "Where was that branch office you mentioned located?"
1630 "What were you saying about 'brain vermin'?"
1631 "'Dusties'?"
1632 "What other work is there in the Hive?"
1633 "Collectors?"
1634 "Aye, nasty little critters." He bares his teeth like a rat. He looks pretty foolish. "Alone, they're barely nothing at all... it's jest when brain vermin get together, they get all smart the more of them are around each other. They start gettin' as smart as a human..." He shakes his head. "Nobody in their right mind wants that ta happen. Hazard ta everyone's health, it is."
1635 "Aye... Dusties... Dustmen... the pale-faced Dead, they are, all grim and no humor to speak of. They keep the streets free o' the dead, stack 'em in the Mortuary. That's their job in Sigil, mostly cause no one else wants it."
1636 "I had some other questions..."
1637 "I see. Thanks for the information. Farewell."
1638 "What other work is there in the Hive?"
1639 "Which o' em?"
1640 "How about the Dustmen..."
1641 "The Chaosmen... they sound interesting."
1642 "The Indeps?"
1643 "Never mind. I had some other questions..."
1644 "Forget the question. Farewell."
1645 "What d'ye want t'know 'bout Sigil then?"
1646 "What *is* this place?"
1647 "*Where* is Sigil?"
1648 "Actually, I had some other questions..."
1649 "Never mind. Farewell."
1650 "Th'city. City o' Doors, the Cage. Place where all doors lead to, n' from. Center of the planes, and gets most of the backwash from all places, too. Some say this is where everybody ends up at one point or another."
1651 "I had some other questions..."
1652 "'City of Doors'?"
1653 "Thanks for the information. Farewell."
1654 "Eh, aye... y'see, cutter, th' city is..." He frowns, as if struggling with the words. "The city's got a batch of doors scattered through it... n'... y'see, the doors..." He frowns again, then sighs.
1655 "Let me rattle my bone-box with a lil' more sense: Y'see, there's 'doors' all over Sigil, but they don't always look like doors. They're more like portals, see? An' they ken be just about *anything*... a window frame... er, a picture frame, an archway... a barrel hoop, a space between a table's legs... or a statue's legs..."
1656 "And... you're saying all of these things are doors?"
1657 "The doors...?"
1658 "I can see this is going to take a while. I had some other questions..."
1659 "Never mind. Farewell."
1660 He frowns again. "Doors... portals can be anything that's closed on all sides. It's hard ta tell where they are... unless ye got the key to the door. That how you get here, cutter? Through a door?"
1661 "I... see. I had some other questions..."
1662 "Thanks for the information. Farewell."
1663 "What makes you say that?"
1664 "Eh... well, ye don't act like ye're from 'round Sigil, see?"
1665 "Never mind. Farewell."
1666 "What are these 'Keys' you mentioned?"
1667 "So there's all these doors in the city... where do they all go to?"
1668 "Maybe... look, I had some other questions..."
1669 "Never mind. Farewell."
1670 "Each door's got a key, which makes it open, see? Mosttimes, ye won't even *know* a door's around ye, *unless* ye got the key. Then th' door opens, an' ye can step through an' take yer chances. Trick is, ye know how I was saying that doors ken be anything? Well, so ken keys. They could be a tune ye hum to yerself near the door, a thought ye be havin' about pastries, or a lil' jig you do, or maybe the key's an object, like a piece of glass, or a cobblestone, or a broken tooth... anythin'."
1671 "Where do all these doors in the city go to?"
1672 "Before, you asked if I came through one of these doors. What made you say that?"
1673 "Sounds pretty confusing."
1674 "Ye get used ta it, ye do."
1675 "Before, you asked if I came through one of these doors. What made you say that?"
1676 "Where do all these doors in the city go to?"
1677 He shrugs. "Doors ken go *anywhere,* cutter. Some don't even lead ta the same place twice." He sighs. "Y'see, such is the way and number of the doors that they lead to almost anywhere in the planes... *anywhere.* It's jest that there are so damnable many o' em, it's hard finding one that takes ye right where ye want to go."
1678 "You said these doors have 'keys'...?"
1679 "Before, you asked if I came through one of these doors. What made you say that?"
1680 "Center of the planes, ta here tell. Don't know from experience." He shrugs. "I imagine everyplace touches here... one way or another. Not all o' a Sigil as ugly as y'see here, neither."
1681 "I had some other questions..."
1682 "Never mind. Farewell."
1683 "The mistress o' Sigil? Ye've not *heard* o' her? Ye must be blessed or more cluel... eh, know little about Sigil, indeed." He laughs weakly. "Lady's word's law here in Sigil." He thinks for a moment. "'Cept she don't say much. Dead silent she is, actually."
1684 "Ye're missin' a what?" He looks confused. "No idea where ye'd find such a thing, cutter."
1685 He looks at you warily. "Don't want ta be talkin' too much about her, cutter... ye don't want ta cross her shadow nor be singing her praises, all right? Now, let's say no more about it. Rattlin' yer bone-box about the lady is dim, dim indeed."
1686 "Some law."
1687 "What else can you tell me about this Lady?"
1688 "I see. I had some other questions..."
1689 "Never mind. Farewell."
1690 "The Dusties' kip. Grim-lookin' place. Don't even want ta be seein' that place even when they pen me in the dead-book."
1691 "Vultures. Lot of 'em have their kip in Ragpicker's Square. Gather th' deaders, scuttle everythin' worth jink from 'em, then sell the bodies back ta th' Dusties at the Mortuary."
1692 "All right then, I had some other questions..."
1693 "Never mind. Farewell."
1694 "I had some other questions..."
1695 "I see. Farewell."
1696 "Why do they do that?"
1697 "I had some other questions..."
1698 "What other work is there in the Hive?"
1699 "Dusties pay jink ta people fer bringin' 'em deaders off the streets and alleys, makes the Dusties' lives a lil' easier ta have a batch of Hivers collecting bodies for 'em. Lot of deaders in the Hive, every day."
1700 "I had some other questions..."
1701 "What other work is there in the Hive?"
1702 "Name's not one I know, cutter. Who's he?"
1703 "He's a Collector, I think."
1704 "Got it, thanks. I had some other questions..."
1705 "I'm trying to find that out myself. Look, I had some other questions..."
1706 "Understood. Farewell."
1707 He thinks. "Well, then he most likely has his kip in Ragpicker's Square, then. Ye might want ta look there... during the day, that is. Not a nice place at night."
1708 "Where is this Ragpicker's Square located?"
1709 "I had some other questions..."
1710 "Thanks for the warning. Farewell."
1711 "It's a few blocks from here - go west from the Mortuary as far as ye ken go, an' ye'll run right into it. Careful when ye're around there though, cutter... the Collectors there don't always wait fer a body ta die before collectin' on them, aye?"
1712 "Place o' gangers and muggers, cutter. Don't be going there unless ye want yer next stop ta be the Mortuary. Th'alley's a big burnt wreck, used ta be a street 'fore some barmy mage burned it down one night. Hear tell, they caught th'fella, burned 'im in return, then put 'im on display at the Smolderin' Corpse bar. That's th'Hive fer ye."
1713 "Eh..." He licks his lips as you turn to leave. "Cutter, ye might think ye..." He studies you for a moment. "Ye could spare a few coppers fer a blood who helped ye on yer way? Not many'd around here, do that fer a fella... enough fer a man ta wet his tongue after all that talkin'? Eh?"
1714 "No."
1715 "I'll spare your life. How's that?"
1716 "Fair enough." Give him a copper piece.
1717 Give five coppers.
1718 Give ten coppers.
1719 He seems disappointed. "Oh, well, aye... peace, then, cutter..." He grumbles under his breath as he walks off.
1720 Leave.
1721 Leave.
1722 The man looks startled and raises his hands. "Nay, nay, nothin', cutter! I was marking the weather, so I was! Nothin' about ye!" He looks ready to run.
1723 "*What* did you say?"
1724 Attack him.
1725 Let him run.
1726 "Eh... that be sittin' well with me, cutter." He smiles uneasily. "Peace, then." He leaves quickly.
1727 Attack him.
1728 Let him run.
1729 He glances around to see if anyone saw the exchange, then tucks the jink in the folds of his robe. "Thank ye kindly, cutter! May the Lady's shadow pass ye by!"
1730 "Wait a minute... Lady? What do you mean?"
1731 "I had some other questions..."
1732 "Thanks. Farewell."
1733 "I had some other questions..."
1734 Kester's Legacy
1735 Dabus
1736 Harlot
1737 Tiefling
1738 Dabus
1739 Githzerai Townsperson
1740 Harlot
1741 Githzerai
1742 Drunk Harlot
1743 Drunk Harlot
1744 Curst Townie, Female
1745 Damsel in Distress
1746 Damsel in Distress
1747 Krystall
1748 Fleece
1749 Hive Thug
1750 Hive Townsperson
1751 Frightened Hive Dweller
1752 Angry Hive Dweller
1753 Hive Thug
1754 You see a man who is looking around at the buildings with some confusion. He looks lost and is mumbling to himself.
1755 "Greetings."
1756 Pass on by.
1757 The man looks relieved. "At *last!* I beg your indulgence, good sir, I seem to have gotten turned around in this maze of streets..." He chuckles uncomfortably. "I'm afraid this area of the city is somewhat..." He glances around apprehensively. "...unknown to me. The residents seem most unwilling to extend aid to a visitor..." He looks at you hopefully. "Could I prevail upon you to help me, perchance?"
1758 "Depends on the kind of help you need."
1759 "Certainly. Where are you trying to go?"
1760 "You're on your own. If I were you, I'd get out of this area as soon as you can."
1761 "I don't have the time to help you right now... farewell."
1762 "I seek the house of my Aunt Marguerite. She is reported to dwell in a house close to the Mortuary, but the street layout seems to have changed since my last visit... do you know of the house of which I speak?"
1763 Lie: "I do. I can direct you there... for a price."
1764 Truth: "I'm afraid that I have never heard of such a place."
1765 "I cannot help you. Farewell."
1766 "Ah, that is fair, indeed. To hear last tell, she had her home near the Mortuary." His eyes narrow, as if studying you. "Do you know exactly where her home is?"
1767 Shadow
1768 Greater Shadow
1769 Shadow
1770 Ash-Mantle
1771 Greater Shadow
1772 Quill Pen
1773 Lockpicks
1774 Preparation Room Key
1775 Preparation Room Key
1776 PREPARATION 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.^-
1777 Mortuary Key
1778 Mortuary Key
1779 MORTUARY 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.^-
1780 Embalming Room Key
1781 Embalming Room Key
1782 You see a tall creature with a shock of white hair. Its skin has a greenish cast, and a pair of goat horns protrudes from its forehead. It is dressed in long flowing robes and appears to be floating slightly above the ground.
1783 "Greetings."
1784 "Greetings."
1785 "Greetings."
1786 The creature turns to face you and a series of symbols appear around its head. The symbols have a slight glow about them, and they just... hover there.
1787 The dabus waits patiently, its hands tucked into its sleeves. A series of symbols materialize above its head, then they vanish and a question mark appears.
1788 Before you is a young Dustman with stubble on his chin and dark circles beneath his eyes. He is staring at the wall with a somber expression.
1789 You see Awaiting-Death. He doesn't seem to be aware of you.
1790 You see a heavy-set man with dark skin and grim features. He is dressed in Dustman robes and is regarding you with a stony gaze.
1791 "Greetings."
1792 ::Skritch Skritch::
1793 "I'll be back with your receipt!"
1794 This tiny, wizened man is dwarfed by his huge Dustman robes; they look as if they were chosen to cloak his small stature. Although he looks to be in his late nineties, this man is extremely energetic... he fidgets continuously, and his eyes dart around the bar like a bird's.
1795 The man's eyes gleam as he takes your measure, and he gives a slight nod in greeting. "Hail and well met, traveler. You look like one who is just getting their Sigil legs about them..." He trails off. "Pardon me, have we met before? Your face seems familiar somehow."
1796 As you approach, the elderly woman turns and stares at you. "La, look who's come a-calling on Sere today... death's dearest son." She looks you up and down, then shakes her head in disbelief. "By every power and its mother, boy... what crypt did *you* crawl out of?"
1797 "I didn't crawl out of any crypt."
1798 This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. It is worthless.
1799 Who are you? What are you doing on our territory?
1800 You see a cool, collected woman. Her face is set in hard, determined lines. Her voice is low and firm. "I am Krystall, leader of these Razor Angels. You are in our home. What do you want of me?"
1801 This squat old woman looks like she has had all the color bled out of her - everything from her hair, to her shawl, to her robe - all are shades of gray. The only splotches of color on her come from several strange herbs, which are tied to her belt by their stalks. The herbs make a strange *swsshhh* when she moves, like a broom.
1802 "Greetings."
1803 Old Mebbeth
1804 Midwife
1805 This man is draped in filthy, tattered brown robes, a long hood concealing most of his face from view.
1806 All right then. I'll come back later.
1807 Back to the Buried Village
1808 Doorway to Ragpicker's Square
1809 You see a tired-looking woman dressed in a tight leather bodice and leggings. The odor of cheap perfume surrounds her like a cloud, and her face is covered with a mask of crude make-up. She smiles as she sees you. "Why doncha stay and chat wit' me a bit, love?"
1810 The woman looks coyly at you. "Now ye look ta be a blood who's *lost* something. Mayhap I can help ye find it, cutter?" She smiles slightly.
1811 This monument looks similar to the one outside the Mortuary. There are no identifying marks on it either.
1812 "Eh?" She seems confused. "What're ye about?"
1813 Her tone becomes business-like. "Aye, love, now there's the matter of a finder's fee."
1814 "Some coppers fer a *glance* at what ye're missing, and ten coppers ta actually find what ye're missing."
1815 "I think ye've found what ye're lookin' fer. Come along then, love."
1816 The woman smiles. "Not enough jink, eh? Not ta worry, love... y'come back when ye're heavier in the purse."
1817 The woman breaks in. "It's twice the cost fer the mimir... or any other degenerate."
1818 "What good fortune! We probably lost what we're looking for back at your kip, miss."
1819 "Maybe you can help me find what I'm missing, miss."
1820 "Actually, I'm missing a journal."
1821 "I'm not missing anything, but I did have some questions..."
1822 "I must take my leave. Farewell."
1823 "May a pox shrivel yer innards! Ye have the stink and fashion sense of a goatherd, and ye're twice as ugly!"
1824 The woman frowns. "I'm not a tout..." She frowns, then rubs two fingers together. "*Unless* ye've got some jink ta pay fer my time."
1825 "Ten coppers. Other questions of a deeper chant'll cost ye more."
1826 "Yer loss. When ye get tired o' losin' things and need ta find some things, love, y'come see me."
1827 "Aye, then." She slips the jink into her palm, where it promptly vanishes. "Now..."
1828 "Ask yer questions, love."
1829 Her eyes narrow suspiciously. "The city? What about it?"
1830 "What's Sigil, y'mean?" She shrugs, looks around. "It's the city beneath yer feet n' risin' t'either side of ye." She smiles. "Makes visitors' stomachs gallop, it does."
1831 "Center o' the planes, t'hear it told." She snorts. "If ye believe that wash."
1832 She smirks. "Well now, love, according ta the graybeards n' scholars n' Guvners and alla the rest o' them rattlin' their brain-boxes, they says the planes go on forever." She taps her head. "Who's ta say where the 'center' is?"
1833 She puts her hands on her hips and pouts. "Depends on yer interest, cutter."
1834 "I already made ye an offer, love, and it's not an unfair price. Don't know o' nowhere else ye might be enjoyin' the delights ye'd have with me."
1835 She laughs. "Ye're asking *me?* What, ye thinkin' o' becoming one o' the Sisterhood are ye?" She nearly buckles over in laughter... the screeching is similar to a drunken harpy's. Eventually, the gales of laughter subside, and she takes a deep breath. "Ye're... ye're a rich man, ye are."
1836 This ash covered tree looks like it has suffered greatly since being transplanted here.
1837 She smiles knowingly. "I jest... 'serve'... the factions, love. I don't deal with them."
1838 "The Dustmen don't behave like Dusties in my arms, love." She scoffs. "Those bashers speak so much 'bout death, yet they don't say much when they's with me, y'see?"
1839 "No idea where ye'd find such a thing, love. Ye might look... elsewhere." She smiles suggestively. "I know some places ye might start."
1840 "Pharod? Now *that's* one o' the greater darks, love. If ye be wantin' t'know about that blood, that'll be thrice the coppers of a normal asking."
1841 She gives your coins a once over, then shrugs and pockets them. "What ye be wantin' t'know about ol' Pharod?"
1842 She shrugs. "Chant is he's a Collector boss. Has a whole bunch o' bloods in his shadow."
1843 "Now, no one knows fer dead sure, but if *I* were ta suggest a place, love, I'd say Ragpicker's Square."
1844 "Chief, can you sport me some jink... it's... eh... been a long time, it has."
1845 "Uh... well, I suppose it can't *hurt*..."
1846 "I'm not even going to ask how you intend to accomplish this."
1847 "Look... we really have to leave, Morte. Farewell, miss."
1848 "Aye, a big ol' heap o' rags and trash three blocks due west o' the Mortuary... all the Collectors stake their kip there. Chances are, Pharod's got his kip there, too."
1849 "Y'know... them sods that pick up deaders fer jink. A sorry lot."
1850 "'Cause they don't got the looks ta do what I do."
1851 She spits and makes a half-circle around her heart. "That bladed witch! All high and mighty, mistress of all this city, floating and silent, she kills anyone in her shadow. She tends the city, aye..." She hisses. "And leaves the living things in it ta *rot.*"
1852 "That's it, then, cutter."
1853 "Fer ye..." She studies you critically. "Seven coppers, no more, no less. Other questions of a deeper chant'll cost ye more."
1854 "Fer a handsome basher like yerself..." She gives a wide smile, revealing a row of dirty teeth. "Three coppers'll be enough t'loosen me tongue." She licks her lips, then frowns. "Other questions of a deeper chant'll cost ye more, though."
1855 Annah bristles as you are about to walk away with the woman. "Are yeh *daft*... or jest an eejt?!" Her tail lashes back and forth, then she whirls on the harlot. "Hsst!" She brandishes her punch daggers at the startled harlot. "Git, yeh Sig whore!"
1856 She whirls on you. "An' yeh, yeh soddin' piker - yeh'd best stop messin' about else I'll be trimmin' yer stem, aye?"
1857 The woman stumbles into you, then takes a step back, looking up at you with a half-smile. She smells like a distillery.
1858 "Hell-*oooo*..." She waves at you, then breaks into a stream of giggles. "Hell-ooo, big cutter..." She starts laughing again.
1859 She squints at you, puts her hands on her hips, and bends over enough to give you a bird's eye view of her bosom. "Don't I *look* okay to ya, cutter?! Well?" She shakes herself, causing numerous jiggles, then starts laughing again. "Ye're the one who looks ta be needing some love n' care!" She pokes you in the chest with her finger for emphasis.
1860 She gives you a mock-stern gaze. "Ya I might be, iffen ye be makin' the right offer." She presses up against you. "What'll it be?"
1861 She pouts. "Pox on ye, then! See if ye get any better than me, lookin' like you do."
1862 "All right then." She stares you up and down, then seems to sober up a little. "Eh... nay, nay, I think ye'd be more than I could handle, ye would."
1863 "Oh, so ye think *I* can help *you?!* Aye, aren't ya a demanding cutter! Well, sweep me off me feet with such flattery!" She smiles.
1864 "Yes!" She gives a drunken laugh.
1865 "Nooooo!" She seems quite amused by the word and taps you on the chest to emphasize it. "No! No!"
1866 "Yesssssshhh?" She squints at you. "Whazzit?"
1867 You are about to turn away when you stop in your tracks. You suddenly have a feeling that something is *wrong*... and with this feeling comes a realization that this woman's drunkenness is just an act. As you take a closer look at her, you see the harlot tucking something into her sleeve... it looks like something of yours.
1868 Your hand snaps out and wraps around her wrist in a crushing grip. She immediately sobers up, desperately tries to yank her hand free and starts screaming at the top of her lungs.
1869 She pulls her hand back before you can grab it. Her drunk expression vanishes, and she starts screaming at the top of her lungs.
1870 The woman's drunk expression evaporates, and she starts screaming at the top of her lungs.
1871 She continues to struggle in your grip, shouting for help. You can barely believe the lungpower this woman has... it's making your ears ring.
1872 She continues to struggle in your grip, shouting for help. You can barely believe the lungpower this woman has... it's rattling your ears.
1873 Maybe it is your own pick-pocketing skill that causes you to be on your guard, but as you turn to leave, you instinctively check your purse... and notice the harlot removing her hand from it. She doesn't seem to know you saw her, however.
1874 You lean in close, laughing along with her, and you watch as her hand darts to your purse again... her technique seems to be distracting the mark with her drunken chatter (and her bosom) while she lifts the coins from his purse. The sleeves of her dress look to be long and baggy on purpose to hide any stolen items quickly. You make a mental note of her technique... even as her hands make another grab for your purse.
1875 There must be *something* in your tone, because she stops cold and looks at you with large, frightened eyes.
1876 She nods. She peels back her long, baggy sleeves to reveal a small, padded bag hanging from her wrist. It looks like she can palm coins and drop them into the bag; the padding muffles any clinking the coins would make. Without a word, she gives you the bag... it's filled with a few dozen copper commons.
1877 She reaches into her garter strap and pulls forth another bag, which she hands to you. It's filled with copper commons, which you empty into your purse.
1878 She reaches slowly down into her boot and pulls forth a strange, slender-looking dagger, which she hands to you hilt first. She then reaches into her other boot, pulls forth *another* dagger - more wicked than the first, with a wider blade - which she hands to you, hilt-first again. She then tosses her head, revealing a small earring that was hidden by her mass of hair. She snaps it off and passes it to you.
1879 She nods.
1880 Her eyes widen as your hand constricts around her neck, and she claws desperately at your fingers... before she can break free, there is a *snap* and her struggles stop.
1881 You release her, and she slumps to the ground. She was far easier to kill than the Dustmen. You feel a strange shiver as you look at her body... you *know* you've killed others this way. You desperately try to cling to the memory, but it slips away, submerging into your unconscious.
1882 You release her, and she slumps to the ground. You feel a strange shiver as you look at her broken body... you *know* you've killed others this way. With this thought comes the stirring of a memory, but it is not strong enough to surface.
1883 The woman takes a step back, then suddenly starts screaming at the top of her lungs!
1884 Annah suddenly gives a hiss as you turn away, and you see the drunk woman take a step back, frightened.
1885 Annah nods at the woman, then punch daggers sprout from Annah's hands. "This witch's peeled yeh, she has." One of Annah's blades nestles itself under the woman's throat. "Yeh might be short of jink after this Sig whore was rubbin' herself on yeh."
1886 The drunk woman looks at Annah, then at you, and shakes her head, frightened. "I didn't steal anything, cutter! She's wrong!"
1887 "Eh?" Annah snarls, and her tail begins to lash. "Am I *sure?!*" Her blade pokes deeper into the woman's throat. "Aye... I'm sure." Her eyes narrow as she looks at you. "Yeh don't believe me?" She spits. "No matter. I'll gut her, take her jink meself."
1888 "Eh?" Annah hisses like a cat. "Are yeh *daft?!* She's peeled yeh, she has."
1889 The woman pauses for a moment, nods, then slowly reaches up and peels back her sleeve to reveal a small bag tied to her wrist. Annah slices it off and pockets it. "Yeh'd best git." She then pushes the woman away. "Hssst! Git!"
1890 Annah is silent for a long time, then withdraws the blade and steps back. She then gives a hiss and spits at the woman's feet. "Hssst! Git!"
1891 Annah snarls, then slashes her punch dagger up in an arc... cutting through the sleeves of the woman's dress and revealing a bag tied the woman's wrist. It looks like it is kept there to palm money quickly.
1892 The woman nods, then slowly reaches up and unties the small bag from her wrist. Annah snatches it away and pockets it.
1893 "Uh... Greetings."
1894 "Watch where you're going, woman!"
1895 "Farewell."
1896 "Farewell."
1897 "Farewell."
1898 "Farewell."
1899 NEW LIFE
1900 SOEGO'S DUSTMAN HOLY SYMBOL Weight: 1 This holy symbol used to belong to the Dustman Soego. The symbol is of heavy iron, designed to be wrapped around the wearer's wrist with a series of small, tightly linked chains. The symbol itself reminds you of a screaming face.
1901 Examination of the quill pen reveals that the feather is 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.
1902 DHALL'S QUILL PEN Special: Permanent +1 to Lore Skill Weight: 0 Usable only by Mages Examination of the quill pen reveals that the feather is 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. Dhall used this quill pen all of his life, and as such, it carries some of his experiences and memories inside it. By snapping it, you will absorb a portion of his knowledge, giving you a permanent bonus to your Lore skill.
1903 CHARISMA This ability score represents your persuasiveness, personal magnetism, and ability to lead. The higher your Charisma, the more favorably others will react toward you.
1904 You see a heavy-set looking man. He has a stone-faced expression.
1905 "Greetings."
1906 Pass on by.
1907 The man looks at you for a moment, grunts, then raises his hand, revealing a wicked dagger. He smiles evilly and begins twirling it in a menacing arc.
1908 Attack him.
1909 "Uh, farewell..."
1910 The man looks up slowly as you approach. He takes a look at you and sneers in disgust. "What in the nine hells be ye?" He wrinkles his nose. "Mayhap the Dusties are missing one of their rotting dogs." He laughs. "Ha! *Never* have I seen anythin' so ugly."
1911 "Except your reflection?"
1912 "You'd better watch your tongue, or it'll be lying at your feet."
1913 "Farewell."
1914 The man seems taken aback for a moment, then sneers again, fingering the hilt of his blade. "Ye look due for a bleeding, guvner."
1915 "Draw that blade and the only man you'll be killing is yourself."
1916 "Settle down, I have no interest in fighting you."
1917 Attack him.
1918 "Farewell."
1919 He reaches for his weapon. "We'll see, guvner, we'll see..."
1920 "Oh, ye don't, do ye?" He spits at your feet. "What, does the thin, watery blood of cowards fill yer veins, berk? Or did it all seep out during yer last mangling?"
1921 "As I recall, your mother is the one who has the thin, watery blood of cowards running in her veins... by my count, that means half the city's bastards carry the same bloodline as you."
1922 "Let's stop this before there's any trouble."
1923 Attack him.
1924 "Farewell."
1925 The man blinks for a moment, as if digesting what you said, then his face flushes with anger. He draws his blade and lunges at you.
1926 "Nay, nay, berk, it's not that simple. Ye'll have to *pay* fer the privilege of not wearing me blade."
1927 "All right then. How much?"
1928 But your mother doesn't charge. Why do you?
1929 "But your mother doesn't charge. Why do you?"
1930 Attack him.
1931 Just walk away.
1932 "All ye're carrying should settle the matter by my reckoning." He laughs. "Come on now, hand it over."
1933 "Maybe ye better decide fer sure next time if ye want ta talk to me, ye disease of yer mother's loins."
1934 "Aye, be on yer way back to the butcher's shop then, coward." He laughs.
1935 "Aw... my most sincerest apologies, cutter... are ye deaf?" He looks at you contemptuously. "Aw, now, didja take a few knocks on the head, is that it?" He taps his head for emphasis. "Do I haveta talk slow-like to ye, berk?"
1936 Give him all your money.
1937 Attack him.
1938 Leave.
1939 "*What* did you say?"
1940 Let it go and leave.
1941 Attack him.
1942 "*What* did you say?"
1943 Let it go and leave.
1944 Attack him.
1945 "I warned you..."
1946 Defend yourself...
1947 Attack him.
1948 Leave.
1949 He holds up his hands as you reach for your money. "No, coward, ye hold on to it for me for a moment... I think I'll be takin' it anyway, after I gut ye." He draws his blade and smiles. "Looks like I'll be making ye uglier than ye are."
1950 Defend yourself...
1951 "Eh?" He sneers. "Ye again, berk? Ye lookin' for handouts? Best beg somewhere else." He looks you up and down. "Never have I seen anything uglier."
1952 Except your reflection?
1953 "Except your reflection?"
1954 "You'd better watch your tongue, or it'll be lying at your feet."
1955 "Farewell."
1956 As you approach, the man takes a step back; his eyes have a cowardly, predatory light, like a scavenger... just looking at him, you realize he's sizing you up to see if he can best you - but his voice quavers with uncertainty. "Leave me be, I d-d-done nothin' to you."
1957 "Don't even think about attacking me, or my blade will have a new home."
1958 "Are you *looking* for a fight?"
1959 "I'm not lookin' for a fight..." Spittle flies from his mouth as he speaks. "...but ye're the one who should watch yerself if you think yeh can take me, you should!"
1960 "Farewell."
1961 "*No one* speaks to me that way, and *no one* threatens me. Take back what you have said, or you'll be too dead to have a second chance."
1962 "Yeah, yeah. Just keep your distance, or you'll regret it."
1963 Attack him.
1964 "Farewell then."
1965 He looks at you sullenly.
1966 "You *understand* me? Take back what you said, or I'll gut you."
1967 He looks at you sullenly.
1968 "You *understand* me? Keep your distance, or I'll gut you."
1969 Attack him.
1970 Leave.
1971 Attack him.
1972 Leave.
1973 His voice quavers. "I... swallow me words, then. I meant no offense."
1974 "All right then. Get out of my sight."
1975 "Leave my sight."
1976 Attack him anyway.
1977 "You and I shall not cross paths, then. No offense was meant by sharing the street wit ye."
1978 "All right then. Get out of my sight now."
1979 "Leave my sight."
1980 Attack him anyway.
1981 You see a striking red-haired girl dressed in leather armor. Her right arm is covered with a series of interlocking plates that look as if they were taken from the skin of some creature, and a horned shoulder piece protects her left arm. Oddly enough, she has a tail... that is flicking back and forth as you watch. "Pike off."
1982 "Greetings."
1983 Pass on by.
1984 The girl ignores you.
1985 "Who are you?"
1986 "Can you tell me where I am?"
1987 "I'm looking for someone named Pharod. Do you know where I can find him?"
1988 "I'm missing a journal. Have you seen one?"
1989 "Farewell, then."
1990 The girl sneers, then makes an obscene gesture with her tail. "Pike off, yeh clueless sod."
1991 "Aye, I might. I might say more if yeh sweeten th'question, aye?" She clicks her tongue and rubs two fingers together. "Jink-jink, aye?"
1992 "'Jink-jink'?"
1993 "'Jink-jink'?"
1994 "All right... how much?"
1995 "Never mind, then. Farewell."
1996 The girl stares at you in disbelief and her tail stops moving for a moment. "What are you about? Jink - coin... copper, silver, gold... money, aye?" She raises an eyebrow. "Yeh have it, I might have something yeh want ta hear."
1997 "All right. How much?"
1998 "I doubt you have *anything* I want to hear, but try me. Then I'll decide whether it's worth it."
1999 "Never mind. Farewell."
2000 "She means money."
2001 "Oh."
2002 "Aye..." She glances at Morte, then shrugs. "What the skull said. Hard coin."
2003 "All right. How much?"
2004 "I doubt you have *anything* I want to hear, but try me. Then I'll decide whether it's worth it."
2005 "Never mind. Farewell."
2006 "How much is it ta yeh t'know, aye?" She studies you, then folds her arms. "C'mon, I haven't got all day, I haven't."
2007 Turn on the Charm: "How about ten? If your information's good enough, it could be more."
2008 "How about ten? That enough?"
2009 "How about twenty?"
2010 "I don't think I have enough to interest you."
2011 "Never mind. Farewell."
2012 "That lump a copper isn't enough ta whet a Fated's appetite. You'll be needing more if you want ta make friends here, 'tard."
2013 "How about twenty, then?"
2014 "I don't think I have enough to interest you, then."
2015 "Never mind, then. Farewell."
2016 "Aye, all right then..." She pockets the money. It's gone so quickly, you have no idea where it vanished to. "Look for him in the Alley spireward from the Mortuary... that's ta the south an' west of the Mortuary, aye?"
2017 "Very well. I had some other questions..."
2018 "Oddly enough... south and west of the Mortuary is an alley filled with heavily-armed thugs. Know anything about that?"
2019 "Ye're lost, but ye're about ta find trouble. Make yerself lost somewhere else, bubber."
2020 "I had some other questions I wanted to ask first..."
2021 "Farewell then."
2022 "Aye? And what is it yeh want?"
2023 "You know you've got a tail?"
2024 "I can't help but notice that you have a tail."
2025 "Can you tell me where I am?"
2026 "I'm looking for someone named Pharod. Do you know where I can find him?"
2027 "You said Pharod was to the south and west of the Mortuary, correct?"
2028 "Oddly enough... south and west of the Mortuary is an alley filled with heavily-armed thugs. Know anything about that?"
2029 "I'm missing a journal. Have you seen one?"
2030 "Nothing. Farewell."
2031 The red-haired girl scowls as you approach, and her tail begins to lash back and forth. "Well? What is it?"
2032 "You know you've got a tail?"
2033 "I can't help but notice that you have a tail."
2034 "Can you tell me where I am?"
2035 "I'm looking for someone named Pharod. Do you know where I can find him?"
2036 "You said Pharod was to the south and west of the Mortuary, correct?"
2037 "Oddly enough... south and west of the Mortuary is an alley filled with heavily-armed thugs. Know anything about that?"
2038 "I'm missing a journal. Have you seen one?"
2039 "Nothing. Farewell."
2040 "South and west of the Mortuary? Thanks. Farewell."
2041 "*Do* I now?" The girl looks at her tail. "So I do! An' here I was thinking that it was a trick of me eye. My, aren't yeh a sharp cutter?" She bares her teeth. "Why don't yeh piss off ta whatever hole yeh crawled out of and leave me be?! Me nor me tail is for trade, jig?"
2042 "All right... I was just cur-"
2043 "Uh, okay... I had some other quest-"
2044 "Never mind, then. Fare-"
2045 "Yeah, but *why* do you have a tail?"
2046 "Uh, okay... I had some other questions..."
2047 "Never mind... Farewell."
2048 "It's just as well neither you nor your tail are for sale. You couldn't squeak out a living with 'em, anyway."
2049 "Uh..."
2050 "What are yeh about, yeh blighter?! Say it again!"
2051 "He didn't say anything... but I'm still curious... *why* do you have a tail?"
2052 "Forget him... I had some other questions..."
2053 "He said that you couldn't make a living selling yourself."
2054 "He said, and I disagree, that you couldn't make a living selling yourself."
2055 "He said, and I agree, that you couldn't make a living selling yourself."
2056 "Nothing. We're going. Farewell."
2057 "Aye, piss off then."
2058 The girl's eyes narrow to slits. "Are yeh *daft?* Can it be that ye're dumber than stone, or mayhap ye're the power o' ignorance? May the dabus brick yeh over and make yeh a street!"
2059 "Look..."
2060 "Never mind, then. I had some other questions..."
2061 "Farewell, then."
2062 "Bar that! I have nothing more ta say t'yeh, berk! Get!"
2063 "You better watch your tongue, girl, or it's coming off. You better remember that if we speak again."
2064 Leave.
2065 "I've had enough of your lip, girl... time for you to die."
2066 Leave.
2067 "She's a tiefling, chief. They got some demon's blood in 'em, and that makes 'em paranoid and defensive... nice tail, though. Shame it's plastered on such an ugly body."
2068 "Whoa, now..."
2069 "Hey, good one, Morte."
2070 "Yeh better latch yer bone-box, yeh foul-mouthed mimir, 'fore I splits it from yer jaw, jig?"
2071 "Farewell."
2072 The fiend looks amused, and turns to you. "Have you not yet taught her manners, traveler?"
2073 "Annah, still yourself."
2074 "Why don't you *try* and split my jaw, chit?! All I'm hearing is a lotta chatter from some Hive trash! Throw a punch! I dare you! I'll bite your legs off!"
2075 "Enough! We're leaving."
2076 "Enough!"
2077 "No. She's her own person, and speaks her own mind."
2078 "Aye, that's right. Leash yer mimir, 'tard, or I'll bury him with his body, jig?"
2079 "Mimir's a talking encyclopedia. That's me, chief."
2080 "Got it."
2081 "Aye, pike off ta wherever yeh came from, then."
2082 "Farewell to you, too."
2083 Leave.
2084 "Aye, mimir! What, the gulf between yer ears so wide me words echo? Eejit!"
2085 "You still haven't answered my question. What's a mimir?"
2086 "Mimir? What are you talking about?"
2087 "Fine. Look, I had some other questions..."
2088 "Farewell."
2089 She glances at Morte, then you, then sneers. "I guess I know which o' yeh has the brains, eh?"
2090 "Yeah, yeah. Look, I had some other questions..."
2091 "Farewell."
2092 "Oh, aye? It's good I sell corpses then, aye? Yeh look ready for the Dustman's furnace, skull."
2093 "What's all this now? Yeh be playing stern hardhead, friendly hardhead with me?" She sneers. "Pike off, yeh lecherous filth."
2094 "Oh, aye? It's good I sell corpses then, aye? Yeh look ready for the Dustman's furnace, the both of yeh." Her tail begins to lash back and forth. "Don't make me put yeh in the dead-book."
2095 "Sell corpses?"
2096 "I had some other questions..."
2097 "Farewell."
2098 "Not yet... I had some other questions..."
2099 "Farewell."
2100 "Aye, the Dustman pay a lil' jink for anyone with a will ta scrape deaders off the street and bring 'em ta the Mortuary. This is me territory, though, so don't yeh even think about fishing for deaders here, right?"
2101 "Sell corpses?"
2102 "Calm down, girl. I had some other questions, then we'll leave you be..."
2103 "This is going nowhere. Farewell."
2104 Leave.
2105 "What do the Dustmen want with the dead?"
2106 "Your territory?"
2107 "Fine."
2108 "Farewell."
2109 "Ta bury 'em proper like. Send them all ta their right Plane and make sure that everything in the multiverse be nice and tidy."
2110 "Aye, *Plane!* Be the gulf between yer ears so wide me words echo? Pah! Yeh ask too many questions, scab. Pike off and nettle someone else wit' yer questions."
2111 "'Plane'?"
2112 "I see. Look, I had some other questions..."
2113 "Farewell."
2114 "I just had one more question..."
2115 "All right then. Farewell."
2116 "Aye, *my* territory! What, is the gulf between yer ears so wide that me words echo? Pah! Yeh ask too many questions, scab. Pike off and nettle someone else wit' yer questions."
2117 "I just had one more question..."
2118 "All right then. Farewell."
2119 "Hey, easy, I just had some questions..."
2120 "Watch your mouth, girl. I'm *not* in the mood. Now answer my question. Who are you?"
2121 "Uh... Farewell, then."
2122 She looks at you strangely. "Nay... I've seen nothing like that, I haven't."
2123 "All right. I had some other questions..."
2124 "Thanks anyway. Farewell."
2125 "Oh, aye? Well, maybe yeh'd be best asking them where ol' stutter-crutch is."
2126 Truth: "Enough of your lies. Tell me where Pharod is, girl, or you'll soon number amongst the city's dead."
2127 Bluff: "Enough of your lies. Tell me where Pharod is, girl, or you'll soon number amongst the city's dead."
2128 "Maybe I will. Look, I had some other questions..."
2129 "Aye..." She studies you. "I did. Have yeh forgotten already?"
2130 "No, but I did have some questions..."
2131 "No, but I was wondering if *you* had... you see, south and west of the Mortuary is an alley filled with heavily-armed thugs. Know anything about that?"
2132 "Not this time. Farewell."
2133 You see a man in long black robes and a pale face. He looks to be one of the same people you saw in the Mortuary, but unlike them, this man looks confused and is glancing about. When he spots you, he raises his hand to attract your attention.
2134 You see a Dustman in long black robes and a pale face. Unlike the Dustman you saw in the Mortuary, however, this man looks confused and is glancing about, as if looking for something. When he spots you, he raises his hand to attract your attention.
2135 The man seems relieved that you are speaking to him. He bows slightly. "Thank you for hearing me, traveler. I am known as Ash-Mantle, one of the Dustmen sect. I was wondering if you could direct me... I don't know the area very well, and I'm looking for a certain establishment, a bar, that those of my sect frequent. Do you know of such a place?"
2136 The Dustman nods. "Well, yes, *faction,* I meant faction... sect, faction, they are much the same thing, really... do you happen to know of this bar that my faction frequents?"
2137 He sighs and holds up his hands. "I regret to say that I have no jink to spare."
2138 The Dustman nods and gives a final bow. "Thank you for your time."
2139 The Dustman smiles. "Thank you very much, traveler. I appreciate your kindness. The people of the Hive are... rarely helpful in such matters."
2140 He nods. "Your request is reasonable. Tell me where I might find the Gathering Dust bar, and I will be happy to answer any of your questions."
2141 "What questions do you have?"
2142 "I'm sorry, but that name is not known to me."
2143 "I do not know where you might find such a thing. I mourn its loss."
2144 The man shrugs slightly. "I am not without sympathy for your loss. There are many things of value in one's life."
2145 "This area... well, there is a market to the northwest, I believe. And some government office to the southwest..." He thinks for a moment. "The Vermin Control Office, I think."
2146 He shrugs. "The Hive is a large place. I know some areas, but not others."
2147 The man blinks. "Well... I am not a common Dustman."
2148 He pauses for a moment... then nods. "It would be my pleasure. We... the Dustmen... recognize this life for what it is: an opportunity to experience our passions before the next life. We sift through the dust of our past lives for meaning before the next."
2149 The man nods, a little uncomfortably. "Why, I am Ash-Mantle, one of the ninth circle."
2150 He suddenly tenses up. "I don't have time to debate the practices and rankings of the Dustman sect with you. So if you'll excuse me..."
2151 The man looks at you innocently, but you see him tense up. "I'm sorry?"
2152 I do not know where it is.
2153 He nods. "Agreed. We'll never cross paths again. I'll find another peel... er, job, elsewhere."
2154 You are about to turn away, when you suddenly have a feeling that something is amiss. Suspicious, you glance at Ash-Mantle again, just in time to see him tucking something into his sleeves... it looks like something of yours.
2155 You would have missed it if you were not suspicious already, but during one of his low bows, you see Ash-Mantle's hand dart out to your purse.
2156 You would have missed it if you hadn't been warned about a Dustman pickpocket, but during one of his low bows, you see Ash-Mantle's hand dart out to your purse.
2157 Maybe it is your own pick-pocketing skill that causes you to be on your guard, but as you turn to leave, you instinctively check your purse... and notice Ash-Mantle removing his hand from it. He doesn't seem to know you saw him, however.
2158 Under the pretense of giving him additional directions to places in the Hive, you engage Ash-Mantle in light conversation and secretly study his movements. Ash-Mantle seems to rely primarily on his Dustman facade to disarm his victim and uses his frequent bowing motions to cover his pick-pocketing attempts. You make a mental note of his technique... just as he makes another attempt to reach into your purse.
2159 Your hand snaps out and wraps around his wrist in a crushing grip. You see his Dustman facade crumple, and he snarls as he tries to tear away from your grip. "Unhand me, dog, or I'll call the guards!"
2160 Your hand snaps out, but Ash-Mantle draws back suddenly and you miss grabbing his wrist. You see his Dustman facade crumple, and with a frightened look, he runs off!
2161 Ash-mantle suddenly takes off running!
2162 "Pah." He looks more irritated than anything else. "What gave me away?"
2163 "What's your questions then?"
2164 He shrugs. "Nobody suspects a Dustman." He gives a hollow chuckle. "Can make a nice bit of jink before anyone catches on to the peel."
2165 The man's eyes narrow. "I have nothing on me. You were my first mark of the day."
2166 He grunts, gauges you for his chances of taking you, thinks better of it, then touches the lining of his robe. With a sharp jerk, he tears a part of the robe and pulls forth a small bit of copper stashed there. He hands it over. You don't think you would have found it if he hadn't revealed it.
2167 He bares his teeth. "I have nothing else."
2168 As you are about to search him, a dagger suddenly slides from his sleeve into his free hand. With a snarl, he attacks you!
2169 The man frowns. "So? You think I seen something like that? I only deal in jink, berk."
2170 "What about him?"
2171 "Will you let me go if I tell you?"
2172 He spits on the ground. "Then I have little ta say on the matter."
2173 "Pharod's a Collector boss. Has a lot of boys in his shadow and, chant is, they've got a tidy operation all set up. Don't know much else about it. I'd be careful if I was tangling with him."
2174 "He's got his kip in Ragpicker's Square... it's this huge batch of rags and garbage north and west of here. Head through the north gate, then keep heading north until you hit it. The chant is that Pharod's hiding out in the trash mountains somewhere, maybe buried beneath 'em. Who knows? Now, you gonna let me go?"
2175 He looks furious. "You *said* you'd let me go."
2176 You see Ash-Mantle again... he still looks lost and is mumbling as he looks at the buildings.
2177 "I'm afraid I've forgotten your directions, sir. Could I prevail upon you to direct me again?"
2178 "I'm leaving! Now let me be!"
2179 "I know you were not able to help me before, sir. Perhaps this time you might know where this bar my sect frequents is?"
2180 "Greetings."
2181 Ignore the man.
2182 "Greetings."
2183 Ignore the man.
2184 "You know, there's been talk that there's a pickpocket masquerading as a Dustman around here. Maybe you know him?"
2185 "'Sect'? Don't you mean 'faction'?"
2186 "'Sect'? You're a Dustman: Don't you mean 'faction'?"
2187 "Oh, the Dustman bar? It's by the Mortuary. Orient yourself by the Mortuary front gate, then walk directly southwest. You can't miss it."
2188 "I've heard of it. I'd be willing to help you... for a price."
2189 Lie: "Er... yeah, I've heard of it. I'd be willing to help you... for a price."
2190 Lie: "Er... yeah, I've heard of it. I'd be willing to help you... if you'll answer some questions for me."
2191 "No, I'm sorry, I don't know where that is."
2192 Lie: "No, I'm sorry, I don't know where that is."
2193 "I can't help you. Farewell."
2194 "I can't help you. Farewell."
2195 "You know, there's been talk that there's a pickpocket masquerading as a Dustman around here. Maybe you know him?"
2196 "The bar you want is by the Mortuary. Orient yourself by the Mortuary front gate, then walk directly southwest. You can't miss it."
2197 "I've heard of it. I'd be willing to help you... for a price."
2198 "I've heard of it. I'd be willing to help you... if you'll answer some questions for me."
2199 Lie: "Er... yeah, I've heard of it. I'd be willing to help you... for a price."
2200 Lie: "Er... yeah, I've heard of it. I'd be willing to help you... if you'll answer some questions for me."
2201 "No, I'm sorry, I don't know where that is."
2202 Lie: "No, I'm sorry, I don't know where that is."
2203 "I can't help you. Farewell."
2204 "I can't help you. Farewell."
2205 "Forget it, then. The bar you're looking for is by the Mortuary. Orient yourself by the Mortuary front gate, then walk directly southwest. You can't miss it."
2206 "How about you answer some questions for me, and we'll call it even."
2207 You see a pretty young woman. Her hair is in disarray and the bodice of her dress is torn. She looks about in desperation and then notices you.
2208 "Greetings."
2209 Ignore her.
2210 Ancient Scroll
2211 Vorten
2212 Vorten
2213 Greater Glabrezu
2214 Greater Glabrezu
2215 Kester
2216 Kester
2241 Enough of your lies!
2246 Lie: "She is south and east of the Mortuary, near one of the mausoleums."
2247 "I'm sorry, did you say 'Aunt Marguerite'? I misunderstood you, and was thinking of someone else."
2248 "Oh, wait. I thought you were asking about one of the brothels around here. Never mind."
2249 The man shakes his head. "Oh, nay, nay... she is not *that* close, surely. Perhaps you are thinking of someone else." The man looks about, then turns back to you. "I shall see if someone else knows. I thank you for your time, good sir."
2250 "Farewell."
2251 "Farewell."
2252 "Farewell."
2253 "Farewell."
2254 "Farewell."
2255 The man frowns in disappointment. "Ah, I suppose it would have been too much good fortune to hope that you would know of such a place." He nods slightly in thanks. "Well, I thank you for your time, good sir; it is most welcome on these streets."
2256 "Farewell."
2257 "Farewell."
2258 "Farewell."
2259 "Farewell."
2260 "Farewell."
2261 "An easy mistake, I'm sure, good sir. I thank you for your time, then."
2262 "Farewell."
2263 "Farewell."
2264 "Farewell."
2265 "Farewell."
2266 "Farewell."
2267 The man blinks in surprise. "Eh... nay, nay." He smiles uneasily. "My aunt does not engage in those sort of pursuits."
2268 "That's not what *I* hear."
2269 "Farewell."
2270 "Farewell."
2271 "Farewell."
2272 "Farewell."
2273 "Farewell."
2274 The man seems confused. "I... will take my leave of you, good sir."
2275 "Say hello to your Aunt for me. Tell her I'll come back soon."
2276 This man slowly turns as you approach. His eyes are like two black stones; they briefly flicker over your frame, then he locks gazes with you. Although this man looks humanoid, he has a yellow cast to his skin and gaunt features. He has a thin, angular frame; his limbs look like they're made of nothing but strings of muscle knotted around bone. His clothing is a curious blend of sharp colors and dull, mud-stained browns.
2277 He pauses for a moment, studying you, then replies in broken common. "You are *known* to me." His accent makes it difficult to understand him - it's like he takes every word, snaps it, then drags out every vowel for good measure. The emphasis he places on the word *known* strikes you as odd. "I will hear you."
2278 "Your name is *known* to me. Your actions are *known* to me. Your nature is *known* through your actions. You are *known* to be a friend of the People." His eyes flicker over you again, as if re-appraising you. "I will hear you."
2279 "Your name is *known* to me. You have let the ground drink githyanki blood. Your nature is *known* through your actions." His eyes flicker over you again, as if re-appraising you. "I will hear you."
2280 "Your name is *known* to me. You gave aid to one of our People who was made ill by the poisons of this city. Your nature is *known* through this act. You are *known* to be a friend of the people." His eyes flicker over you again, as if re-appraising you. "I will hear you."
2281 The man remains silent. He does not acknowledge your greeting, merely stares at you.
2282 For a second, the gith doesn't seem to have heard you. Then there is the whisper of steel and a blade sprouts from the gith's hands. With a hiss, he lunges at you!
2283 The gith remains silent, though his black eyes are still locked on you.
2284 He pauses for a moment, studying you, then replies in broken common. "You are not *known* to me." His accent makes it difficult to understand him - it's like he takes every word, snaps it, then drags out every vowel for good measure. The emphasis he places on the word *known* strikes you as odd. "What do you want?"
2285 "I will not hear you." He looks like he is about to walk past you.
2286 He stops and locks gazes with you again. Before you can speak, there is the whisper of steel and a blade suddenly sprouts from his hand. "Stand aside."
2287 His expression does not change. "Stand aside."
2288 With a hiss, he attacks you!
2289 Empty node.
2290 "K'atzn'ii-at-the-Gate."
2291 K'atzn'ii-at-the-Gate: "Ask and you will answer both our questions." *(K'atzn'ii was a githzerai pilgrim who wandered the githzerai's home plane of Limbo to 'test' her people's discipline. She would appear at the gate of each githzerai city and ask a series of questions. The answers the citizens gave allowed her to know the nature the githzerai that lived beyond its walls. Unknown to K'aztn'ii, however, the questions she asked allowed the githzerai to know her nature as well.)*
2292 The gith pauses, then speaks again. "Ask your questions. I will hear you."
2293 You see a woman dressed in faded, patched-up clothes. She glances at you as you approach, but turns away quickly, as if unwilling to make eye contact with you.
2294 "Greetings."
2295 Ignore her.
2296 The woman glances at you again, gives you an ice-cold look, then turns away.
2297 "Uh... miss?"
2298 Ignore her.
2299 She turns again... and this time, you see a dagger in her hand. "Leave me be, dog, or I'll be jabbin' this where they'll never be finding it!"
2300 "Calm down... I just had some questions I wanted to ask you."
2301 Leave her be.
2302 She makes a semi-circle over her heart with her free hand, as if to ward off evil. "I have nothin' to say to ye! Be gone with ye!"
2303 Attack her.
2304 Leave.
2305 You see a somber, pale-faced woman in black robes. She is staring into the distance and doesn't appear to notice you.
2306 "Greetings."
2307 Leave her in peace.
2308 You see a somber, pale-faced Dustwoman in black robes. She is staring into the distance and doesn't appear to notice you.
2309 She turns slowly to face you. "Yes?"
2310 She folds her arms into her robes and waits.
2311 She shakes her head.
2312 She shakes her head.
2313 "Greetings."
2314 Leave her in peace.
2315 "I had some questions..."
2316 "Nothing, never mind."
2317 "Do you know someone named Pharod?"
2318 "I'm looking for a lost journal. Have you seen one?"
2319 "Nothing, never mind."
2320 "I'm looking for a lost journal. Have you seen one?"
2321 "Thanks anyway. Farewell."
2322 "Do you know where I can find someone named Pharod?"
2323 "Thanks anyway. Farewell."
2324 You see a somber, pale-faced man in black robes. He doesn't appear to notice you.
2325 You see a somber, pale-faced Dustman in black robes. He doesn't appear to notice you.
2326 He turns slowly to face you. "Yes?"
2327 He folds his arms into his robes and waits.
2328 He shakes his head.
2329 He shakes his head.
2330 "Greetings."
2331 Leave him in peace.
2332 "Greetings."
2333 Leave him in peace.
2334 "I had some questions..."
2335 "Nothing, never mind."
2336 "Do you know where I can find someone named Pharod?"
2337 "I'm looking for a lost journal. Have you seen one?"
2338 "Nothing, never mind."
2339 "I'm looking for a lost journal. Have you seen one?"
2340 "Thanks anyway. Farewell."
2341 "Do you know where I can find someone named Pharod?"
2342 "Thanks anyway. Farewell."
2343 Hive Dweller
2344 "That one is not *known* to me."
2345 "That object is not *known* to me."
2346 "Ach'ali-Drowning."
2347 Ach'ali-Drowning: Essentially, "A question whose answer would serve no purpose." This is usually a request to the speaker to make a vague or 'useless' question more specific. *(The githzerai make their home on the Outer Plane of Limbo, a plane of chaos. Stability can only be achieved by shaping the chaotic matter of the plane with the mind; focus and discipline are necessary for this to occur. "Ach'ali" is a foolish githzerai of myth who was lost on Limbo, and she was barely able to form an island around herself. While adrift in the chaos matter, she met a planewalker who offered to help. Ach'ali asked so many useless and unfocused questions on how to return home, however, that the isle of matter dissolved around her, and she drowned in Limbo.)*
2348 "Give it up, chief. Talking to a gith is like trying to make good with razorvine. Let's go."
2349 "Yeah, a 'gith'..." Morte glances at the gith, who is still staring at you. "We'll talk about it some other time."
2350 "Greetings."
2351 "Greetings."
2352 "Greetings."
2353 Leave the man alone.
2354 "I wouldn't bother trying to talk square to ol' Ignorance-is-Bliss here. Let's get outta here, chief."
2355 "I'm... 'known' to you? Do you know who I am?"
2356 "I'm... 'known' to you? Do you know who I am?"
2357 "I'm... 'known' to you? Do you know who I am?"
2358 "I... see. Look, I had some questions..."
2359 "I'd leave be, cutter, no sense bandying words with a gith that don't want ta make talk, aye? Let's go."
2360 "Aye, a gith." She doesn't seem to want to discuss it while the gith is staring at the both of you. "Let's give this place the laugh, aye?"
2361 "There is nothing I wish to ask you. Farewell."
2362 "Very well. I had some questions..."
2363 Leave the gith alone.
2364 "Very well. I had some questions..."
2365 "Never yeh mind... let's just go, aye?"
2366 Leave the gith alone.
2367 "Very well. I had some questions..."
2368 Leave the gith alone.
2369 "You're a githyanki, aren't you? I had some questions for you..."
2370 "Your question is a stab in the dark. An arrow without direction." His forehead wrinkles. "The answer to this question would fill the mind of an Anarch. There is no time for such an answer. Tell me plainly what you wish *known.*"
2371 The gith pauses, then speaks again. "Ask your questions. I will hear you."
2372 "It is said she is the queen of this city. Her mind is not *known* to me."
2373 "They are they that divide this city amongst themselves." His tone changes as he says this; it rings faintly of disgust.
2374 "There is no strength in division. A divided city falls."
2375 "This city touches all places."
2376 "This city is a cage with many doors. Each door touches another place."
2377 "Any structure with locked doors is a cage."
2378 "Every door in this cage is locked. Each door has its own key. Only then may you leave."
2379 "Everywhere. They number as many as the places they touch."
2380 "It is difficult to understand. It is not difficult to accept."
2381 "The doors of this cage leads to everywhere. Every plane. Every world."
2382 "You are not *known* to me. What is interesting to you may not interest me."
2383 "There is little work here. You can hunt rats for bounties. You can gather the dead."
2384 "The city pays for rat tails. Take them to one of their Vermin Control Offices."
2385 "Many die every night in this city. Take the dead to the Men of Dust. They will buy the body."
2386 "The Men of Dust care for the dead. They perform last rites on each corpse."
2387 "Many die. The Men of Dust cannot gather them all themselves. They do not want the dead to remain in the streets. They pay others to bring them the dead."
2388 "He walks with you." His forehead creases. "How is it he is not *known* to you?"
2389 "He is not speechless. If you would *know* him, put the questions to him. Do not insult us both by treating one as a statue."
2390 "The name is *known* to me. Dak'kon is a *zerth* who is not one of the People."
2391 "One that *knows* the words of Zerthimon. In *knowing* his words, they *know* themselves."
2392 "Zerthimon *knew* the githzerai before they knew themselves." The githzerai becomes silent for a moment, as if in reverence, then speaks again. "He defined our People. He gave them one mind. Those that *know* his words are called the *zerth.*"
2393 "Dak'kon is a *zerth*..." For the first time, the githzerai seems at a loss. He pauses for a moment, as if trying to find the right words.
2394 "Dak'kon is a *zerth* who is said not to *know* the words of Zerthimon. It is said his mind is divided. It is said he does not *know* himself. These things are poison to a githzerai. If these sayings have weight, then he is not one of the People."
2395 Phineas T. Lort XXXIX
2396 Sigil Official
2397 You see a squat man with rash-covered skin and several pustules covering his face. His clothes *seem* to mark him as some sort of an official, but they are dirty, wrinkled and covered with rat hair. As you watch, he idly scratches himself with his stubby fingers.
2398 "Greetings."
2400 Leave the man alone, look around the shop.
2401 "I had some questions..."
2402 "Aiiiiigh!" The little man shrieks and jumps, startled. Clutching his heart, he takes a deep breath and pushes his spectacles up on his rash-ridden nose. "Yes, yes? And what is it that I can do for you..." He scratches his nose and looks you up and down, studying your scars. "I... eh... have little to nothing in the till, so if you have come to plunder the premises, this locale is ill-chosen."
2403 "I'm not here to 'plunder the premises.' Who are you?"
2404 "'Little to nothing in the till,' eh? Well, why don't you just give me what you *have,* and we'll part as friends."
2405 "Farewell."
2406 "Aiiiiigh! By the powers... stop *creeping* up on me like that!" He pushes his spectacles up on his nose and gives you a hard look. "And what is it I can do for you *this* time, hmnnnn?"
2407 "I? I am the Respected Phineas T. Lort the Thirty-Ninth, in charge of this Hive Branch of the Office for Vermin and Disease Control. It is my distinguished privilege..." He scratches his chest and puffs up. "To inform you that we, in the bureaucratic sense of the word *we,* meaning, to encompass the Sigil bureaucracy as a whole, are accepting bounties on all manner of vermin and strays that infest the..." He scratches again. "...fair streets of Sigil, hub of the multiverse and the city which sits at the center of all things, the city by which *all* other cities are measured."
2408 "Bounties?"
2409 "I see. Well, I think I've heard enough. Farewell."
2410 "Yes, yes... we, in the bureaucratic sense of the word *we,* meaning, to encompass the Sigil bureaucracy as a whole, are accepting tangible proof of the eradication of brain vermin, a.k.a. cranium rats, from the Hive area where they have clustered quite thickly for the past many years - as a recent census of the vermin population has shown. I am empowered by the Sigilian bureaucracy to pay a bounty of..." He puffs up dramatically. "...one copper common per cranium rat delivered to my branch office."
2411 "'Cranium rat'?"
2412 "I don't have any rats, but I have some rat tails."
2413 "I see. Well, I better be going... farewell."
2414 "Cranium rats are a species of vermin that become more intelligent the more of them are in close proximity to each other. One cranium rat alone is but a nuisance that chews at boards and burrows into food, but five, ten, or more, and their intelligence grows until it surpasses even the intelligence of ones such as myself." Scratches, then sniffs disdainfully. "I imagine that two or three cranium rats might be enough to outwit *you,* sir."
2415 "Another comment like that, and you'll be wearing your ass as a hat."
2416 "How many cranium rats are in Sigil?"
2417 "Tell me more about the cranium rats."
2418 "I don't have any rats, but I have some rat tails."
2419 Phineas blinks; your appearance seems to sink in at last. "Hmmm. I withdraw my most inappropriate comment, especially in light of your recent assertion of dominance and physical superiority in this social situation."
2420 "How many cranium rats are in Sigil?"
2421 "Tell me more about the cranium rats."
2422 "I don't have any rats, but I have some rat tails."
2423 "I've heard enough. Farewell."
2424 "I've heard enough. Farewell."
2425 "Excellent! Most excellent!" Claps his hands delightedly. "Let me see..."
2426 Cranium Rat Tail
2427 Cranium Rat Tail
2428 Cranium Rat Tails
2429 Cranium Rat Tails
2430 CRANIUM RAT TAILS Weight: 0 This is a collection of cranium rat tails.
2431 CRANIUM RAT TAILS Weight: 0 This is a collection of cranium rat tails.
2432 "More than enough to last a bounty hunter a lifetime... perhaps several."
2433 "I had some other questions..."
2434 "I see. Well, thanks for your time. Farewell."
2435 "The more of them are in proximity, the more formidable they become... some gain the ability to cast magical spells, they can resist magic effects hurled at them, and they can employ some... cunning tactics." Pushes spectacles up on his nose. "As you can understand, we are anxious to reduce their numbers in Sigil."
2436 "I had some other questions..."
2437 "I see. Well, thanks for your time. Farewell."
2438 "Well, it is quite an epic tale... you see, I was born here in Sigil..."
2439 "Uh..."
2440 "...and then I realized that I had somehow offended my colleagues, for I found myself 'promoted' to this branch office and have remained here for these past... *many*... years." He sighs, then idly scratches his nose.
2441 "Uh... *yawn* ...I had some other questions..."
2442 "I see... well, uh, thanks for your time. Farewell."
2443 "My rash? Contagious? No, no... well, at least I don't think so. It's a symptom of the position, I'm afraid. The job literally grows on you." He scratches himself again.
2444 "I had some other questions..."
2445 "I see. Well, thanks for your time. Farewell."
2446 "Eh... why most certainly..." He reaches into his cashbox beneath the counter, cracks the lid and fishes around inside. His hand emerges with a few coins, which he gives to you. "I hope you feel some small measure of guilt for this action. Without those meager funds, this branch office will be unable to cover its costs."
2447 "My heart bleeds for you. Farewell."
2448 "I can only speculate that robbing me of all that I have wasn't enough for you. Why have you returned?"
2449 Weapons Worker
2450 "I could use what you have in your cashbox, then I'll be going."
2451 "Nothing today. Farewell."
2452 Turn in a rat tail, collect the bounty.
2453 "Actually, I'll hold on to them for a while. I had some other questions..."
2454 "Maybe some other time. Farewell."
2455 Phineas hums merrily as you complete the transaction. "Thank you, thank you, good sir. The city of Sigil, and I, appreciate your efforts on our behalf."
2456 "I had some other questions..."
2457 "Thanks. If I get any more rat tails, I'll be back."
2458 "Hmnnnnn? And your questions would be...?"
2459 "Who are you?"
2460 "What are you doing here?"
2461 "How did someone as... illustrious as you end up in such a place?"
2462 "Tell me about these cranium rats."
2463 "I have some rat tails. I'd like to collect the bounty on them."
2464 "Is that rash of yours contagious?"
2465 "No more questions. Farewell."
2466 Awaiting-Death
2467 Norochj
2468 Mortai Gravesend
2469 Old Copper-Eyes
2470 Sere the Skeptic
2471 Emoric
2472 Wife-of-Angyar
2473 Angyar
2474 Before you is a tall, silent figure. He could easily pass for a statue - although the deep furrows in his face and brow make you wonder if the sculptor was a little too eager in defining the face with the chisel. He looks well over fifty years old... but exactly how much over fifty, it's hard to tell. As he slowly turns to look at you, you catch the dull sheen of copper in his eyes.
2475 "Greetings."
2476 Leave the man in peace.
2477 Old Copper-Eyes stares at you. His eyes are difficult to make out past the black well of his eye sockets, but they look to have a coppery sheen about them.
2478 "I'm looking to sign one of the Dead Contracts."
2479 "I want to undo that Dead Contract I signed with you."
2480 "Give me back that Dead Contract I signed, or I'll take it from you by force."
2481 Copper-Eyes makes the barest of nods, and slowly reaches into his Dustman robes with both hands. With his left hand, he pulls forth a small bag of human skin. With his right hand, he draws forth a piece of parchment folded around a finger bone pen. The bag and the parchment are slowly laid on the table in front of you.
2482 Pick up the parchment and examine it.
2483 Sign the parchment.
2484 Sign the parchment.
2485 Examine the bag.
2486 Take the bag.
2487 It's a contract that entitles the Dustmen to take possession of the signer's body after he has passed beyond the Eternal Boundary. The signer, in exchange, receives a monetary sum from the Dustmen, agreed upon at the time of signing. You assume the sum in the bag is the amount you will receive for signing the contract.
2488 Switch the parchment with the other contract, then sign it.
2489 Switch the parchment with the other contract, then sign it.
2490 Switch the parchment with the other contract, then sign it.
2491 Examine the parchment.
2492 Sign the parchment.
2493 "I've changed my mind. Farewell."
2494 Examine the bag.
2495 Take the bag.
2496 Copper-Eyes makes no indication that he has noticed the switch. As you finish signing, Copper-Eyes nods at the bag to his left. As you reach for the bag and count out the hundred coppers, the contract parchment vanishes from the table and into the folds of his robe.
2497 Copper-Eyes makes no indication that he has noticed the switch. As you finish signing, Copper-Eyes nods at the bag to his left. He leaves the contract parchment on the table, as if asking you to examine it again... and you notice, to your horror, that your sleight-of-hand was unsuccessful. The Dustmen now own your body after death.
2498 "I had some questions..."
2499 "Farewell."
2500 "Uh... wait a minute... could I see that contract again?"
2501 Leave.
2502 The parchment vanishes into the folds of Copper-Eyes' robe. He nods at the bag.
2503 "Give me that contract or I'll kill you!"
2504 Take the bag and leave.
2505 Copper-Eyes does not react, but suddenly the room goes black...
2506 "What th-?!"
2507 The bag is full of coppers. There looks to be about a hundred in there.
2508 Pick up the parchment and examine it.
2509 Sign the parchment.
2510 Examine the bag again.
2511 Take the bag.
2512 "I've changed my mind. Farewell."
2513 As you reach for the bag, it vanishes from the table. When you blink again, it has returned. Copper-Eyes is still staring at you.
2514 Pick up the parchment and examine it.
2515 Sign the parchment.
2516 Examine the bag.
2517 Reach for the bag again.
2518 "I've changed my mind. Farewell."
2519 Copper-Eyes says nothing.
2520 As you finish signing, Copper-Eyes nods at the bag to his left. As he does, the contract parchment vanishes from the table and into the folds of his robe.
2521 "I had some questions I wanted to ask..."
2522 "I've come to sign the Dead Contract."
2523 "Uh... never mind. Farewell."
2524 Copper-Eyes says nothing, simply reaches for the bag and the parchment and draws them into the folds of his robe.
2525 Leave.
2526 "Farewell."
2527 "I see. I had some other questions..."
2528 "What other work is there in the Hive?"
2529 "Where's this Alley located?"
2530 "I had some other questions..."
2531 "Never mind then. I had some questions..."
2532 "All right... farewell."
2533 "Where's this Alley located?"
2534 "I'm sorry, I don't have any money to spare."
2535 Lie: "I'm sorry, I don't have any money to spare."
2536 Snap his neck before he can call out.
2537 Agrive (Alley/B)
2538 Curst Townie
2539 Tegar'in
2540 Let him go... this time.
2541 The man frowns in disappointment. "Ah... well, I thank you for your time, sir; good day."
2542 "Farewell."
2543 You see a somber, pale-faced woman in black robes. She is staring silently into her drink.
2544 You see a somber, pale-faced Dustman in black robes. She is staring silently into her drink.
2545 "Greetings."
2546 Leave her in peace.
2547 "Greetings."
2548 Leave her in peace.
2549 The Dustman looks up. "Yes?"
2550 "Can I ask you some questions?"
2551 "Never mind. Farewell."
2552 "Not at this time." The Dustman becomes silent and turns back to her drink.
2553 "Farewell then."
2554 You see a somber, pale-faced man in black robes. He is staring silently into his drink.
2555 You see a somber, pale-faced Dustman in black robes. He is staring silently into his drink.
2556 "Greetings."
2557 Leave him in peace.
2558 "Greetings."
2559 Leave him in peace.
2560 The Dustman looks up. "Yes?"
2561 "Can I ask you some questions?"
2562 "Never mind. Farewell."
2563 "Not at this time." The Dustman becomes silent and turns back to his drink.
2564 "Farewell then."
2565 The skeleton turns toward you, rattling as he does so. A number of his bones are held together with leather straps, and a wine-stained green tunic hangs from his shoulders.
2566 Examine the skeleton.
2567 "Nice tunic. I mean it."
2568 Use your Stories-Bones-Tell ability on the corpse.
2569 Examine the skeleton.
2570 The skeleton makes no reply.
2571 "Great talking to you, bones. Stay healthy."
2572 This skeleton makes no reply. It looks like it is too far gone to answer any of your questions.
2573 Leave the skeleton in peace.
2574 This female corpse is dressed in a heavy burlap shirt covered with food and wine stains. Her lips have been stitched closed, and her arms and legs are wrapped in several layers of bandages. The bandages seem to have been soaked in preservatives to keep the corpse fresh... as a result, the corpse's rotting odor has been replaced with an equally repulsive vinegar smell.
2575 "So... doing anything later?"
2576 Use your Stories-Bones-Tell ability on the corpse.
2577 "It was great talking to you. Farewell."
2578 Leave the corpse in peace.
2579 The zombie continues to stare at you.
2580 "All right then. Great talking to you. Farewell."
2581 This zombie makes no reply. It looks like it is too far gone to answer any of your questions.
2582 Leave the corpse in peace.
2583 The zombie gazes at you with vacant eyes. His lips have been stitched closed, and bandages are wrapped several places around his body. The faint smell of alcohol emanates from the corpse.
2584 The zombie continues to stare at you.
2585 This zombie makes no reply. It looks like it is too far gone to answer any of your questions.
2586 "Farewell then."
2587 "So... seen anything interesting around here?"
2588 Use your Stories-Bones-Tell ability on the corpse.
2589 "It was great talking to you. Farewell."
2590 "All right then. Great talking to you. Farewell."
2591 Leave the corpse in peace.
2592 Load Game
2593 Start a New Game
2594 Replay Movies
2595 Quit Game
2596 LEVEL
2597 "Farewell then."
2598 "It was great talking to you. Farewell."
2599 Leave the corpse in peace.
2600 "Farewell then."
2601 "Psssst. You see the way she was looking at me? Huh? You see that? The way she was following the curve of my occipital bone?"
2602 "You mean that blank-eyed beyond-the-grave stare?"
2603 "What are you *talking* about?"
2604 "Wha- are you BLIND?! She was scouting me out! It was shameless the way she WANTED me."
2605 "Wanted you to go *away,* maybe. She was obviously too distracted by ME to pay attention to some stupid bobbing head with a big mouth."
2606 "I think you're imagining things. She's a zombie. A corpse. A dead person. You probably didn't even register to her senses."
2607 "I think you and your imagination need some time away from each other."
2608 "Whatever, Morte. Let's go."
2609 "Yeah, yeah, whatever. When you've been dead as long as I have, you know the signals. They may be too SUBTLE for you to pick up on, but that's why I'll be spending MY nights with some luscious recently-dead chit while you're standing around goin' 'huh?' 'Whatzz goin' on?' 'Where's my muh-muh-memories?'"
2610 "Whatever, Morte. Let's go."
2611 "You? Yeah, right! Trust me, chits beyond the grave don't care about all that 'physicality' and 'I've got a body' and 'I'm all scarred and tough-looking.' They want guys with SPIRIT. That's me, chief. You? Corpses like YOU are as common as copper."
2612 "Whatever, Morte. Let's go."
2613 "Then I can't help you. Farewell."
2614 "Certainly. Farewell."
2615 "Certainly. Farewell."
2616 "Certainly. Farewell."
2617 "Certainly... Farewell."
2618 "Certainly. Farewell."
2619 Very well. I had some other questions...
2620 "Tell me about it. Say, can I ask you some questions?"
2621 "Not a problem. Farewell, Ash-Mantle."
2622 "The bar you want is by the Mortuary. Orient yourself by the Mortuary front gate, then walk directly southwest. You can't miss it."
2623 Rotten William
2624 Alley Thug
2625 Marrow-Friend
2626 Mhult
2627 Nodd
2628 Collector
2629 Gronk
2630 Lesser Vargouille
2631 Testocles
2632 "I am a test character. What do you wish of me?"
2633 I'd like to jump to a series of test fields for Jim.
2634 I want to test and see if brackets work.
2635 I want to see if you'll do a stand fidget when I choose this response.
2636 I wanted to test some AI stuff.
2637 "Oh, Jim Gardner? He's so dreamy. What does he want me to do?"
2638 "Do a large BODY of text and a large series of responses, please."
2639 "Do a small BODY of text and a small series of responses, please."
2640 "Oh? Can you see this?" [If the brackets are working, then you should see this statement.]
2641 Return to main menu.
2642 Just checking, thanks.
2643 "Did you see it?! Did you see it?!"
2644 Silence! You'll never know. Now return me to the main menu.
2645 Do it again.
2646 Do a stance fidget.
2647 Do your first stand anim, wait for 2 seconds, then do the stance fidget, wait for 2 seconds, then do the stand one again. Got that?
2648 Testocles
2649 Lie: "Yeah, center yourself on the Mortuary, then walk... three blocks west, I believe... and it's the first alleyway on the right."
2650 "Actually, I can't seem to recall where it is right now. I'll return if I remember. Farewell."
2651 "I'm looking for a man named Pharod. Do you know of him?"
2652 "I'm looking for a missing journal. Do you know where I might find one?"
2653 "Can you tell me a little about the area?"
2654 "Can you tell me a little about the Dustmen?"
2655 "Never mind. Farewell."
2656 "Very well. I had some other questions..."
2657 "Not a problem. Farewell, Ash-Mantle."
2658 "Really? I thought Dustmen didn't value possessions."
2659 "I had some other questions..."
2660 "Thanks for the concern. Farewell."
2661 Ninth Circle? There's no such thing.
2662 "You have... *unusual* views for a Dustman."
2663 "I see. I had some other questions..."
2664 "Thanks for the information. Farewell."
2665 "I thought you didn't know the area very well."
2666 "You seem to know *this* area very well."
2667 "You seem to know *this* area very well."
2668 "I see. I had some other questions..."
2669 "Thanks for the information. Farewell."
2670 "It seems odd that a Dustman wouldn't know where the Gathering Dust bar is - it's right next to the Mortuary."
2671 "I see. I had some other questions..."
2672 "Thanks for the information. Farewell."
2673 "I'm gathering that. Who are you?"
2674 I wanted to test some dialogue stuff.
2675 "Like...?"
2676 Never mind. Let's go back to your main menu for a second.
2677 Run away from me, if you can. Like you're scared. "RunAwayFrom ((PC), 2000)"
2678 Run away from me, if you can. Like you're scared. "RunAwayFrom ((PC), 2000)" BUT THIS TIME, set an Enemy flag first and see what happens.
2679 "Never mind. Farewell."
2680 "I see. I had some other questions..."
2681 "Thanks for the information. Farewell."
2682 "Uh... that is an *unusual* view for a Dustman."
2683 "That's no Dustman cant I've ever heard. Who are you?"
2684 "I see. I had some other questions..."
2685 "Thanks for the information. Farewell."
2686 "Ninth Circle? There is no such thing."
2687 "I... see. I had some other questions..."
2688 "Very well, then. Farewell."
2689 Grab his hand.
2690 Grab his hand.
2691 "Who are you really?"
2692 "Never mind then. Sorry to give offense."
2693 Grab his hand.
2694 Grab his hand.
2695 "You're no Dustman. You're a pickpocket."
2696 "I'm sorry, too. Prepare to die."
2697 "Nothing, never mind. Farewell."
2698 "Very well. Now go."
2699 Grab his hand.
2700 Grab his hand.
2702 Never mind. Go back to your normal animation cycle.
2703 Rolls her eyes. "Like what dialogue stuff?"
2704 Never mind. Let's go back to your main menu.
2705 If I select this option that sends you to a node that says you attack me, what happens if my response nodes have no text? Does Click to Continue the only option that shows up? And will scripting actions set there (such as Enemy sets) actually take place? What about it, poo-face?
2706 With a snarl, she attacks you!
2707 If this response takes me to one of Morte's nodes, and there are no response nodes for Morte's nodes, what happens?
2708 Never mind. Resume your normal animation state, Testocles.
2709 "What? What is it? Is this chit bothering you?"
2710 "No, I didn't do anything! He started it!"
2711 "I believe it. Maybe he'd better return to your main menu and leave me out of it."
2712 Just checking, thanks.
2721 [no text]
2723 "Hey! What do you think you're doing?!"
2724 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2725 Either it didn't hear you or was pretending not to; it seems as if the creature's going to move on.
2726 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2727 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2728 Attack him.
2729 Ignore the incident, leave.
2730 Grab his hand.
2731 Grab his hand.
2732 "Hey! What do you think you're doing?!"
2733 Allow Ash-Mantle to pick your pocket, and observe his technique.
2734 It eyes you warily... the creature appears suspicious, but unafraid of you.
2735 Allow Ash-Mantle to pick your pocket, and observe his technique.
2736 Allow Ash-Mantle to pick your pocket, and observe his technique.
2737 Attack him.
2738 Ignore the incident, leave.
2739 Grab his hand.
2740 Grab his hand.
2741 "Hey! What do you think you're doing?!"
2742 Allow Ash-Mantle to pick your pocket, and observe his technique.
2743 The creature's voice is deep and resonant: "In the streets of the Hive? Here is not the place for such things. Leave me to my own affairs; perhaps we shall meet again in a better place and speak, then."
2744 Allow Ash-Mantle to pick your pocket, and observe his technique.
2745 No. I had some other questions for you...
2746 Allow Ash-Mantle to pick your pocket, and observe his technique.
2747 Attack him.
2748 Ignore the incident, leave.
2749 Grab his hand.
2750 Grab his hand.
2751 "Hey! What do you think you're doing?!"
2752 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2753 "Another time, two-legs... another time." The creature begins to walk away.
2754 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2755 Bait Ash-Mantle into pick pocketing you again, and observe his technique.
2756 Attack him.
2757 This is Node 1
2758 This is Node 2.
2759 This is Node 3.
2760 Ignore the incident, leave.
2761 Grab his hand.
2762 Grab his hand.
2763 This is Node 4. You must have had Morte.
2764 TEST Computer
2765 TEST P133
2766 TEST Win98
2767 TEST Win95 1.5
2768 TEST Newest OS
2769 TEST just a bug fix
2770 TEST Hello, big boy...
2771 Lesser Vargouille
2772 Gronk
2773 Gronk Smash
2774 Gronk Smash
2775 Vargouille Bite
2776 Vargouille Bite
2777 "Hey! What do you think you're doing?!"
2778 Attack him.
2779 Ignore the incident, leave.
2780 "*After* you answer some questions, 'Dustman.'"
2781 The creature turns to face you and a series of symbols appear around its head. The symbols have a slight glow about them, and they just... hover there.
2782 "Oh, for the powers' sake! Piking dabus."
2783 "What's wrong?"
2784 "I see."
2785 Rob wants to test the store making command for interface purposes.
2786 "Oh, really? Well, I'd do anything for that sexy Rob Holloway. Which store would you like to see?"
2787 "Show me 'Store1,' please."
2788 "He's a dabus. They 'speak' in rebuses, these annoying word puzzles. If *you* don't know what he's saying, then we better find a native or some other way to communicate with him... if we want to. An annoying bunch. My bet? They *can* speak, they just would rather piss everyone else off by trying to puzzle out what they're saying."
2789 "Chant is they're janitors for the Lady of Pain. They float around breaking, fixing and patching up Sigil according to her whims. They're worse than corpse flies." Morte sighs. "You can't swat 'em though, or the Lady'll get... upset."
2790 "Show me 'Inn1,' please."
2791 "What's a 'dabus'?"
2792 You can smell the reek of dung and rotting meat on this man, even from afar. Though obviously weak and decrepit, his long, thin fingers and sunken eyes give him a sinister look as he scuttles through the garbage around him. The way he drools and rolls his eyes makes you wonder if he's mad.
2793 He tries to focus on you, but his gaze wanders. His eyes are set deeply into hollow sockets, and his skin is terribly pale and diseased, covered with rashes and yellowed patches that look ready to peel from his body at any moment. The stench emanating from him is terrible. As you open your mouth to speak, he licks his lips and swallows. "Yoooo ded-err?"
2794 Twisted-Lip can't speak yet. His name pretty much says why.
2795 Fine. Whatever.
2796 Virago can't speak yet. She'll most likely be introduced in a scripted sequence.
2797 All right, all right! Jeez.
2798 Rogue Modron
2799 Skeleton Merchant
2800 Dead Body
2801 Mar
2802 This man appears less dour and wary of passersby than the people around him. He moves with an upbeat gait, casually scanning the ground to either side of him as he goes. As you approach him, he nods a friendly greeting.
2803 "'Allo, cutter! Say... ye seen any deaders about?"
2804 Collector
2805 Sharegrave
2806 Collector Thug
2807 Twisted-Lip
2808 Virago
2809 Yellow-Fingers
2810 As you approach the hooded, brown-robed man, you notice that he's mumbling to himself softly, and occasionally nodding.
2811 Well, thanks for the heads up.
2812 She shrugs. "I'm the leader of the Razor Angels. That's really all you need to know. I created them, they follow my commands. Now. What do you want of me?"
2813 "We came here when bigger gangs took over the Trash Warrens near Ragpicker's Square. We got here right around the same time as the Darkalley Shivs, who've set up kip on the other side of the alley. They're a bunch of murderous thugs," and here she pauses. "We're thugs, but we don't kill if we can help it. We just need to make a living, and given our situation, charging a toll's the best way to do it."
2814 "The place caught fire when a barmy spellslinger took it into his head that the place'd look better in ashes. It's been a revolving door of criminals and gangsters ever since."
2815 She spits. "Wormhair? You can find him near Ragpicker's Square. Ask around there. You're bound to attract someone's notice."
2816 {Leave}
2817 "A journal? A book? Here? In the Alley? Ha! Sorry - anything flammable here gets burned for cooking fires."
2818 "Before you go, I need a favor from you. This slice of Alley just isn't big enough for us and the Darkalley Shivs. We've got heart. They've got hate. Kill off their leader, Rotten William, and you'll get free passage through the Alley from us for the rest of your life. You come through here often enough, that'll save you a lotta jink."
2819 "No. It's not. Only we've got nothing better going for us. We're Hive dwellers. Even the scant education I got won't get me out of here. No one wants a Hive dweller, so we make sure we're not entirely ignored."
2820 "Aye. But I figure that if we can hold on to the Alley and get rid of the Shivs, we'll be set for a time."
2821 "I look forward to hearing of your success. Come back and tell me when you're done, yes? Good luck."
2822 "Maybe not. It's a choice between killing a mad dog and his curs, or paying every time you pass through the Alley. The choice is yours."
2823 This man moves with a frightening speed, and he seems only half there. His eyes burn out of his haze, and their madness pierces your heart. "You." His voice is like a blast of cold air. "Declare your allegiance. Do you hold for good or evil?"
2824 You see a hard-edged man. His face is sharp and confident, yet somehow seems diffused. His eyes are clear and cruel. He seems both indolent and poised, and he holds a knife in his callused hands. "So. Another visitor for Rotten William. Speak yer mind, traveler, make it good, and perhaps we'll let yeh go."
2825 "What ho, traveler! You're in Razor Angel territory now... go talk to Krystall, our leader. She'll have something to say to you."
2826 "Who in the Abyss are you? Go talk to Rotten William - he don't like your answers, you'll get cut. You don't talk to him, you'll get cut by the rest of us. Now go!"
2827 Me Ojo. Me retarded pershun who talk to brain ratz in walls. Me no have full dialogue tree yet.
2828 Me Ojo. Me stupid pershun in Buried Village who talk to brain ratz in wallz. Me no have finished dialogue tree yet.
2829 "Big fur. Teeth. All friends bite. Some be food. Some be furry. They leave Ojo alone."
2830 "What happened here?"
2831 You see a blockish woman dressed in a heavy burlap robe. She lumbers about the room, her joints popping as she bends over to pick up objects from the various tables. Her hair is bound back from her head with a bone hairpin, and she has a sour, curd-faced expression. She is mumbling to herself in a sing-song voice.
2832 You see Marta. She lumbers about the room, her joints popping as she bends over to pick up objects from the various tables. She is mumbling to herself in a strange sing-song voice.
2833 "Heh. My thanks. You want what?"
2834 "I want to talk trades."
2835 The guard looks at you with mingled fear and loathing, but he hastens to open the gates for you. He doesn't meet your eye as you pass by.
2836 "Top of the morning, lads!"
2837 (Generic Collector Thug has not been implemented yet.)
2838 All right. I'll be back when you have something to say... or something to loot.
2839 We're's the brothers who stand guard overs the gates inta th' Trash Warrens and the Buried Village below. Ye either have to trick us or fight us inta lettin' you by.
2840 Sounds fascinating. Can't wait to see it IMPLEMENTED by the DESIGNER. Sheesh. Good DAY, sirs.
2841 Before you is an elderly man leaning heavily upon a crutch; his left leg is twisted, as if he tried to walk two directions at once and paid the price. His maggoty-colored skin is bunched heavily upon his skull and is flecked with liver spots. He is mumbling and smacking his lips as his eyes make a circuit of the room.
2842 You see Pharod. He is making his rounds of the room with his eyes, mumbling to himself and licking his lips. His pasty skin stands out, even in the flickering torchlight.
2843 "Ah, corpse..." Pharod turns as you approach, his crutch *clacking* on the cobbles of the Court. "Welcome, welcome..."
2844 I'm Dak'kon. A githzerai. One of the party members. I don't have anything to say right now. You should check out my cool combat animations, though. Too bad there aren't any Chambara movie death animations for monsters I kill... Dak'kon: "Watch my sword: koroshicharu!" Hive Thug: "Gaaahh... munen nariiii..." *Sssssssss* <--- arterial blood spray *thud* Dak'kon: "Fmm." *sching* <-- *karach* blade being sheathed (Cherry blossoms fall from top of screen.)
2845 Later, Dak'kon. Can't wait until you're a part of the group.
2846 This crackling, billowing creature twists slowly above an iron grill upon the floor of the bar. It may have once been human, but now its skin is charred beyond recognition. Streams of fire form a wreath around the creature's body, and the flames lick at the few remaining pockets of flesh, causing them to bubble and run like wax down the creature's skeletal frame.
2847 The thing makes no response. It writhes slowly within the flames - it lives, but it does not seem *aware* of anything other than the fire that surrounds it. Its skin is flame, its heart is flame, and you know, within some shadowed corner of your memory, that this thing is *dangerous.*
2848 Vhailor stands silent and unmoving; were it not for the flickering red lights of his eyes, he would seem but a statue.
2849 "I'll just come back later when this hulking suit of armor can actually say something, then."
2850 "Greetings. I'm the local puritan succubus. I'm also one of your potential party members... IF you'll have me."
2851 "Oh, I'll HAVE you, all right. Heh-heh. Later for you, tanar'ri."
2852 You see a cube with four arms and two legs; despite its mechanical appearance, the front of the cube is a strange, organic green face, with two wide, elliptical eyes. The cube doesn't seem to notice you; it is staring intently at the two crossbows cradled in its hands. A multi-faceted lens dangles from the upper left corner of the cube; it looks like it's designed to pop down over one of the cube's eyes, like a scope.
2853 "Uh... greetings...?"
2854 Aethelgrin
2855 Barr
2856 Quint
2857 Ojo
2858 Lower Ward Townsperson
2859 Merchant
2860 Peddler
2861 Villager
2862 "Try it."
2863 Ilquix
2864 Giltspur
2865 Hamrys
2866 An'azi
2867 Lazlo
2868 Cinder-and-Ash
2869 Collector Thug
2870 Lower Ward Townsperson
2871 Scofflaw Penn
2872 Marta
2873 This older man looks somewhat bookish. His clothing and accessories are extremely clean, neat and well cared for, and he often pauses to brush some fleck of dust or lint off of them. A symbol resembling a stylized dagger, piercing upwards through a flame, is embroidered upon his tunic.
2874 "Greetings..."
2875 The rot-stink of this ancient-looking ghoul-woman is nauseating, even from a distance. Her gray-green skin is infested with tomb rot and festering sores, and her fingers, each capped by a long, curved talon, are covered in dried blood and filth. Her hair, thick with scuttling insects and worms, hangs to her knees. It hides nearly all her face in shadow, save for a fanged, feral grin and a lolling gray tongue.
2876 "Greetings..."
2877 I AM THE ALLEY OF LINGERING SIGHS. I TALK IN ALL CAPS SINCE I AM SOOOOO BIG.
2878 Thanks for sharing. I'll be back when you're finished.
2879 As you make to search the armoire, its handles suddenly yank out of your grasp as the drawers slam themselves shut. A disdainful *hmph!* issues from the cabinet...
2880 "Hello?"
2881 Burt's corpse twitches as you speak to it. "What... what do ye want?"
2882 "I wanted to ask you a few more questions..."
2883 Lowden's mangled corpse stirs uneasily as you approach. "What you want, eh?"
2884 "Just the answers to some questions, Lowden."
2885 I am a merchant. I'm not exactly sure WHERE I am in the game, but I'm sure I'll find out.
2886 Can't wait to see your inventory, either. Later.
2887 This kindly looking older man turns as you approach and nods politely. "Greetings... something I might help you with?"
2888 "Yes, I had some questions..."
2889 This older, stern-looking woman is clearly on her way somewhere. When she notices your approach, she studies you with a disapproving, tight-lipped frown.
2890 Only if you show me your boobies, honey-baby.
2891 I'm a fat, puffing pickpocket from the upper class ward. Chances are, you will have already encountered others of my ilk in the lower class ward.
2892 Yes, verily. Perhaps I will go seek them out now. Farewell.
2893 This giant of a man wears an equally immense suit of ornate red armor. He regards you cautiously but without fear as you approach him.
2894 A booming voice echoes from within his great helm: "Greetings, citizen. I am Matter-Of-Course... bodyguard to Diligence, Fourth Magistrate of the Ward. You must excuse me, for my duties lie at her side. Farewell."
2895 "Greetings..."
2896 Leave the man be.
2897 "I had some questions..."
2898 "Something troubling about my appearance?"
2899 I am the evil, cliche-ridden construct boss that rules the modron cube. Bow down before me and weep, fleshy one.
2900 Blow me, evil drone. Good day... and good riddance.
2901 I am a high threat mechanical construct, made from the modron maze itself to challenge intruders. I am not certain if I have any dialogue, but here's the start of it if I need it.
2902 Well, good talking to you. I'm sure you'll do fine... uh, once the designer gets you up and running.
2903 I'm one of the low level mechanical constructs that fill the Modron Maze. It is my duty to challenge all intruders that enter the maze. Do you feel challenged?
2904 Not yet, though I'm sure I will be. Farewell.
2905 I am one of the moderate threat level constructs in the modron maze. I don't even know if I exist yet. Perhaps I am nothing more than a dialogue and that is all I shall ever be.
2906 I could only hope for so much. Good day.
2907 You see a tall, slender man, with a glassy eyed expression. He seems engrossed in some tale that the shopkeeper is relating. Occasionally he nods his head, but makes no comments of his own.
2908 "Greetings."
2909 The woman nods and smiles briefly. The scent of her hair, sweetly perfumed, fills your nostrils.
2910 She nods.
2911 The man looks your way. His eyes are dark slits, like narrow stab-wounds beneath his brow. His voice is low and gruff despite his slender build. "Pike off."
2912 "In your case, Lothar will charge you only a skull, a single skull, from the catacombs below, for what you ask of me. There is a tomb locked away, past the Drowned Nations, where my minions have not yet been able to penetrate. Bring me the skull of the one who lies inside, and I shall give you all the answers you require. ALL of them, if I am able. You WILL get this skull."
2913 "Thanks to you, all is lost to me! They shall keep coming and coming... oh, the torments I will inflict on you... ackkk... forgive me. My words were spoken in haste."
2914 "Good. I need some of your supplies. What do you have?"
2915 I'm a githyanki con artist who's trying to lead the player into a trap.
2916 Well, I'll be sure to stay away from you, then. Farewell.
2917 This man has pale yellow skin and ears that taper to points. His eyes are like small black stones, and he wears supple chain armor that is covered with elaborate enamel. He eyes you suspiciously as you approach, placing his hand upon his sword hilt. He says nothing.
2918 "Greetings, sword-ringer."
2919 This capable githzerai warrior has been watching you closely as you approach. As you draw near, he suddenly draws his sword and attacks!
2920 Sounds great, but I don't think Dak'kon is even implemented yet. Farewell.
2921 This hard-faced githzerai woman's eyes are full of hatred. "*Know* that you have stolen my kin from me. *Know* that you will *suffer.*" Her hands begin to weave a glowing tracery in the air.
2922 "What do you mean?"
2923 This short, heavy-set, middle-aged man is wearing clothes that seem to be spun of glittering gold. In his hands he holds a bolt of cloth strung taught across a wooden frame; he is currently embroidering some pattern into the fabric.
2924 "Greetings..."
2925 This is the corpse of a man with a surprised look on his beak-nosed face. It's hard to tell how he died: whether from the numerous horrific slashing wounds across his abdomen and throat, or from blood loss incurred when his right arm was nearly severed from his shoulder.
2926 This is the corpse of a man with a surprised look on his beak-nosed face. It's hard to tell how he died: whether from the numerous horrific slashing wounds across his abdomen and throat, or from blood loss incurred when his right arm was nearly severed from his shoulder.
2927 This skeleton wears what appear to be ancient priest's robes, heavy and ornate. It carries a large, impressive stave, which is capped with intricately carved horns, dangling pendants, and a gilded skull.
2928 "Greetings..."
2929 I'm a possible haunt that flits around Sigil and some of the other areas. I don't know whether I'll actually be implemented or not.
2930 Life is full of uncertainty... and it doesn't seem to get any better after you're dead, either.
2931 I'm Fane, the leader of the Starved Dogs Barking Clan in the tenement of thugs. I'm a MEAN person. MEAN! MEAN!
2932 You Xaositects are all alike. Plenty of bark, no bite.
2933 This wild-eyed man is hunched over, barking and howling at the top of his lungs. Beneath his thick, matted hair, you can make out a series of strange tattoos... they run the range from screaming faces, to bizarre geometric shapes, to what appear to be lines of verse. He is almost naked, but the dirt and filth covering him gives him the semblance of modesty.
2934 The man whirls on you, and gives a low growl. He draws out the growl for a few seconds, then starts barking violently at you. In the distance, you can hear answering barks.
2935 This man is dressed in soft blue robes covered with intricate designs; despite their opulence, however, the robes look wrinkled and worn. You place the man's age somewhere between middle-age and early sixties... the worry lines make an exact determination difficult. As you enter, the man turns slowly towards you; as he does, you are suddenly struck with the terrible sense that you *know* this man... or did at one time.
2936 "Greetings..."
2937 This short, balding man's orange tunic and rather sizeable gut give him the look of a walking pumpkin. He is absent-mindedly patting his large paunch with a slow rhythm, as if it were a drum. The man's odd, crooked smile and a strange gleam in his eyes make him look a bit mad.
2938 "Greetings..."
2939 This alarmingly voluptuous woman has a thick mane of wavy, raven-colored hair, bluish skin and shimmering, crimson eyes, like rubies which have fires lit behind them. Though she is not beautiful in the typical sense of the word, her features are exotic and not altogether unattractive.
2940 "Greetings..."
2941 The wild-looking tiefling girl meets your gaze with an angry scowl. Her tattooed body is practically naked, covered by only a narrow leather thong, a black cloth brassier and armored shoulder pads that appear to serve more as decoration rather than actual protection. Her spiked hair - as well as the thin fur that covers her goat-like legs - is brassy white, and numerous silver rings dangle from her ears, nostrils, lips and brow. She wears a leather collar around her throat with the inscription "Kimasxi Addertongue."
2942 "Greetings..."
2943 This comely, middle-aged woman is wandering about dreamily, absent-mindedly chewing on her thumbnail; her eyes seem focused on nothing in particular. She is dressed in elegant, yet disheveled finery, and her hair is slightly tussled.
2944 "Gift?"
2945 "Sigilians, welcome! Please, take your seats, and listen to the 'darks' of which I speak!"
2946 Listen.
2947 "Right! Now lissen up... this is th' seminar on th' *War.* If ye're 'ere ta lissen 'bout th' Blood War, take root. If ye're not, ye're in th' wrong 'all and ye'd best 'ump yer soft, comfort-lovin' Sigilian limberstembs outta 'ere."
2948 Listen.
2949 "I am *known* as Three-Planes-Aligned, a githzerai scholar. If you are here for my lecture, it begins in a few moments."
2950 "I was chasing my old foe, the villainous life-shade Tir Tanelel..." He pauses, waiting for acknowledgment, and then continues. "He conjured his demonic magic and opened himself a doorway, and hurled himself through it. Before he could flee me entirely, I threw myself after him... and found myself here."
2951 "You again? What do you want from old Lothar now? I have given you your skull friend and your answers. I warn you, I haven't all day to attend to you." His gaze falls on you with the force of a sledgehammer.
2952 "I would like some more questions answered."
2953 I am a wererat, the speaker and emissary of the cranium rat collective known as Many-as-One.
2954 Pleasure to meet you, lycanthrope. I'm sure we'll be crossing words and swords soon enough.
2955 You are staggered by the sound of hundreds of voices speaking as one into your mind- there is a depth and insistence to the communication that beggars speech. "SPEAK YOUR PURPOSE HERE, BIPED, AND SPEAK SWIFTLY AND TRUE. YOU ARE IN THE HALLS OF MANY-AS-ONE. YOU WILL NOT LEAVE BUT BY OUR GRACE. KNOW THAT WE CAN READ YOUR MIND AND SMELL YOUR LIES."
2956 "Who are you?"
2957 Squinting at the figure behind the partition, you can barely make out a shapely female form in the darkness. She turns to you, but you can see nothing of her face.
2958 Leave her be.
2959 "Greetings..."
2960 It's clear there's something very *wrong* with this man... the way he lurches about, bumping into things, staring off blankly into space. As you approach him, you at last realize his plight... he's headless. The thing on his shoulders is merely a skillfully carved wooden prosthesis... a false head.
2961 "Greetings...?"
2962 "I've got a message for you to run. Here. Take it and these coins."
2963 "Hmm. How... curious."
2964 This petite, attractive young woman is smiling blissfully and humming to herself. Her wide, pale blue eyes seem to constantly drink in her surroundings as she looks about.
2965 "Greetings..."
2966 I am an evil book of spells you can carry around in your inventory.
2967 Evil, you say? Spells, you say? I'm there! Then I'm gone.
2968 You see a wall-eyed fellow whose skin seems to writhe and ripple across his entire body. He is smacking his chapped lips with a blotched tongue. As you watch, his right eye moves independently of the left, focusing on you. A second later, the left one flicks to look your way, then reverts to its original position. The right eye blinks. A strange gurgling comes from his throat.
2969 "Greetings..."
2970 "I've been to the tomb you speak of. It is empty."
2971 "What assurance do I have that you will keep your word?"
2972 I'm a drunk rake that likes to wander around the Clerk's Ward and pick fights. If I see you, you're bound to be a target, so watch yourself.
2973 No, I think YOU'RE the one who better watch themselves.
2974 This is a life-sized, granite statue of a gentlemen standing with his arms at his sides, eyes closed. It is of excellent craftsmanship, exquisitely detailed and incredibly lifelike... so much so, in fact, that you find yourself wondering if it's really a statue at all.
2975 Oh, uh... what's a rock genasi? You know what, forget it. I don't want to know.
2976 The plump, hook-nosed crone before you doesn't look much like a myth; she is outfitted in a simple (if dirty) brown shirt and leggings, with a number of pouches hanging from her frayed belt. She seems oblivious to your presence, more concerned with the tangled black roots woven together to form the floor of the maze than anything transpiring around her.
2977 Study her for a moment.
2978 I am a "generic" revolutionary league member, though all of us really are individuals.
2979 Yes, aren't we all. Farewell.
2980 You see a cube with two arms, two legs, and two small wings sprouting from its sides. On the front of the cube is an animated face. As you approach, the creature focuses its eyes upon you.
2981 "Greetings."
2982 This dark-haired young woman is staring listlessly off into space, sighing miserably and occasionally picking at the seams of her green velvet gown. It's difficult to discern whether she's depressed or simply bored.
2983 Leave her be.
2984 "Greetings..."
2985 "I am one of the 'generic' Sensates in the Civic Festhall. Pleased to meet you."
2986 "Pleased to leave you."
2987 The woman before you is incredibly attractive; there's some intangible aura about her that makes you *want* to speak to her. As you step up to her, she glances at you coyly, then she gives a knowing smile.
2988 "Greetings..."
2989 This towering man's golden skin sparkles slightly, almost as if it were metallic - whether it's his actual flesh or merely painted on, you cannot tell. He regards you coolly as you approach, giving a respectful bow as you draw near. "Welcome to the Civic Festhall, traveler; We are Splinter, doorman to the Festhall and Priest-King of Ur. How may We help you?" Despite his humble offer of aid, his voice is powerful and commanding, a deep and rumbling sound that resonates throughout the chamber.
2990 Well, if you destroyed a world, I don't particularly feel like talking to you unless you get another "whim" to destroy something.
2991 This musty-smelling female zombie looks exceptionally old, almost mummified. Her skin has the appearance of moldering, gray-green leather, and one of her eyes has fallen out, leaving a dark pit in her face. Her voice is slow and thick: "Guh-guh-guhreeetingz."
2992 "Greetings..."
2993 SO YOU HAVE COME.
2995 You see a being with skin of the purest ivory and hair of blinding white. His wings are charred, the feathers destroyed, yet he still radiates peace and love. He stands as if in meditation, taking no notice of your presence, holding his arms out to either side. Chains hold his forearms tightly, attached to the dais on which he stands. Though you do not recall having ever seen a deva, you know in your heart that is what this is.
2996 "I've been looking for you, deva."
2997 Negative Token
2998 Tattoo of the Joining
2999 This tall, elegant woman, with her sharp features and regal demeanor, is a striking example of aristocratic beauty. Her clothes appear to be spun of silver thread, and a small phial dangles from her necklace. She is perfumed with an exotic, erotic scent that seems to draw you towards her.
3000 "Greetings..."
3001 This sharp-featured woman's appearance is attractive though somewhat disturbing, with her blue-black skin and bright yellow eyes. As she examines you, a small pair of bat-like wings unfold from her back, then seem to settle back into her skin.
3003 Before you is a well-dressed, elderly woman in a gown of peach-colored and golden thread. She stands quietly, her hands folded together primly, and nods in your direction. It is then that you notice that she has no pupils - her eyes are entirely white. "Greetings, sir. I am Yvana; welcome to my galleria. Feel free to look about, spending as much time here as you like; should you have questions regarding any of the pieces, do not hesitate to ask me of them."
3004 "I had some questions, Yvana..."
3005 This fetching young woman has a far-away look in her soft, sea-green eyes.
3006 "Greetings..."
3007 This man looks... haunted. His eyes are half-lidded, as if he has had trouble sleeping, and his hair is long and unkempt. His beard is flecked with bits of dead skin and old bits of food. He doesn't seem to notice you as you approach.
3008 "Greetings..."
3009 This woman looks to be in her middle years, and her hair has streaks of grey running through it. Lines of worry crisscross her face... as she sees you, she seems torn between asking you to leave and calling for the man at the table.
3010 "Greetings."
3011 You see a slightly stooped old man with a full grey beard and a lion's mane of grey hair. He wears a couple of shoulder guards as armor, and he keeps a helmet nearby. He smokes a pipe and carries a pouch of tobacco around his waist. He looks pretty strong, but he's a little plump and also appears to have some sort of breathing trouble. "Well, now, aren't *you* a sight, lad! Never have I seen so many scars blanketing a fella - like a scar cloak ye're wearing! Where you been - hanging out in a grain thresher?!" He laughs. "Oh, I'm just jesting with ye, lad, no offense meant and I hope no offense taken. I'm Ebb." He extends his hand.
3012 "Greetings, Ebb."
3013 Fell turns to face you as you approach. Next to you, Annah stiffens as she catches sight of Fell.
3014 "What's the point of doing it every five days when they don't need... oh, never mind, just hand them over."
3015 The man in front of you has large eyes and a thin frame. He seems confused and frightened by the rest of the bar patrons, but he looks incredibly relieved to see you.
3016 "Greetings?"
3017 You see an iron... creature. Its size is staggering; if it stood full height, it would shatter the roof of the siege tower. Thundering echoes rattle the walkway as the creature hammers away on its forge, and the smell of soot and ash fills the air.
3018 Leave the golem alone.
3019 "Greetings."
3020 You see a rugged looking, square jawed man. He turns to you with a wide smile. "How are you, cutter, good day to you, good day indeed." He squints at you for a second, then juts his hand out to shake yours.
3021 Shake his hand: "Greetings."
3022 This older man is staring into his stein of ale, misery etched into his features. The battered pewter mug is an unusual one, lightly engraved with strange runes and bearded faces, and covered with a coat of thin frost. He looks up as you approach him. "Greetings... sir..." He seems slightly tipsy.
3023 Tattoo of Spite
3024 You see a sickly githzerai woman. She is hunched and bent, and her constant coughing is obviously a source of pain to her - she holds a handkerchief that is practically soaking with blood, tissue, and phlegm to her face. She spies you and hisses.
3025 "Greetings."
3026 You see a young boy with pale, yellow skin. His clothes are dirty and in need of mending. Currently he is tending a furnace.
3027 "Greetings."
3028 I am a merchant in the Lower Ward. I operate out of the open-air market right outside of the auction block.
3029 I hope I can actually BUY something from you guys at some point.
3030 I am a sick Lower Ward dweller. I have a fascinating life story to tell you, but I am too busy hacking and coughing to tell you about it.
3031 Maybe it's for the best, then.
3032 You see a thin, stooped man hunched over a desk, scribbling on a piece of paper. His hair is thinning and drab, drawn back into a ponytail, and thin spectacles adorn his hooked nose. His age could be anywhere from his early twenties to his late forties. He doesn't look up as he speaks to you. "What do you want? Make it quick."
3033 "Who are you?"
3034 I am an unfriendly Lower Ward dweller. Get out of my way.
3035 Yeah, screw you, too, pal.
3036 I am a secretive Lower Ward Dweller. Heaven forbid anyone steals my secrets! Gasp!
3037 Fucking smartass...
3038 I'm perhaps one of the only people in the Lower Ward who actually doesn't mind talking to a stranger. I, of all, am a rare exception.
3039 Whatever. Maybe we'll talk again when you're implemented so I can if you're actually an exception or not.
3040 Abishai
3041 Bartender
3042 Godsman Guard
3043 Planewalker
3044 Warehouse Worker
3045 Godsman Youth
3046 Curst Anarchist
3047 Dump Caretaker
3048 Brothel Patron
3049 Bar Patron
3050 Instructor
3051 Vigilante
3052 Prime Warrior
3053 Auctioneer
3054 Sick Githzerai
3055 Mochai
3056 Tegar'in
3057 You see a scaled fiend who looks very similar to the one standing next to him - in addition to the pierced left ears, both are black-hued and reptilian, with bat wings tucked against themselves. This one is missing a tooth on its right side. It sees Annah and Fall-from-Grace standing near you, and rasps, hissing, "Take the Abyssal vermin away and we'll talk. Till then, we say nothing." It spits again for good measure.
3058 You see a scaled fiend who looks very similar to the one standing next to him - in addition to the pierced left ears, both are black-hued and reptilian, with bat wings tucked against themselves. This one has a small scar under its left eye. It sees Annah and Fall-from-Grace standing near you, and rasps, hissing, "Take the Abyssal vermin away and we'll talk. Till then, we say nothing." It spits again for good measure.
3059 "Farewell, then."
3060 You see a scaled fiend who looks very similar to the one standing next to him - in addition to the pierced left ears, both are black-hued and reptilian, bat wings tucked against themselves. This one has a small scar under its left eye. It sees Annah standing near you, and rasps, hissing, "Take the little fiendling vermin away and we'll talk. Till then, we say nothing." It spits again for good measure.
3061 You see a scaled fiend who looks very similar to the one standing next to him - in addition to the pierced left ears, both are black-hued and reptilian, bat wings tucked against themselves. This one is missing a tooth on its right side. It sees Annah standing near you, and rasps, hissing, "Take the little fiendling vermin away and we'll talk. Till then, we say nothing." It spits again for good measure.
3062 SKULL PENDANT Weight: 1 This unusual, skull-shaped pendant is constructed of some silvery metal. Six crystals radiate from the skull in a circle, forming a crown of sorts. A leather lanyard is looped through an eyehole attached to the top of the skull.
3063 SMALL SWORD Damage: 1-6 Weight: 3 Speed: 3 A generic small sword for models so armed (e.g., Upper Class Townie, Male) to be equipped with.
3064 FINGER BONE Weight: 0 This is a decayed and nearly meatless finger bone from a humanoid of roughly your size. There is still some sort of odd ring on the finger. It is an intricate thing, formed of twisting, intertwining bands that resemble vines or tentacles. Oddly enough, it seems firmly rooted to the finger, and no amount of pulling or prying will budge the thing... almost as if the ring's bands have dug into the lifeless finger itself and refuse to release it.
3065 This is a necklace of hollowed, pointed teeth.
3066 "This is one of Fell's studios, is it not? I have long wanted to meet him."
3067 The prime looks at you disgustedly. "What do YOU want?" The way he accents the pronoun is almost infuriating, and definitely insulting.
3068 Candrian stands as you approach him. "The tooth woman wanted you to have these," he says, holding out his hand. "She wanted to express her thanks, even out the balance book as it were, and be done with the damned things." In the palm of his hand are Ingress' dancing teeth, and he smoothly deposits them into your hand. "Enjoy them, seeker."
3069 You see a broad-shouldered, hulking, dog-headed thing with four arms. One set of its heavily-muscled arms terminate in horrific, jagged pincers that look as though they could tear the very spirit from an unwilling victim. It speaks in an unexpectedly gentle voice. "Ah, traveler! I see you bring companions of worth and," it pauses to sniff the air, "a *delectable* scent. Annah, I knew your father - he toils deep in the Abyss even now. And Mistress Grace, your mother Red Shroud will surely be glad for news of your well-being."
3070 You see a man, standing stock still. He isn't moving a muscle. On closer examination, it appears that he isn't even breathing - just standing. His eye sockets are empty holes in his face. Contained within their bounds is a flat gray light that seems to dance with possibility. Looking into the sockets, the eerie, empty feeling of a limitless void shivers through you, as if you had gazed into a sliver of eternity. The head slowly swivels toward you (you notice that no muscles appeared to move under his skin as he turns), and he speaks in a pure, bell-like tone: "Well met, wanderer. You have forgotten again, haven't you?"
3071 I'm Jarckel the three-faced. The theory is that you'll get three of me and have puzzles based on the drinks you give me. Maybe I'll give you something cool for it.
3072 You see a scruffy, ill-kempt man. He smells strongly of alcohol. "Yeah? Whaddya want, eh?" He leans in close and looks you up and down. "Looks like you could use a HEALER!" He laughs loudly at his own poor humor, and the nauseating stench of liquor and poorly-chewed food washes over you.
3073 As you approach the woman to talk to her, Ignus' eyes flare up, and before you can stop him, he embraces her. She returns his embrace, losing herself in his flames. She does not cry out. Your last glimpse of her is burned into your memory: Her eyes are full of fiery passion and all-engulfing love. Nothing is left of her - not even ashes.
3074 I'm a bitch, I'm a liar, I'm a thief, I'm your mother, I'm an oozing sore that cannot be ignored... no, wait, that's Meredith Brooks. What I am is a salesman who lies and through my lies you can find the truth. Maybe.
3075 Being in the Gray Waste is a cause for despair. Of course, after a while, you even lose that. Just wait until I get in the game for real Bleaker philosophy.
3076 You see a leather-skinned man with just a hint of ashen color to his face. His teeth seem sharper than normal, and his eyes are filled with the boredom that comes with having seen too much. His voice is nasal and clipped. "You again, eh? Whaddya want this time?"
3077 "'You again'? What do you mean?"
3078 "I'm going, I'm going! You don't have to pester me!"
3079 You seem like a real loser. I can't wait to kill you.
3080 Saros
3081 Godsman Guard
3082 Godsman
3083 Curst Guard
3084 Warehouse Worker
3085 Curst Anarchist
3086 Crumplepunch
3087 Able Ponder-Thought
3088 Brothel Patron
3089 Dimtree
3090 Eli Havelock
3091 Ghysis the Crooked
3092 Hailcii'n
3093 Hargrimm the Bleak
3094 Goncalves
3095 Githyanki Soldier
3096 Yi'minn
3097 Fhjull Forked-Tongue
3098 Fane
3099 Fall-from-Grace
3100 Ecco
3101 Diligence
3102 Death's Advocate
3103 Low Threat Construct
3104 Moderate Threat Construct
3105 High Threat Construct
3106 Evil Wizard Construct
3107 Coaxmetal
3108 Clerk's Ward Citizen
3109 Burt
3110 Alais
3111 Hapgood
3112 Brokah
3113 Luis L'Armoire
3114 Alley of Lingering Sighs
3115 Adahn the Imagined
3116 Acaste
3117 Dump Caretaker
3118 Fell
3119 Distiller
3120 Ebb Creakknees
3121 Adahn
3122 Gray Waster
3123 Jarckel
3124 Dak'kon
3125 O
3126 Ignus
3127 Blackrose
3128 Townsperson
3129 Candrian
3130 Hensdale
3131 Barkis
3132 Elderly Woman
3133 Advocate
3134 Curst Townsman
3135 Succubus
3136 Skeleton Priest
3137 Tailor
3138 Githyanki
3139 Crippled Cornugon
3140 Prostitute
3141 Starved Dog Leader
3142 Lecturer
3143 Low Threat Construct
3144 Moderate Threat Construct
3145 High Threat Construct
3146 Evil Wizard Construct
3147 Iron Golem
3148 Clerk
3149 Skeleton
3150 Armoire
3151 Alley of Lingering Sighs
3152 Ancient Ghoul
3153 Clerk's Ward Citizen
3154 Crumplepunch
3155 Curst Thug
3156 Curst Guard
3157 Distiller
3158 Smoldering Corpse
3159 Godsman
3160 Hello. I work in the warehouse in Curst. If asked nicely, I might tell you that the Anarchists meet here, and that maybe you ought to think about meeting up with them.
3161 Sure thing. And maybe I'll cut my dick off.
3162 This person looks at you with a look of sheer distrust, and looks away quickly, ignoring you, returning to a task left undone. It looks like the entire crowd is preparing for some sort of armed revolt.
3163 Leave.
3164 You see a young man wearing ill-fitting clothes. He watches you approach with a bored look.
3165 "Greetings."
3166 You see an older man standing at the edge of a small crowd. They are gathered about what looks like a guillotine.
3167 "Greetings."
3168 This sour-looking, burly man glares at you as you interrupt his work. He seems a little slow, but earnest - not as poisonous as the others in this town. "Aye? What d'yeh want?"
3169 "Who are you?"
3170 This gate is held in place by massive locks and barbs. It looks like it would be impossible to open by any means you have at your disposal.
3171 Speak the syllables Trias gave you.
3172 You see a young man with a scowling face. He is mumbling to himself and appears to be preoccupied.
3173 "Greetings."
3174 "Please! Save me! They're trying to kill me just for doing my job! I didn't mean any harm! Can't they see they're the ones bringing this town to ruin?" He is sobbing. "Please... you have to do something!"
3175 "I think what I'll do is watch you die."
3176 Siabha spits at your feet. "Dog! You dare speak to me again when your false words imprisoned me here! Traitor! I hope the Styx swallows you and spits your bleached bones on the shore, that they might be whittled into flutes for an army of dung-eaters!"
3178 This woman wears a haughty expression on her aquiline face, and her contempt for you is obvious as she speaks to you. "I am a busy woman. Do not detain me long."
3179 Heard around town you were lookin for a way into the Prison. Soon as I get dialogue, I'll tell you how.
3180 "I just had a few questions..."
3181 And then I can go get that treacherous angel Trias! Oh boy!
3182 Eek! I have been captured by slavers! I need to be rescued!
3183 Just wait til I show up!
3184 You see a mousy man, with darting frightened eyes. "Please don't hurt me!" he stage-whispers. "They'll kill me if they find me!"
3185 "Who will kill you?"
3186 I'm a patron of the Curst Bar. It'll have a name change later.
3187 Good, good.
3188 I'm also a patron of that fine establishment.
3189 It must be a fine place indeed.
3190 Like the previous 2, I patronize this place. Though maybe I should be female and matronize it. Ha ha!
3191 You are a laff ry-ott.
3192 Patron 4. Yay.
3193 Yes. Yay.
3194 I tell you about tunnels, maybe. Is good?
3195 Yes. Is good. Unless is bad.
3196 A scruffy old man who reeks of garbage hails you. "Stranger! Bide a moment! I must tell you what has happened to this place!"
3197 "Who are you?"
3198 I am one of the bodies hanging on Curst's gate. There are several of us for one dialogue. We tell you stuff that you don't want to hear.
3199 I don't want to hear it.
3200 This older-looking noblewoman greets you with an elegant curtsey. "Well met, sir. Might I be so bold as to say, before you ask anything of me, that I am a patron here, and not one of the students."
3201 "You're a patron?"
3202 This dashing nobleman eyes your advance with an air of contempt. "I am here to speak with the ladies, sir, and *not* to one such as yourself. I certainly hope you hadn't planned on pestering me with questions and the like."
3203 "In fact, I did have some questions..."
3204 This gentleman is unremarkable save in that he has a black eye, as if he'd been struck in the face. He bows slightly as you approach him. "Greetings, sir."
3205 "Greetings. I had some questions..."
3206 The man's brow is deeply furrowed in concentration. As you approach, he looks to you and nods curtly. "Yes?"
3207 "I had some questions..."
3208 This strange, cubic creature seems to be as much machine as it is organic. As you approach the thing, it silently stares at you with wide, unblinking eyes. Its face hasn't the slightest trace of emotion on it.
3209 This door has been sealed.
3210 Advocate
3211 Lowden
3212 Kesai-Serris
3213 Vivian
3214 Kii'na
3215 Bellwether Haunt
3216 Nenny Nine-Eyes
3217 Juliette
3218 Lady Thorncombe
3219 Yves the Tale-Chaser
3220 Lothar
3221 Mantuok
3222 Pestle Kilnn
3223 Matter-Of-Course
3224 Marissa
3225 Many-as-One
3226 Jumble Murdersense
3227 Kimasxi Addertongue
3228 Gris
3229 Sensate
3230 Elderly Man
3231 Wererat
3232 Cranium Rat Collective
3233 Headless Man
3234 Modron
3235 Diseased Book
3236 Sensate
3237 Alchemist
3238 Clerk's Ward Merchant
3239 Collector Boss
3240 Restless Spirit
3241 Pestilential Tome
3242 Modron
3243 Quillion Reifeld
3244 Starved Dog Barking Thug
3245 Podge
3246 Montague
3247 Ravel
3248 Qui-Sai
3249 Splinter
3250 Sensate
3251 The Transcendent One
3252 Stale Mary
3253 Three-Planes-Aligned
3254 Vhailor
3255 Unfulfilled-Desire
3256 Trias
3257 Yvana
3258 Virago
3259 Black Abishai
3260 Pharod
3261 Vault of the Ninth World
3262 Vrischika
3263 Green Abishai
3264 Quell
3265 Ghoul
3266 Nordom
3267 Mertwyn the Headless
3268 Metal Head
3269 Night Hag
3270 Curator
3271 Sensate Guide
3272 Wild-Eyed Thug
3273 The Transcendent One
3274 Deva
3275 Mercykiller Armor
3276 Importer
3277 Rake
3278 Ghoul
3279 Black Abishai
3280 Statue
3281 Cornugon
3282 Red Abishai
3283 Glabrezu
3284 Nupperibo
3285 Lemure
3286 Gehreleth
3287 Cranium Rat
3288 Lady of Pain
3289 Wererat
3290 Pox
3291 Ghoul Stone Golem
3292 Ei-Vene
3293 Trocopotaca
3294 Tuscampa
3295 Thokola
3296 Greater Shadow
3297 Stone Statue
3298 Cornugon
3299 Red Abishai
3300 Glabrezu
3301 Gehreleth
3302 Wererat
3303 Cranium Rat
3304 Lady of Pain
3305 Thokola
3306 Smoldering Corpse Patron
3307 Grillig
3308 Tricha
3309 Lemure
3310 Slumped Zombie
3311 Haggard Woman
3312 Larval Worm
3313 Trelon
3314 Trigit
3315 Pillar of Skulls
3316 Greater Shadow
3317 Tuscampa
3318 Mercykiller
3319 Sohmien
3320 Worm
3321 Nupperibo
3322 Lim-Lim
3323 Trocopotaca
3324 Green Abishai
3325 This black-scaled reptile towers to a height of eight feet - its great height, however, is offset by its thin, snake-like frame. A long prehensile tail drags behind it, and its leathery wings are hooked behind its back. A strong vinegary smell emanates from the creature... as well as a certain amount of heat. It seems to be ignoring you.
3326 "Greetings."
3327 I am a RED Abishai, much different from the black ones. Really. Oh, I will also want to kill you as well.
3328 Charmed.
3329 I am a "green" abishai. I get nauseous just looking at myself.
3330 Me, too. Myself, I mean.
3331 Grrr. Me big Cornugon. Me hurt. Me do lot of hurt.
3332 Me, too. Pleased to meet you.
3333 It's possible that the cranium rats in the game may actually be able to speak with the character. If so, this template is here for it.
3334 Convenient.
3335 test/Chris/8.25
3336 test chris part 2 8.25
3337 Festhall Room Key
3338 Fin Andlye's Notes
3339 I am one of Mantuok's followers. Chitter-chitter.
3340 Chitter-chitter, indeed.
3341 I am one of the "rotting herd" of zombies that fill the catacombs. I shamble to and from work, just like Chris Avellone.
3342 What are you doing later?
3343 I am one of the "rotting herd" of zombies that fill the catacombs. I shamble to and from work, just like Chris Avellone. Blah, blah. Blah?
3344 You smell like him, too.
3345 I am one of Hargrimm's skeletal disciples. We pay tribute to the dead, and honor their sacrifice.
3346 I'll leave you to it then, good skeletons.
3347 "The Post"
3348 Mercykiller Patron
3349 Ingress
3350 Sohmien
3351 Strake
3352 Stenchpot
3353 Elderly Hive Dweller
3354 Death-of-Names
3355 Trigit
3356 Trelon
3357 Quentin
3358 Giant Skeleton
3359 Tricha
3360 Larval Worm
3361 Lim-Lim
3362 Grillig
3363 "There is a man named Rotten William. He is a dark and deceitful man. He is the leader of the Darkalley Shivs. Find him in this alley and slay him, and you will serve the cause of goodness. Fail, and evil shall rise. Refuse, and I shall slay you."
3364 "I had some other questions..."
3365 Leave.
3366 I'll be interested to see if the designer can pull that off. Should be fun!
3367 "My pleasure. I would ask some questions of you..."
3368 Maybe? Maybe if you don't I'll punch you in your ratty, zombified, stupid human face.
3369 "We're itinerants. We've been forced to move time and again. We settled here at the same time as Rotten William and the Darkalley Shivs, and now we're in a fight for our lives. We just charge a simple toll for passage here. They take lives. We're essentially good people. They're evil, led by an evil man."
3370 "Do you know me, stranger?"
3371 "I'm looking for Pharod."
3372 "Who are you?"
3373 You know, just listening to you makes me come in my pants.
3374 [no text]
3375 Pouch
3376 Breastplate 2
3377 Crooked Finger Bone
3378 Breastplate 3
3379 Rags
3380 Bandages
3381 Breastplate 4
3382 Cracked Bronze Breastplate
3383 Fist
3384 Giant Skeleton's Blade
3385 Zombie Fist (Lunge)
3386 Needle and Thread
3387 Rune of Armor
3388 Bodice of the Godless Priest
3389 Zombie Fist (Lunge)
3390 Fist
3391 Leather Apron
3392 Crooked Finger Bone
3393 Rune of Lesser Warding
3394 Giant Skeleton's Blade
3395 Dhall's Quill Pen
3396 I am one of the Collectors in the Buried Village. I wander around, gathering items and corpses for Pharod.
3397 Sounds groovy.
3398 I'm a male customer in the Lower Ward section. I wander around, examining merchandise, and generally serving as fluff.
3399 Great. Thanks for your "time."
3400 I am a Lower Ward Customer, Female. Like the male of my species, I wander around from shop to shop, looking at the merchandise and deciding what I want to buy. I could be regarded as a piece of fluff.
3401 That's interesting... the fluff part, I mean. Thanks for your time, my sweet.
3402 I am one of the lasses of the Buried Village. I wander about the village, looking for corpses and exciting trinkets for Pharod.
3403 Good. Evil. I'm the one with the gun.
3404 You see a slight young woman with pale features. The sunken flesh around her cheeks and neck makes her appear as if she is starving. She seems intent on dissecting the corpse in front of her, prodding the chest with a finger.
3406 "Greetings."
3407 Leave her alone.
3408 You see a haggard woman wrapped in rags. Her hair is disheveled and dirty, and her complexion is extremely dark. Burns cover her arms, and her right hand is a fused lump of flesh... it looks melted, like wax exposed to a great heat.
3409 "Greetings."
3410 The woman does not respond... she seems too intent on the body in front of her. As you watch her work, you suddenly notice her hands... her fingers are talons. They are darting in and out of the corpse's chest cavity like knives, removing organs.
3411 I said, Greetings.
3412 "I said, Greetings."
3413 "I said, Greetings."
3414 "What's wrong with your hands?"
3415 "What's wrong with your hands?"
3416 Leave her alone.
3417 The woman makes no response.
3418 Tap the woman, get her attention.
3419 Leave her alone.
3420 The woman makes no response.
3421 The woman jumps and whips around to face you... her eyes are a rotting yellow, with small orange dots for pupils. As she sees you, her expression changes from surprise to irritation, and she frowns at you.
3422 "Uh... greetings."
3423 She doesn't seem to have heard you. She leans forward, squinting, as if she can't quite make you out... whatever is wrong with her eyes must make her terribly near-sighted. "You -" She clacks her taloned fingers together, then makes a strange motion with her hands. "Find THREAD and EM-balming juice, bring HERE, to Ei-Vene. Go - Go - Go." ^NNOTE: You have been assigned a quest. Quests are displayed in your diary and in the "Quests" portion of your journal. To see all the quests you've been assigned (and their status), simply select "quests" from the journal menu.^-
3424 Give her the thread and embalming fluid.
3425 "I had some questions first..."
3426 "I had some questions first..."
3427 "What's wrong with your hands?"
3428 "What's wrong with your hands?"
3429 Leave.
3430 She turns away... she makes no sign that she heard you. Her hearing must be as poor as her eyesight.
3431 Tap her on the shoulder, get her attention.
3432 Leave.
3433 Without missing a beat, Ei-Vene snaps the thread from your hands and hooks it around one of her talons, then begins sewing up the corpse's chest. She then takes the embalming fluid, and begins to apply a layer to the corpse.
3434 Wait.
3435 Leave.
3436 As you are about to leave, Ei-Vene speaks: "Stay. You - next."
3437 Wait.
3438 Leave. Quickly.
3439 Within minutes, she is finished. She clicks her talons, then turns to face you. To your surprise, she extends her hand and drags her talons along your arms and chest.
3440 "Uh, it's not that I'm not flattered, but..."
3441 "Uh, it's not that I'm not flattered, but..."
3442 Keep playing zombie.
3443 Keep playing zombie.
3444 Push her away, leave.
3445 She looks shocked as you push her away. "Zomfie? You no zomfie!" She takes a step back, then before you can react, she claps her hands three times. In response, the tolling of a huge bell echoes throughout the Mortuary.
3446 As she traces your arms and chest, you suddenly notice she seems to be examining your scars. She withdraws her talons, clicks them twice, then bends forward and examines some of the tattoos on your chest. "Hmmph. Who write on you? Hivers do that? No respect for zomfies. Zomfies, not paintings." She sniffs, then pokes one of your scars. "This one bad shape, many scars, no preserfs."
3447 Wait.
3448 Her talons suddenly hook into the thread you brought her, and lightning-like, she jabs another talon into the skin near one of your scars. It feels barely more than a pin-prick, but it looks like she's about to start stitching you up.
3449 Let her work.
3450 Push her away, leave.
3451 The sensation is curiously painless as Ei-Vene begins to stitch up your scars. When she is done, she sniffs you, frowns, then stabs her fingers into the embalming fluid. Within minutes, she has dabbed your body with the fluid... and strangely enough, it makes you feel *better.*
3452 Let her work.
3453 Let her work.
3454 Ei-Vene puts the last touches on your body, gives you another sniff, nods, then makes a shooing motion with her talons. "Done. Go - go."
3455 Wait a minute. I need an embalming key. Do you have one?
3456 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3457 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3458 You see Ei-Vene. She is still dissecting the corpse's chest with her talons. The rhythm of the talons reminds you of something, but you can't quite recall what.
3459 Watch her, study the motions of her hands.
3463 Tap her, get her attention.
3464 As you study the motion of Ei-Vene's hands, you feel a prickling along your scalp, and then suddenly, you find your vision swimming, blurring, until...
3468 She turns, sees you, then frowns. "Dum zomfies." She clacks her taloned fingers together impatiently, then makes a stitching motion with her fingers. "Find thread and embalming fluid, bring here, to Ei-Vene. Go - Go - Go."
3469 Give her the thread and embalming fluid.
3470 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3471 She leans forward, looks at your hand motions, then sniffs. Her hand darts into her robe, then emerges, a key hanging from her wickedly sharp index finger. She flicks it into your hand. "Bring back when done. Go - go."
3472 The woman makes no response.
3473 "I think the Dustie chit might be a bit short of hearing, chief. Let's lay off, shall we?"
3474 "What's wrong with her hands?"
3475 Tap the woman, get her attention.
3476 Leave her alone.
3477 "Eh... she's a *tiefling,* chief. They got fiend blood in their veins, usually 'cause some ancestor of theirs shared knickers with one demon or another. Makes some of 'em addled in the head... and addled-looking, too."
3478 Tap the woman, get her attention.
3479 Leave her alone.
3480 "I think the Dustie chit might be a bit short of hearing, chief. Let's lay off, shall we?"
3481 "Eh... she's a *tiefling,* chief. They got a dash of fiend blood running in their veins, usually 'cause some ancestor of theirs shared knickers with some demon or another. Makes some of 'em addled in the head... and usually addled-looking, too."
3482 Leave.
3483 "What's wrong with her hands?"
3484 Leave.
3485 She turns away... she makes no sign that she heard you.
3486 She turns away... she makes no sign that she heard you. Her hearing must be as poor as her eyesight.
3487 "Looks like you have a new friend, chief. You two need some time together, or...?"
3488 "Stow it, Morte."
3489 Keep playing zombie.
3490 Push woman away.
3491 "All right then..."
3492 "This may be the second time in my life I'm thankful I don't have a nose."
3493 She turns, sees you, then frowns. "Dum zomfies." She clacks her taloned fingers together impatiently, then makes a stitching motion with her fingers. "You done. All stich up. Go - Go - Go."
3494 "What's wrong with your hands?"
3495 "What's wrong with your hands?"
3496 Leave.
3497 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3498 She turns away... she makes no sign that she heard you. Her hearing must be as poor as her eyesight.
3499 Leave.
3500 I need a key. Do you have one?
3501 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3502 "Wait a minute." (You make the motion of a key turning with your hand.) "I need an embalming key. Do you have one?"
3503 RUNE OF LESSER WARDING Invokes: "Armor" Teaches user "Armor" Level: 1 / Wizard Range: 0 Duration: Until destroyed by damage Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 5 Usable only by Mages Upon closer examination of the runes covering the surface of this breastplate, you think you might be able to unlock the rune's power and use it to invoke a primitive warding enchantment, similar to the one that protected the giant skeleton. Activating the rune will destroy the breastplate, however.
3504 GODSMAN RECEIPT Weight: 0 A receipt stamped with the symbol of the Godsmen. Probably redeemable at the Great Foundry.
3505 CROOKED FINGER BONE Weight: 0 This is a crooked skeletal finger bone. You're not certain what is holding it in its crescent shape; there doesn't appear to be anything holding the individual bones together.
3506 LEATHER STRAP Weight: 1 This is a leather strap used to bind the skeleton worker's bones together. Although the strap is frayed along the edges, it still looks pretty strong.
3507 JUNK 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.
3508 RAGS Weight: 1 This thick mass of rags look as if they were torn from a tapestry or someone's robes.
3509 ZOMBIE FIST (LUNGE) Weight: 0 This is a zombie's lunge attack.
3510 This is one of the leather straps that were used to bind a skeleton's bones together. Although the strap is frayed and cracked along the edges, it still looks pretty strong.
3511 CROOKED FINGER BONE Weight: 0 This is a crooked skeletal finger bone. You're not certain what is holding it in its crescent shape; there doesn't appear to be anything holding the individual bones together.
3512 LEATHER APRON Weight: 5 This looks to be a heavy apron made from the hide of some creature. Aprons such as these are used to protect workers clothes from the heat of the forge.
3513 A receipt stamped with a symbol of a sword radiating a sunburst.
3514 PRACTICE MACE Damage: 1-2 Speed: 5 Weight: 4 Proficiency: Clubs Usable only by Fighters This mace has a soft almost spongy feel to it. More than likely this is used as a practice weapon.
3515 CURIOUS IRONWORK Weight: 10 This is a shimmering piece of filigreed metalwork that you picked up in the Great Foundry. It looks almost gauzy. Sharp edges protrude from it. You have no idea what to do with it right now, but it must be important if you left it behind for yourself.
3516 TONGS Weight: 5 Soot-covered tongs used to hold iron ore in the heat of a foundry fire
3517 IRON ORE Weight: 5 A lump of iron ore.
3518 CRACKED BRONZE BREASTPLATE Weight: 5 This cracked bronze breastplate has a number of runes engraved on its surface. You obtained it from the giant Mortuary skeleton when you dispelled the enchantment that animated it.
3519 GIANT SKELETON SWORD Damage: 3-24 Slashing Weight: 0 Usable only by Giant Skeletons This is one of the giant skeleton's blades.
3520 Aren't you supposed to be a lot smarter? I mean, you ARE a high-level fiend who's been honing his evil and intelligence for millennia, right?
3521 Err, well, yes, but it's so much easier to just "grr" a lot... it impresses the rubes, you see.
3522 The Henkelmonster is a tall German creature with long. flowing hair.
3523 Aasimar, tieflings' opposite number, are the children of celestials - the inhabitants of the Upper Planes - and mortals. They carry a spark of goodness in their very flesh, yet some of them turn away from their heritage. Though they are generally paragons of virtue, one shouldn't trust them without reserve.
3524 Forked-Tongue is a victim of Trias, whom he calls "the Betrayer." He signed a contract with the deva that consigned him to acts of charity until Trias is dead. He makes his home in the bones of Ul-Goris in the Outlands, hiding from mortal and immortal alike. He has knowledge and items that may prove useful.
3525 The ghostly apparition, Deionarra, claims she knows you, that you are her "Love." Whatever keeps her on the physical plane must be powerful indeed, for her to stave off death so long. Dying does not seem to have improved her disposition.
3526 Morte is a talking skull. His sole weapon seems to be his mouth, whether by taunting or biting. He seems to be along for the ride, whether you want him around or not. You are somewhat curious as to how he is able to float around.
3527 The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere. The Dustmen have suppressed most of their emotions, seeing them as distractions to reaching the "True Death." They perceive the 'life' that they lead as a temporary one, a shadow of the True Death that all living beings seek to reach. According to Dustman philosophy, one must divest themselves of all passions before they can pass beyond this existence and into the True Death.
3528 Dhall is extremely old, and definitely not human. His skin has a trace of yellow, like old parchment. Dead charcoal gray eyes lie within an angular face... a non-human face, as the ears narrow to points. A large white beard flows down the front of his black robes like a waterfall. He coughs occasionally. The book he works in front of is huge, and seems to contain many names of corpses that have been brought to the Mortuary. Dhall is a member of the Dustman faction, a faction that believes in the "True Death," the ultimate state of non-existence that awaits beyond life. Dhall claims to know you and have met you many times, and he refers to you as the "Restless One." He claims to protect your secret of rising from the dead from the rest of the faction. He seems to want you to work out what is keeping you from the "True Death" on your own.
3529 Zombies are mindless corpses animated by necromancy. Unlike skeletons, zombies still have a great deal of flesh attached to their frame, and this is both an advantage and disadvantage... it makes them tougher and stronger than skeletons, but at the same time, rigor mortis hinders their movement, making them much slower than a normal human being. Although zombies move and attack very slowly, their great strength becomes apparent when they catch a target. Their blows are capable of killing a normal human being with a single punch.
3530 These skeletons have been given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with thin metal bolts and their bones appear bound with leather straps and cords wound beneath their armor. Skeletons suffer less damage from any slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
3531 Unlike the other skulls you see in the room, this one seems to be awake and aware. This skull's eyes are still fresh and wet in its sockets, and they are following your movements. The skull seems to be trying to get your attention.
3532 These skeletons are made from the bones of giants and given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with iron bolts and their bones are reinforced with leather straps and cords wound beneath their armor. These skeletons' size belies their great speed and their skill with their great swords. The archaic armor and weapons these skeletons use do not look like they have suffered from age, and their blades are razor-sharp. It is possible that their armor is cleaned daily by one of the Mortuary workers. Skeletons suffer less damage from any slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
3533 The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere.
3534 This elderly scribe looks very old... his skin is wrinkled and has a slight trace of yellow, like old parchment. Dead charcoal gray eyes lie within an angular face... a non-human face, as the ears narrow to points. A large white beard flows down the front of his black robes like a waterfall. He coughs occasionally. The book he works in front of is huge, and seems to contain many names.
3535 This ghostly apparition is a mystery to you. It is the spirit of an extremely beautiful young woman in a long white dress. She seems distressed, and there is a strange gleam in her eye that makes you uncomfortable. You cannot imagine what would possess such a creature to cling to unlife, but you wonder if it has any connection with your condition.
3536 Zombie Male Battle Cry 1 (Approach 1)
3537 Giant Armored Skeleton Battle Cry 2 (Approach 2)
3538 Giant Armored Skeleton Damage 1
3539 Giant Armored Skeleton Damage 2
3540 Giant Armored Skeleton Death
3541 Cornugon Battle Cry 1 (Approach 1)
3542 Zombie Male Battle Cry 2 (Approach 2)
3543 Zombie Female Battle Cry 1 (Approach 1)
3544 Zombie Female Battle Cry 2 (Approach 2)
3545 Cranium Rat Battle Cry 2 (Approach 2)
3546 Cranium Rat Damage 1
3547 Zombie Female Damage 1
3548 Zombie Female Damage 2
3549 Zombie Female Death
3550 Leave.
3551 "Powers above! Didn't I tell you to talk to Rotten William? You stupid, stupid berk. DARKALLEY SHIVS! ATTACK!"
3552 Run away.
3553 Attack.
3554 "You killed that vigilante? Good. He was really crimping our style. Talk to William - he'll get you something nice."
3555 Leave.
3556 "Stop talkin' to me and get rid of that stinkin' vigilante! Our lives are in danger, sod!"
3557 Leave.
3558 "I knew that self-righteous wench'd get herself knocked off sometime. Go talk to Rotten William. He's got something to say to you."
3559 Leave.
3560 "Don't you have a worthless waste of space to go kill?"
3561 Leave.
3562 "You! Die! DARKALLEY SHIVS! ATTACK!"
3563 Attack.
3564 Run away.
3565 "Listen to what I'm saying: Don't talk to me. Talk to Krystall. Talk to Krystall. Talk to Krystall. Get the picture?"
3566 Leave.
3567 "Hey, pally... thanks for taking out that vigilante. I'm sure I speak for everyone when I say we appreciate it. Krystall surely does."
3568 Leave.
3569 "Sure appreciate the help with the vigilante. Good luck with it!"
3570 Leave.
3571 "That'll drive the Darkalley Shivs away! The Alley is ours now!"
3572 Leave.
3573 "Teach those Darkalley Shivs a lesson!"
3574 Leave.
3575 "You dare show your face around here? Die, evil one!"
3576 Leave.
3577 "Hey! Fresh meat! Tell you what, meat' give me your money or I'll take your soul."
3578 "Here's all my money. Don't hurt me."
3579 "You got more money? Let's have it."
3580 "Not this time. You'll have to try to take it from my corpse."
3581 "Here you go."
3582 Fell is a fallen dabus, a former servant of the Lady of Pain and one of the few remaining priests of the dead god of portals, Aoskar. He has achieved some renown as a tattoo artist, somehow bringing his pictures to a kind of life. Simply return to Fell with tales of your exploits and he can sketch them on your skin, and allow you to draw strength from them.
3583 Fall-from-Grace is a succubus, one of the tanar'ri, a creature literally formed of raw chaos and evil, her body and mind the perfect template to tempt a man of any species, any age. She is the proprietress of the Brothel of Slating Intellectual Lusts.
3584 Somehow this drone achieved sentience and overthrew the modron in charge. Before it could lay any serious plans, though, the failsafe of the modron cube kicked in and placed the drone into stasis. Now you've activated it again. Good for you.
3585 Ebb Creakknees is an old Harmonium member who seems to be content enough to sit in his chair at the Smoldering Corpse and run his mouth off to whomever will listen to him. He's a font of information, if you can get past all the long-winded explanations.
3586 Dak'kon is a githzerai, one of the tight-lipped people of Limbo. His skin is yellow and lined; he appears to be old, and pain haunts his small black eyes. He carries a blade of strange metal.
3587 The light drones don't present much of a threat - they've been built to establish a baseline for "wandering adventurers." Still, they're annoying and petty.
3588 One of the highest-ranking levels of baatezu in all Baator, cornugons are those who have ascended through the ranks of their fellows by way of countless generations of betrayal, self-sacrifice, deception, and all manner of vices. Covered with tiny horns, wearing a huge pair of wings, and heavily-muscled, they look like stupid creatures and often play on that to their advantage - they are, in fact, deeply intelligent creatures, and there's no telling how deep their schemes might run.
3589 Individually, cranium rats are little more than your ordinary garbage rats with the slight addition of pulsing, exposed brains on their skulls. Get them in a group, though, and they become much more dangerous - their proximity to other cranium rats creates a hive mind that grows more powerful with the addition of every rat. Their intelligence can rapidly increase to godlike levels, and they gain spells and other fearsome mental abilities - and it's only by slaying numerous individual rats that you can weaken the hive mind. Best to avoid them, if at all possible.
3590 These constructs are the more powerful creatures inhabiting the modron maze. They come in two varieties, one more powerful than the other. They're both more powerful than the light drone, and they're both dangerous enough that you should keep an eye out for them.
3591 The dabus are the servants of the Lady of Pain, the enigmatic ruler of Sigil. They float above the ground and speak in rebuses, symbols strung together to spell out words. They tear down walls and construct streets under the unspoken command of the Lady. There's something about them that strikes you as wrong.
3592 These townspeople are angry and suspicious, wearing an outer shell of protective blades to reflect the barriers to their hearts. Their appearance reflects their reality.
3593 The lawmen of Curst are brutal and often unfair. They're tools of the local strongman, Tovus Giljaf, in keeping the people of Curst miserable and plotting.
3594 No Known Creatures
3595 You have yet to meet any notable creatures in this category.
3596 Collectors are the pathetic remnants of humanity, cast adrift in the Hive. They scrape together an imitation of life by collecting the dead who accumulate in the streets of the Hive Ward and dragging them to the Mortuary in exchange for money from the Dustmen. You know they've gathered your body from the streets on occasion...
3597 These monsters seem to be native to the prison plane of Carceri. Their huge tusks deliver a painful ripping to those unfortunate enough to be in the way, and their natural armor plating seems to protect them from bludgeoning attacks. They don't seem to be very intelligent, but what they lack in wits they make up in brawn. More's the pity.
3598 Annah is a tiefling, a brash girl on the brink of womanhood. Her tail lashes when she's angry. She's a canny guttersnipe, and the Hive seems to be a second skin for her.
3599 An advocate is one who devotes him- or herself to the study of Sigil's laws, making sense of the labyrinthine structure of legalities that hold the city together. They can represent a person in a court of law, draw up legacies (also called "wills"), and perform other tasks that mark one's citizenship in a society.
3600 An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A red abishai is the highest of the abishai, ranking above the green and the black forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever. The red abishai is one step down from promotion to a higher form of baatezu.
3601 An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A green abishai is the second rank of the abishai, ranking above the black and below the red. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
3602 An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A black abishai is the lowest of the abishai, ranking below the green and the red forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
3603 Pharod Wormhair is the Collector King of the Hive, a man crippled in body and spirit. His mind, however, seems to be as sharp as ever. He rules the Buried Village with an iron fist, keeping even that disorderly rabble in line. He is a sneak, a thief, and he seems to know far too much about you, though he does not reveal it without ... coaxing.
3604 A bare step above the lemure in the baatezu food chain, the nupperibo is a practically mindless, blubbery lump of flesh that contains the pure essence of law and evil. Driven on by the cruel whips of their superiors, a group of them can form a battle wave that can wash effortlessly over an opponent. Apparently, the nupperibo can only be harmed by magical or holy weapons.
3605 This modron seems to be subtly different from the others you have seen. It carries a pair of crossbows in its four arms, and it seems to be taking an active interest in your behavior.
3606 The embodiments of perfect order, modrons hail from the Gear-Plane of Ultimate Law - Mechanus. They adhere to a strict caste system, a system so perfect that they cannot comprehend the castes not immediately adjacent to theirs. Their unified mind is so perfect that they have no sense of self or individuality. They have no ambition, no emotion, and exist only to carry out the orders of their superiors. Of course, in any system there are bound to be imperfections. It's possible for a modron to grow an identity and go rogue. You have no idea how this might happen.
3607 One of the most frightening factions of Sigil, the Mercykillers - the Red Death - are relentless in their pursuit of justice. They believe that without justice, there can be no truth. They have appointed themselves the guardians and executioners of true justice across the multiverse. Their only redeeming grace is that they apply their justice to all things, including themselves, and do not enforce unjust laws. Their fanatic devotion is unnerving, but it can be used against them.
3608 The master of the Bones of the Night, Lothar keeps shelves full of skulls in his salon. They speak long-forgotten secrets, their whispers filling *his* skull with arcane knowledge. He may well be one of the few in existence who can truly destroy you. The folk of Sigil speak his name in hushed, reverent tones, and seem eager to avoid offending him.
3609 The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.
3610 The Lady is a mystery. She's widely regarded to be the de facto ruler of Sigil, its protector and its victim. She is said to guard the doors of the Cage against the myriad schemes of the gods, to be the ultimate expression of balance in the multiverse, to be the prisoner of the City of Doors. There are thousands of stories about her - one even tells that she's actually six giant squirrels with a headdress, robe, and ring of levitation and illusions - but none of them can be answered. She is a true enigma, a puzzle with no solution. If someone displeases her - by upsetting the balance of the city or worshipping her - the Lady may punish the offender. Her punishment ranges from the Mazes - a twisting, turning hell with a cleverly disguised exit - to the casting of her shadow across the transgressor, covering him with slashes and gouges from her sharp-edged shadow, leaving behind a pile of gore and viscera. Neither option is particularly attractive.
3611 These innocuous insects appear to be little more than giant fleas. However, they can be trained, and seem loyal to their owners. How far that loyalty extends is worth investigating.
3612 These bird-like creatures are docile things that flock together in the Outlands. They appear to be friendly, but what happens when they get riled is another question entirely. You wonder how they'd taste.
3613 There is a burning man hovering in the air over a grille in the Smoldering Corpse Bar. His skin bubbles and chars, and flames pour from his tormented eyes, yet his expression is far away, almost as if he were reveling in the flames.
3614 You were first alerted to the sohmien by the thundering of their hooves. Four-legged creatures of pure evil, the sohmien have the body of a horse and a head out of nightmare. Their spiked shoulders make them additionally threatening. They seem to travel in carnivorous herds.
3615 The gronk is a stupid, burly creature, stupidly aggressive. They tend to be docile until their territory is invaded, and unfortunately, by the time you see one, you've probably invaded its territory. Best to avoid combat with these. They appear to be immune to crushing weapons.
3616 These pack creatures are cowardly on their own, preferring to hunt only with their brethren nearby. They attack with their hind feet, slashing their enemies with razor-sharp claws. They appear to be immune to edged weapons...
3617 The Godsmen guards are very devoted to their jobs. They're also very cagey about what's going on in the Foundry.
3618 Yet another of the factions of Sigil, the Godsmen are also known as "The Believers of the Source." They believe that all creatures have the potential for godhood within them, that all of life is a test, and that every step is a lesson. Their relentless optimism makes them fairly popular. They make their home in the Great Foundry in the Lower Ward, crafting some of the finest metalwork in the planes.
3619 Of all the tanar'ri - demonic fiends that inhabit the Abyss of chaos and evil - few are as cunning as the doglike glabrezu. These are the chosen tempters of mortal minds, offering power and knowledge beyond the ken of even the most knowledgeable. Of course, this knowledge comes with a price. They're also brutal warriors, among the most dangerous creatures you have encountered. Tread carefully, both in body and mind.
3620 The githzerai are the long-separated kin of the githyanki, and where their former brethren are cruel and vicious, the githzerai are quiet and reserved, burning with a passion that drives them far beyond what most mortals are capable of. They dwell in Limbo, in the ever-shifting seas of Chaos, making their fortress homes impregnable against the attacks of the natives of that plane. They speak in metaphors and legends, and carry themselves with a quiet nobility.
3621 Acaste is the ghoul-queen of the Dead Nations, a slavering flesh-eater who holds her pack together with fear of the Silent King and sheer bullying. She is tough, strong, and despite her appearance, clever. She is one to watch, to be sure.
3622 Ghoul, Male, Stone Golem Description.
3623 The walking dead come in many shapes and sizes. This particular shape and size is that of a carrion eater, a thing that survives by eating the flesh and bones of the living and dead alike. A ghoul is a savage creature, with few scruples and even less intelligence. Fortunately, they're easily disposed of.
3624 Gehreleths are the outcast fiends of the planes, savage fighters who create themselves from the bodies of the dead that litter Carceri's spheres. They're universally feared and despised, and for good reason. Best to stay away from them - if you can't do that, make sure you've got a weapon that'll drive them off.
3625 Iron Golem's Description.
3626 These are not the pleasant earthworms that emerge from the ground after a heavy rain. They are slimy, massive creatures that feed on carrion, their mouths lined with sharp teeth that can tear the arm off a strong man or the head from a child.
3627 Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast,' a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsome and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this. Mantuok, the voice of Many-as-One, the cranium rat collective, is an ingratiating little bastard whose best quality is that he is subservient to those with power. He's also a mage of some talent, and it seems he'll sell out his master to achieve an advantage for himself. He seems to hate you with a passion. Perhaps he's jealous of you.
3628 Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast,' a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsome and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this.
3629 This suit of Mercykiller armor apparently has been standing here in the prison under Curst for some years. It has not been disturbed, which is strange, considering how very quick the people of Curst are to seek a profit.
3630 Horrid creatures from the Lower Planes, vargouilles are disembodied heads grown wings. Their bite is lethal, and worse, the victims of said bite are likely to become vargouilles upon their death. Though the vargouilles are not too dangerous in single combat, they flock to a fight and can prove deadly to an unprepared traveler. Those who would travel in dark places and catacombs should be wary.
3631 Ravel's Black-barbed Maze is said to hold the legendary night hag herself - but in the centuries that she's been gone from Sigil, she's had the opportunity to alter her personal maze. Seeds fell from her hair as she traveled through the maze, and the peculiar energies of the maze spawned these creatures - the trigits. They're essentially sentient trees, and they seem to have a hunger for blood.
3632 Trocopotacas are big, white crocodilian creatures that prefer the damp. They live in the catacombs under Sigil's streets, fighting the vargouilles and Collectors foolish enough to venture into their lairs. They are a legend among the mothers of the Hive, used to frighten children and criminals alike into submission. They exist. They're nasty.
3633 Trias is a deva, a celestial being from the Upper Planes. You first encountered him in the prison of Curst, imprisoned in an obsidian bubble. His beauty is astonishing to behold; the aura of goodness rolls from him like a glorious wave of light. His wings are charred down to the bone, yet he seems to bear his suffering with pride.
3634 Ordinarily, you'd think beetles would be small things you could crush with your boot. You wouldn't credit them with intelligence. You certainly wouldn't credit them with a sadistic streak. At least, you wouldn't until you saw the trelons. These hissing beetle things live in the dark, and they have a marked penchant for pain. They seem to be a breed of Lower Planar creature, because there's palpable evil in them.
3635 Transcendent One Description.
3636 Leader of the skeletons of the Dead Nations, Hargrimm is the skeleton priest who speaks the words of the Silent King to his followers. With Stale Mary the zombie and Acaste the Ghoul-Queen as the two other corners, he makes the third of the triumvirate that holds the Dead Nations in uneasy balance. Tipping the balance one way or another might incite chaos.
3637 Skeleton, Armored Description.
3638 These shadows are much like the other two kinds of shadows you have encountered, but they're armed with brutal claws and a fierce dedication to your death. Alone, they're dangerous - but they usually hunt in packs, and so become deadly.
3639 The skeletal shadows that have taken the place of the first shadows you saw seem to be far more dangerous. Their elongated limbs end in vicious claws, and they swarm like insects.
3640 These shadows are pale, effeminate wraiths who draw themselves up from the ground quietly. They strike without warning, and seem to be more bloodhound than warrior.
3641 All the stories you heard about Ravel Puzzlewell prepared you for a loathsome monster who would devour your soul. If she intended that, though, she chose a strange way to go about it - she is undeniably insane, trapped in a black-barbed maze of thorns and evil. You can't help but pity her, despite her great power: She has lost everything and doesn't even know it.
3642 A sad fact of life: Often, the only way a woman has to survive is by selling her body and mind to males desperate for companionship and release. It's an unfortunate commentary on the Hive that so many prostitutes litter its streets.
3643 The child of a tanar'ri and a human father, the alu-fiend is akin to a succubus in appearance. Some of them try to repress the evil within them; far more attempt to outdo their fiendish forebears in sheer evil and cruelty. You should know better than to trust a tanar'ri.
3644 Another of Sigil's factions, the Harmonium credo is "Live right." Unfortunately for others, this credo often translates to "Live like we do, or else." They believe firmly in the rule of law, and thus they serve as the enforcers of Sigil's streets. Their red armor helps them stand out on the city streets.
3645 Medium Combat Drone Description.
3646 Thokolas are dull and brutish humanoids. Their bodies are covered with a brown, almost-furry skin, and their jutting jaws do a poor job of hiding their misshapen teeth. They are warriors, and find no greater joy than in bloodshed. It is probably best to avoid angering them.
3647 This disgusting mass of heads towers lonesome in the fiery wastes of Avernus, the first layer of Baator. Apparently, it is composed of the heads of liars and ill-meaning sages, a punishment for those who squandered the gift of knowledge. You have been told that the Pillar holds the answers to your mortality, the precious secret that has been driving you for these long years.
3648 "I'm looking for a journal."
3649 "I'm passing through."
3650 "I don't want any trouble."
3651 "Blackrose wants you dead."
3652 "Krystall wants you dead."
3653 "It's not any of your business."
3654 "Yeh want Pharod, aye? Well, me pretty, for a price I can tell yeh where to find him."
3655 "How much?"
3656 "All right, here. Where is he?"
3657 "I'm not interested."
3658 "I don't have that much."
3659 "People have already told me that!"
3660 "Thanks. Farewell."
3661 He sizes you up. "A mere five coppers. Fair enough for someone seems as desperate as yeh do."
3662 "What's in it for me?"
3663 "I'll do it."
3664 "I won't do it. I'm no assassin."
3665 "I'd like to think about it first."
3666 "I'm looking for a journal."
3667 "I'm passing through."
3668 "Yeh can find him near Ragpicker's Square. Look for him and his Collectors and yeh should have no problem in dealin' with him."
3669 "I don't want any trouble."
3670 "Blackrose wants you dead."
3671 "Krystall wants you dead."
3672 "Aye, well then, mayhap there's something yeh will be interested in. There's a berk by the name of Krystall who runs those weak sisters called the Razor Angels. Off her and we'll talk about yer reward."
3673 "It's not any of your business."
3674 "I just want to know what's in it for me."
3675 Karina needs a friend.
3676 "Aye, well, yeh get what yeh pay for. So... what's yer business here?"
3677 "Didn't I just tell yeh we'd talk about it when yeh were done with the slaughter? I meant what I said, berk. Now will yeh do it or won't yeh?"
3678 "Brilliant! Come back when ye're done then, and be sure ye're done. I don't want no whining about how yeh couldn't. We've made a deal and we'll stick with it."
3679 "I urge yeh to reconsider this position. Don't be hasty, aye? What d'yeh say to two hundred coins?"
3680 "Yeh'll get what yeh deserve, berk. Let's call it two hundred coins, aye? D'we have a deal?"
3681 "How about more than that?"
3682 "Yes, we do."
3683 "Three hundred, then. My final offer."
3684 "If that's the way yeh want it. Pity yeh couldn't see it the right way 'round." He raises his voice. "Shivs! Get rid of this offal!"
3685 "A journal, aye? Not a diary? Not a ledger? A journal specifically?" He pauses for a moment, and then as you are about to reply, he says, "Like as not it went to warm our fires if it came through here. Ain't seen it."
3686 "Just passing through, aye? That's a pity. No one passes through here without paying a price of some sort."
3687 He laughs and holds up a hand. "Not so fast, friend. That ain't the price I'm speaking of. This is something else entirely. See, there's a berk running a rival gang on the other side of this alley, and I'd like yeh to write her into the dead-book... in blood. Her name's Krystall."
3688 "It's a small blood fee. Good thing for yeh is that it ain't yer blood. It's the blood of another - a berk by the name of Krystall who's got the temerity to try holding a piece of my territory from me. I want yeh to find her and make her lost - kill her."
3689 I met a talkative young woman named Karina. She told me that people tend to avoid her and she is lonely. Maybe I can help her.
3690 "No. I'm not an assassin."
3691 I met a Harmonium guard named Corvus. He seemed to be infatuated with Karina so I told him she was looking for a friend. I think the two of them will be happy together.
3692 "Sure. I'll do it."
3693 "Don't worry about it."
3694 "How about four hundred?"
3695 "No. I won't do it."
3696 "I'll do it."
3697 "No. I won't do it."
3698 "Aye, then it's a good thing for yeh that I mean yeh no harm. I just need a little favor done for me. Hear me out, will yeh?"
3699 "No. I won't do it."
3700 "It's a deal. Consider her dead."
3701 Fight.
3702 Flee.
3703 "I'm looking for Pharod."
3704 "I'm passing through."
3705 "I don't want any trouble."
3706 "Blackrose wants you dead."
3707 "Krystall wants you dead."
3708 "It's not any of your business."
3709 "I already paid that price."
3710 Bluff: "I already paid that fee."
3711 "What price?"
3712 "I'd like to see you exact it."
3713 "What's in it for me?"
3714 "I'll do it."
3715 "I won't do it. I'm no assassin."
3716 "I'd like to think about it first."
3717 "What's in it for me?"
3718 "How much?"
3719 "I'm not interested, I'm afraid."
3720 "I'll do it."
3721 "I won't do it. I'm no assassin."
3722 "I'd like to think about it first."
3723 "What is it?"
3724 "Yes."
3725 "Aye, then. D'yeh mean to carry out yer commission?"
3726 "I'm not sure."
3727 Fight.
3728 "I am Blackrose. I am a hunter and a hunger. I am a scourge. Now. Declare your allegiance."
3729 I see. Well, thanks.
3730 "I await you. Go. Now."
3731 "There are no answers. There is only action. Go."
3732 "There is a woman named Krystall. She is the leader of the Razor Angels. She seeks to 'brighten' this alley and turn it into a shining example of what goodness can accomplish. Slay her and you shall be rewarded. Fail, and you shall be hunted to your extinction."
3733 His eyes blaze, and then soften. His voice sounds like an exhalation. "A neutral. An ally. You know balance. Give me your aid. I eliminate extremes."
3734 "I am hunting the Razor Angels and the Darkalley Shivs. Choose the leader of one and eliminate them."
3735 His fiery eyes slit, and he whispers, "Then you are an enemy." With a blur of motion, he attacks!
3736 "We establish our philosophies now. A contest of arms. The winner is the true victor in our struggle for truth."
3737 His eyes widen. "You are eternal. Your truth is eternal. I salute you. You honor me. Farewell."
3738 "Have you slain Rotten William?"
3739 This the first node.
3740 Gosh, the first node. What can you tell me about this node?
3741 Like I give a shit about this node.
3742 The first node is a very exciting node, often the first in a dialogue.
3743 How rude you are!
3744 "This is one of Fell's studios, is it not? I have long wanted to meet him."
3745 "Work *faster.* Go now. I await you." He crosses his arms.
3746 "Your next task is to slay Krystall, leader of the Razor Angels. Balance requires her death."
3747 "Have you slain Krystall?"
3748 "Your next task is to slay Rotten William, leader of the Darkalley Shivs. The Balance demands this of you."
3749 "I believe in aiding those less fortunate than myself. I choose good."
3750 "The idea of good is for the weak. I choose evil."
3751 "Neither. Extremes are dangerous."
3752 "Who are you?"
3753 "All right. I'll do it."
3754 "I won't do it. I don't assassinate people."
3755 Fight.
3756 Flee.
3757 "I believe in aiding those less fortunate than myself. I choose good."
3758 "The idea of good is for the weak. I choose evil."
3759 "Neither. Extremes are dangerous."
3760 "I had some questions, first..."
3761 Your Dexterity is below average.
3762 "I'm gone."
3763 "Fine."
3764 "I'll do it."
3765 "I don't think so."
3766 Fight.
3767 Flee.
3768 "What can I do?"
3769 "I don't think I want to help you."
3770 "I'll take the Razor Angels."
3771 "I'll take the Darkalley Shivs."
3772 "Rotten William, the leader of the Darkalley Shivs, is already dead. I'll kill Krystall."
3773 "Krystall, the leader of the Razor Angels, is already dead. I'll kill Rotten William."
3774 "They are both already dead."
3775 "I don't think I'm interested in helping you."
3776 Fight.
3777 Flee.
3778 "I'll do it, but I cannot die. You will lose, eventually."
3779 "You really are mad, aren't you?"
3780 Fight.
3781 "Farewell."
3782 "Not yet. I'm not going to, either."
3783 "No. I'm working on it."
3784 "Yes."
3785 "Yes."
3786 "Fine, then."
3787 "I won't do it."
3788 "I'll be back."
3789 Faction: Free League ("Indeps") Motto: Indeps are individualistic bloods who have banded together to protect themselves from the other factions. Truth? There is no "truth" - just live free or die.
3790 "Not yet. I'm not going to, either."
3791 "No. I'm working on it."
3792 "Yes."
3793 "Yes."
3794 "I won't do it."
3795 "I'll be back."
3796 "So y'got rid o' that harridan Krystall, eh? Y'think that means you don't have to pay? It's too bad ye're right. Go on through."
3797 "Thanks. Farewell."
3798 "Greetings, stranger. Looks like you're in Darkalley Shiv territory now. Looks like you've got a purse that could use some lightening. You better pray it's got enough."
3799 "I need to talk to your leader."
3800 "How much do you need?"
3801 "That won't stop me from asking every time you speak to me. This needs to be done."
3802 "Have you made any gain in seeking to write Rotten William into the dead-book?"
3803 "And I told you I'd keep asking until you agreed to do it."
3804 "Then why are you talking to me? This is a job that needs doing!" She turns away from you.
3805 "It's done? Rotten William is gone? You have my thanks, traveler, and you will never again pay a toll for passage through the Alley of Dangerous Angles. I have but one more request for you."
3806 "There is a dangerous killer, a lone wolf, who goes by the name of 'Blackrose'. He is preying on my people. I ask that you stop him."
3807 "Jink. Coin. Quite a bit of it. Are you interested?"
3808 "Then find the barmy Blackrose in this alley and write him into the dead-book. When he's dead, return and I shall reward you."
3809 She smiles. "You realize, of course, that I shall continue asking as if you had agreed. Until you return, then, farewell."
3810 "Have you found Blackrose and eliminated him from the Alley?"
3811 Find Trist's loan documents.
3812 She hands you a large, patched purse. "You have my thanks, and the thanks of the Razor Angels. We part friends, and shall remember you."
3813 Trist is to be sold into slavery because she cannot prove she paid a debt to Byron Pikit. I have agreed to try and find her loan documents in order to free her.
3814 "Hail, friend. You have my thanks. Treat the Alley - humble as it may be - as your home. Farewell."
3815 I recovered Trist's loan documents and she is now free.
3816 "Please try. He is decimating my people."
3818 "Tell me about yourself."
3819 "Tell me about the Razor Angels."
3820 "Tell me about the Alley."
3821 "I'm looking for Pharod."
3822 "I'm looking for a journal."
3823 "Blackrose wants you dead. I'm here to kill you."
3824 "Rotten William wants you dead. I'm here to kill you."
3825 "Nothing."
3826 "Tell me about yourself."
3827 "Tell me about the Razor Angels."
3828 "Tell me about the Alley."
3829 "I'm looking for Pharod."
3830 "I'm looking for a journal."
3831 "Blackrose wants you dead. I'm here to kill you."
3832 "Nothing."
3833 "Sounds rewarding."
3834 "Thanks for the information. Farewell."
3835 "Including you?"
3836 "I see. Well, I have to go now. Farewell."
3837 "Have you seen a journal anywhere around here?"
3838 Get evidence that Byron Pikit is a criminal.
3839 "Thanks. Farewell."
3840 Lenny the thief has proof that Byron Pikit is a criminal stored in the warehouse. I need to go there to recover it.
3841 "Very well. Do you know where I can find a man named Pharod?"
3842 I gave the evidence that Byron Pikit is a criminal to the Harmonium guard, Corvus. He arrested Byron and will see that he is brought to justice.
3843 "My thanks, then. Farewell."
3844 "Tell me about your gang."
3845 "Sounds like a bargain. You've got it."
3846 "I'm not a killer."
3847 "Whatever. Farewell."
3848 "That may be. Farewell."
3849 Kill Grosuk the abishai for Sebastion.
3850 Sebastion the mage wants me to kill an abishai named Grosuk. If I do this for him he will help me with my scars.
3851 "Farewell."
3852 I killed Grosuk the abishai for Sebastion. He was grateful and helped me with my scars.
3853 I have agreed to kill Rotten William.
3854 "Forget it. I won't do it."
3855 "I'll do it, then."
3856 "I'll kill him."
3857 "He sounds like more my type. Farewell."
3858 "I won't do it."
3859 "Then I suppose I had better do it."
3860 "I'm still not going to do it. Farewell."
3861 Cornugon Damage 1
3862 Zombie Male Damage1
3863 Zombie Male Damage2
3864 Zombie Male Death
3865 Skeleton Worker Battle Cry 2 (Approach 2)
3866 Skeleton Worker Damage 1
3867 Skeleton Worker Damage 2
3868 Skeleton Worker Death
3869 [no text]
3870 "Hey! Hey! What are you doing?"
3871 "I was *going* to talk to this guy. Problem?"
3872 "Nothing, let's move on."
3873 "If you're going to rattle your bone-box with Dusties, leave me outta it. Me and them aren't gonna be best bloods... and you shouldn't try and be family with them either. They'd sooner torch or bury you than bend an ear. Don't be barmy; let's just get out of here."
3874 "Thanks for the advice, but I'm *still* going to talk to this guy."
3875 "Agreed, let's move on."
3876 "Hey! Are you deaf? What are you doing?"
3877 "Look, I'm going to talk to this guy. Problem?"
3878 "Nothing, let's move on."
3879 "*Don't* listen to me then - it's your funeral."
3880 "Yeah, and you can play the dirge. For now, be quiet."
3881 "Nah, you're right. Forget it. Let's move on."
3882 Leave the body, continue on.
3883 You are not fast enough, and the Dustman dodges as you lunge for him. Taking a step back, he claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
3884 "All right then..."
3885 Snap his neck before he can call out.
3886 "Summon them, then. I'd like to meet them."
3887 Snap his neck before he can call out.
3888 "Summon them, then. I'd like to meet them."
3889 As you lean in to 'whisper' to him, the Dustman leans in as well. As he comes within arm's reach, your hands clamp onto his temples, and you twist his head sharply to the left.
3890 "Can't have you alerting your friends..."
3891 The Dustman seems suspicious. He looks like he's about to say something, then shakes his head slightly and returns to his duties.
3892 Walk away.
3893 The Dustman studies you carefully. "You are not one of us. What are you doing here? Are you a member of the Anarchists? Or a spy of another faction? This seems to be a matter for the guards..."
3894 The Dustman nods, then returns to his duties.
3895 Walk away.
3896 The Dustman frowns. "That name is unfamiliar to me."
3897 The Dustman's frown remains, but he nods slightly. "Very well. How may I be of service to you, initiate?"
3898 "I'm a recent initiate. Forgive my ignorance."
3899 "I'm... new here. I'm... trying to learn the routine."
3900 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
3901 "If you can't help me, then I will find someone else who can. Farewell."
3902 "I had some questions..."
3903 "Nothing this day. Farewell."
3904 "My name is not your concern. I must take my leave. Farewell."
3905 "My name is not your concern. I must take my leave. Farewell."
3906 Lie: "The name is... uh, Adahn."
3907 "My name is not your concern. I must take my leave. Farewell."
3908 "My name is not your concern. I must take my leave. Farewell."
3909 "I'm... new here. I'm... trying to get my bearings."
3910 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
3911 "If you can't help me, then I will find someone else who can. Farewell."
3912 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
3913 "If you can't help me, then I will find someone else who can. Farewell."
3914 Snap his neck before he can call out.
3915 Snap his neck before he can call out.
3916 "No, no... it's not, uh... I mean, I'm not a spy... you see, I woke up on one of the slabs... and..."
3917 Leave. Quickly.
3918 "I'm... new here. I'm... trying to get my bearings."
3919 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
3920 "If you can't help me, then I will find someone else who can. Farewell."
3921 "I done heard o' ye, berk... ye were askin' 'round about old Pharod, aye? If ye've yet ta find him, try lookin' north o' here, in Ragpicker's Square."
3922 "It is none of your concern."
3923 "It was great talking to you. Farewell."
3924 Leave the corpse in peace.
3925 "Farewell then."
3926 "Farewell then."
3927 Someone has taken care to bind the bones of this skeleton with leather straps, woven around the body in such a pattern that they resemble muscles and tendons. The straps are secured to metal bolts punched into the skeleton's joints. This skeleton looks like it has seen a great deal of service: many of its bones are chipped and its numerous fractures are bound with sealant and foul-smelling glues.
3928 Try and pry out the skeleton's joint bolts.
3929 Try and pry out the skeleton's joint bolts.
3930 Try and pry out the skeleton's joint bolts.
3931 Try and pry out the skeleton's joint bolts.
3932 Try and pry out the skeleton's joint bolts.
3933 Try and pry out the skeleton's joint bolts.
3934 Try and pry out the skeleton's joint bolts.
3935 Try and pry out the skeleton's joint bolts.
3936 "How about this skeleton, Morte? Will it do as a body?"
3937 Leave the skeleton in peace.
3938 Leave the skeleton in peace.
3939 Leave the skeleton in peace.
3940 "Great talking to you, Bones. Stay healthy."
3941 "Great talking to you, Bones. Stay healthy."
3942 Leave the skeleton in peace.
3943 Leave the skeleton in peace.
3944 Try and pry out the skeleton's joint bolts.
3945 Try and pry out the skeleton's joint bolts.
3946 Try and pry out the skeleton's joint bolts.
3947 "Mind if I borrow some of those straps and bolts?"
3948 "Mind if I borrow some of those straps and bolts?"
3949 "Mind if I borrow some of those straps and bolts?"
3950 Leave the skeleton in peace.
3951 Leave the skeleton in peace.
3952 Leave the skeleton in peace.
3953 You pull at the iron bolts, but you're not strong enough to pull them out. They've been hammered in pretty tight.
3954 "Maybe if I had the right tool, I could get them out... hmmmm. I may be back, Bones."
3955 "Maybe if I had the right tool, I could get them out... hmmmm. I may be back, Bones."
3956 "Maybe if I had the right tool, I could get them out... hmmmm. I may be back, Bones."
3957 Leave the skeleton in peace.
3958 Leave the skeleton in peace.
3959 Leave the skeleton in peace.
3960 You pull at the iron bolts with all your strength, and after a few moments of tugging, you rip the bolts from the joints. The skeleton collapses, some of its bones still twitching.
3961 Using your prybar, you rip the bolts from the skeleton's joints. The skeleton collapses, some of its bones still twitching.
3962 "Sorry about that, Bones..."
3963 "Sorry about that, Bones..."
3964 "Whoa, chief. That's vandalism. Those bolts are probably the only thing holding that bag of bones together. Necromancy only goes so far with these old fellas, y'know?"
3965 "So?"
3966 "Oh... I didn't want to cause any permanent damage."
3967 "All right then, never mind. Maybe some other time."
3968 "Oh, it's not a problem." Morte does a strange bobbing motion that you think might be a shrug. "Just wasn't sure if you knew that or not. By all means, go ahead."
3969 Try and pry out the skeleton's joint bolts.
3970 Try and pry out the skeleton's joint bolts.
3971 Try and pry out the skeleton's joint bolts.
3972 "Never mind. Maybe some other time."
3973 "Never mind. Maybe some other time."
3974 "Hmmmm. Wonder if this graybeard would mind if *I* borrowed his body..."
3975 "Graybeard?"
3976 "I don't think he's in any position to object."
3977 "Something tells me you would be twice as annoying if you had arms. Let's go."
3978 "Graybeard... you know, geezer, old feller, yellow dog... old."
3979 "Well, I don't think he's in any position to object. Why not take his body?"
3980 "Something tells me you would be twice as annoying if you had arms. Let's go."
3981 Morte studies the skeleton for a moment, then shakes his head. "Nah... I'd need a fresher one than this. And something with a little more dignity... this one's all creaky and fractured."
3982 "And you're not?"
3983 "All right then. Let's go."
3984 "Oh, you're a sackfull of laughs." Morte glares at you. "Besides, YOU'RE one to talk, berk. Mirrors beg for mercy when you're around."
3985 "Oh, yeah? At least *I* have all my parts."
3986 "Let's go."
3987 Morte snorts. You're not quite sure how he managed it without lungs.
3988 "Let me tell you, Morte, there's nothing more satisfying than walking around, swinging your arms, breathing the crisp air through the lungs. It's GREAT to have a body."
3989 "Let's go."
3990 "Helping you escape the preparation room has now been added to my growing list of regrets." Morte snorts again. "I should have let you rot... more, that is."
3991 "Glad you feel that way. Let's go."
3992 "Greetings."
3993 "Greetings."
3994 "Greetings."
3995 "Greetings."
3996 Examine the giant skeleton... carefully.
3997 See if you can dispel the enchantments woven into the skeleton's breastplate.
3998 Try and pry the skeleton's blade from its hands.
3999 Try and pry the skeleton's blade from its hands.
4000 Try and pry out the bolts securing the skeleton's armor.
4001 Try and pry out the bolts securing the skeleton's armor.
4002 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4003 Use your Stories-Bones-Tell ability on the skeleton.
4004 Leave the skeleton alone.
4005 As you touch the skeleton, an iron bell starts tolling throughout the Mortuary... and with lightning-like speed, the skeleton awakens, raising its blade to attack!
4006 As you are about to do so, you suddenly stop... and your eyes are drawn to the skeleton's armor. Something about the symbols engraved on its breastplate makes you pause. If these skeletons are guardians, then disturbing them may... awaken them.
4007 The skeleton's intricate bronze armor is riveted onto its rib cage and shoulder blades with a series of iron bolts. As you study the frame behind the armor, you notice the same iron bolts are set into the skeleton's shoulder, elbow, pelvic, and knee joints. A mass of thick leather cords and heavy knotted ropes run along the length of the skeleton's arms and legs, woven in such a pattern that they resemble muscles and tendons.
4008 Despite the armor's obvious age, it looks well cared for. It shines brightly, and the symbols engraved on the breastplate seem to flow in the firelight, shifting slightly whenever you try to focus on them.
4009 Almost unconsciously, you let your gaze relax as you look at the symbols. After a moment, the symbols cease shifting and resolve into a trail of runes that run up and down the breastplate. Strangely enough, the interlocking pattern of runes reminds you of chains... and with that thought, you suddenly recall that these runes are some sort of warding enchantment.
4010 You study the runes for a while, but you can't decipher the enchantment. It looks pretty complicated, and you're having a hard time concentrating.
4011 You study the pattern of runes as they weave their way across the breastplate. On its most basic level, the runes are a lesser armoring enchantment, but several skull-shaped runes and spherical tracings along the edges of the armor make you suspect several greater necromantic and warding enchantments are woven in as well. Touching the skeleton will most likely cause it to awaken... and defend itself.
4012 You suspect that marring the rune pattern along the breastplate could unravel the enchantments, but it looks difficult... the pattern is complicated, and scratching out the wrong portion could cause the skeleton to animate.
4013 As you begin to work on the runes decorating the breastplate, an iron bell starts tolling throughout the Mortuary... and with lightning-like speed, the skeleton awakens, raising its blade to attack!
4014 The work is difficult and nerve-wracking at first, but slowly, your mind begins to focus, and the runes begin to unravel beneath your attack. Within minutes, the giant skeleton has been stripped of the enchantments binding it. It collapses, falling to the floor with a crash of bones and a heavy clanging noise!
4015 You wait for a moment, but no one responds to the sound. Moving quickly, you sift through the skeleton's parts on the floor. Most of it is too heavy or too old to be useful, but you discover a piece of the skeleton's breastplate with a majority of one of the broken enchantments engraved on it. You have a feeling that it could prove useful.
4016 Dispelling the enchantment is easier this time around, and the runes quickly unravel beneath your attack. Within minutes, the giant skeleton has been stripped of the enchantments binding it. Remembering what happened to the first, you catch the skeleton before it falls, and with a grunt, slowly lower it to the ground.
4017 You quickly rummage through the skeleton's remains and, once again, uncover a piece of the skeleton's breastplate... like the first, this one also has a fragment of its broken enchantment engraved on it. It could prove useful.
4018 Morte grins.
4019 "Uh, is that a yes, or...?"
4020 "Oh... sorry." Morte floats up to the head of the skeleton, stares at it, then floats back down, studying the armor and the blade as he descends. "Oh, yes. Yes, yes, I think this'll do."
4021 "Then what in Baator did you ASK me if I wanted it for, then? Practicing your cruelty skills?" Morte bobs indignantly. "And after all I've done for you..."
4022 Morte stares at you for a moment. "What, did we get MARRIED at some point? What's all this 'I don't want you to get hurt' wash?" Morte glares at you. "If you REALLY cared, you'd find a way to get my head on that giant skeleton's body."
4023 "All right then... give me a second to pry the head off this thing."
4024 "All right then... give me a second to pry the head off this thing."
4025 "I don't know. This thing looks like more than you can handle."
4026 "I think we better just leave it alone."
4027 "All right then... give me a second to pry the head off this thing."
4028 "All right then... give me a second to pry the head off this thing."
4029 "I was thinking of your safety, Morte. I'm worried attaching your head to this thing would hurt you somehow."
4030 "I still think we better just leave it alone. Let's get out of here."
4031 "All right then... give me a second to pry the head off this thing."
4032 "All right then... give me a second to pry the head off this thing."
4033 "Sorry, I don't care about you that much. Let's go."
4034 "I say just leave it alone. Now let's get out of here."
4035 See if you can dispel the enchantments woven into the skeleton's breastplate.
4036 Try and pry the skeleton's blade from its hands.
4037 Try and pry the skeleton's blade from its hands.
4038 Try and pry out the bolts securing the skeleton's armor.
4039 Try and pry out the bolts securing the skeleton's armor.
4040 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4041 Leave the skeleton in peace.
4042 "You'll wish you'd stayed dead, Bones..."
4043 "That's a risk I'm willing to take..."
4044 Examine the giant skeleton... carefully.
4045 Examine the armor.
4046 Leave the skeleton in peace.
4048 Try and pry the skeleton's blade from its hands.
4049 Try and pry the skeleton's blade from its hands.
4050 Try and pry out the bolts securing the skeleton's armor.
4051 Try and pry out the bolts securing the skeleton's armor.
4052 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4053 Leave the skeleton in peace.
4054 Study the symbols.
4055 Study the symbols.
4056 Try and pry the skeleton's blade from its hands.
4057 Try and pry the skeleton's blade from its hands.
4058 Try and pry out the bolts securing the skeleton's armor.
4059 Try and pry out the bolts securing the skeleton's armor.
4060 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4061 Leave the skeleton in peace.
4062 Study the runes, try and recall the enchantment.
4063 Study the runes, try and recall the enchantment.
4064 Try and pry the skeleton's blade from its hands.
4065 Try and pry the skeleton's blade from its hands.
4066 Try and pry out the bolts securing the skeleton's armor.
4067 Try and pry out the bolts securing the skeleton's armor.
4068 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4069 Leave the skeleton in peace.
4070 Examine the skeleton again.
4071 Examine the runes again.
4072 Try and pry the skeleton's blade from its hands.
4073 Try and pry the skeleton's blade from its hands.
4074 Try and pry out the bolts securing the skeleton's armor.
4075 Try and pry out the bolts securing the skeleton's armor.
4076 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4077 Leave the skeleton in peace.
4078 Leave the skeleton in peace.
4079 See if you can dispel the enchantments somehow.
4080 See if you can dispel the enchantments somehow.
4081 Try and pry the skeleton's blade from its hands.
4082 Try and pry the skeleton's blade from its hands.
4083 Try and pry out the bolts securing the skeleton's armor.
4084 Try and pry out the bolts securing the skeleton's armor.
4085 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4086 Mar the runes maintaining the armoring enchantment first, then the necromantic, then the warding enchantment.
4087 Mar the runes maintaining the warding enchantment first, then work backward through the rune pattern, canceling the necromantic, then the armoring enchantment.
4088 Mar the runes maintaining the warding enchantment first, then work backward through the rune pattern, canceling the necromantic, then the armoring enchantment.
4089 Try and pry the skeleton's blade from its hands.
4090 Try and pry the skeleton's blade from its hands.
4091 Try and pry out the bolts securing the skeleton's armor.
4092 Try and pry out the bolts securing the skeleton's armor.
4093 "Hey, how about THIS skeleton, Morte? Will it do as a body?"
4094 Leave the skeleton in peace.
4095 "You'll wish you'd stayed dead, Bones..."
4096 "Damned pile of bones...!"
4097 "I'll just take it then..."
4098 "Let's see what we got this time..."
4099 "I'll just take it then..."
4100 "I'll just take it then..."
4101 "I'll just take it then..."
4102 Bandages
4103 BANDAGES Heals 3 Hit Points. Weight: 0 This is a roll of bandages, useful for stanching minor wounds. When used, it will heal a character for 3 hit points of damage.
4104 Breastplate 4
4105 Leather Strap
4106 This is a roll of bandages, useful for stanching minor wounds. When used, it will heal a character for 3 hit points of damage.
4107 Junk
4108 Rags
4109 Breastplate 3
4110 Morte's Bite (Sharpened)
4111 Leather Apron
4112 A receipt stamped with the symbol of the Godsmen. Probably redeemable at the Great Foundry.
4113 Leather Strap
4114 Morte's Bite
4115 Curious Ironwork
4116 Receipt
4117 Tongs
4118 Junk
4119 "Greetings."
4120 Act as if you belong here, ignoring him and passing on by.
4121 The Dustman's eyes narrow to slits, and his hand falls to the dagger by his side. He looks as if he is about to summon the other guards.
4122 As you lean in to 'whisper' to him, the Dustman leans in as well. As he comes within arm's reach, your hands clamp onto his temples, and you twist his head sharply to the left.
4123 Before the Dustman can utter another word, your hands clamp onto his temples, and you twist his head sharply to the left.
4124 There is a *crack,* and the Dustman falls limp in your arms.
4125 To your surprise, the act seemed instinctual, as if you had done it many times before... with this thought comes the stirring of a memory, but it is not strong enough to surface.
4126 You are not fast enough, and the Dustman dodges as you lunge for him. Taking a step back, he claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
4127 The Dustman claps his hands together sharply three times. In response, an iron bell starts tolling throughout the Mortuary.
4128 The Dustman frowns as you address him. "What is your business here?"
4129 You see a stern-looking man in black robes. He is looking straight ahead. He doesn't even seem to be aware of you.
4130 The Dustman guard jumps in surprise as you address him, then takes a step back. "You are no zombie... who are you... and how did you get in here?"
4131 You see a stern-looking man in black robes. As he sees you, he nods.
4132 "Greetings, fellow initiate."
4133 "There are guides in the antechamber. They should be able to direct you, initiate."
4134 "Hey! Hey! What are you doing?"
4135 "If you're going to rattle your bone-box with Dusties, leave me outta it. Me and them aren't gonna be best bloods... and you shouldn't try and be family with them either. They'd sooner torch or bury you than bend an ear. Don't be barmy; let's just get out of here."
4136 "Hey! Are you deaf? What are you doing?"
4137 "*Don't* listen to me then - it's your funeral."
4138 "Yeah, and you can play the dirge. For now, be quiet."
4139 "Nah, you're right. Forget it. Let's move on."
4140 "Look, I'm going to talk to this guy. Problem?"
4141 "Nothing, let's move on."
4142 "Thanks for the advice, but I'm *still* going to talk to this guy."
4143 "Agreed, let's move on."
4144 "I was *going* to talk to this guy. Problem?"
4145 "Nothing, let's move on."
4146 Try to ignore him, pass on by.
4147 "Nothing. I was lost, but I am heading for the exit now."
4148 "Call your friends, Dustie... I look forward to meeting them."
4149 Run for it.
4150 Wait.
4151 Snap his neck before he can call out.
4152 Snap his neck before he can call out.
4153 "Call your friends, Dustie... I look forward to meeting them."
4154 Run for it.
4155 Wait.
4156 "Can't have you alerting your friends..."
4157 "Can't have you alerting your friends..."
4158 "Better you than me, Dustie."
4159 "Better you than me, Dustie."
4160 Tuck the body into the shadows, then continue on.
4161 "I hope you've made peace with your gods, Dustman..."
4162 "I hope you've made peace with your gods, Dustman..."
4163 "I seem to have gotten turned around in these halls. Are there any guides around who can direct visitors?"
4164 "I... seem to be lost."
4165 "My business is my own. You would do well to mind your OWN affairs, Dustman."
4166 Lean in as if to whisper something to him, then snap his neck.
4167 Lean in as if to whisper something to him, then snap his neck.
4168 "My only business is that I am bound for the exit. I mean to cause no trouble."
4169 "Nothing. I was lost, but I am heading for the exit now."
4170 "Greetings."
4171 Shamble by.
4172 Snap his neck before he can call out.
4173 Snap his neck before he can call out.
4174 "I can explain... you see, it all started when I woke up from the dead on one of your slabs... there was this talking skull, and..."
4175 Run for it.
4176 "Greetings."
4177 Return the nod, continue walking.
4178 "Perhaps you can help me. I seem to be lost. Can you direct me?"
4179 "I... seem to be lost."
4180 "Carry on, fellow initiate."
4181 "Thank you. I will seek them out."
4182 Add Note
4183 Poooooo
4184 Neutral Good
4185 Neutral
4186 Neutral Evil
4187 Chaotic Good
4188 Chaotic Neutral
4189 Chaotic Evil
4190 Male
4191 Female
4192 Accept
4193 Return to previous screen
4194 This ability is currently at its maximum value.
4195 This ability is currently at its minimum value.
4196 Cancel
4197 Armor Class
4198 Current Hit Points
4199 Maximum Hit Points
4200 She leans forward, looks at your hand motions, then sniffs. Her hand darts into her robe, rummages around for a moment, then she shrugs. "No key." She makes a shooing motion. "Go - go - go."
4201 Leave.
4202 You have not spent all of your character points; however, you can spend them later on when your character levels up. Are you sure you want to accept this character?
4203 MALE
4204 FEMALE
4205 OTHER
4206 NEITHER
4207 BOTH
4208 THAC0
4209 Number of Attacks
4210 Lore
4211 Open Locks
4212 Stealth
4213 Find/Remove Traps
4214 Pick Pockets
4215 Tracking
4216 Reputation
4217 Turn Undead level
4218 Lay on Hands Amount
4219 Backstab Damage
4220 Proficiencies
4221 Saving Throws
4222 Paralyze / Poison / Death
4223 Rod/Staff/Wand
4224 Petrify/Polymorph
4225 Breath Weapon
4226 Spells
4227 Weapon Proficiencies
4228 Ability Bonuses
4229 To Hit
4230 Damage
4231 Open Doors
4232 Weight Allowance
4233 Armor Class Bonus
4234 Missile Adjustment
4235 Reaction Adjustment
4236 CON HP Bonus/Level
4237 Chance to learn spell
4238 Magical Defense Adjustment
4239 Bonus Priest Spells
4240 Reaction
4241 Are you sure you want to rest?
4242 Rest
4243 DONE
4244 Reform Party
4245 Information
4246 Level Up
4247 Biography
4248 Character Points
4249 You succeeded in learning this spell!
4250 You failed to learn this spell!
4251 Use
4252 Copy Spell
4253 eat berries
4254 Talk to Item
4255 Abilities
4256 Identify
4257 This item was removed from your inventory.
4258 How would you like to Identify this item?
4259 Spell
4260 Scroll
4261 Quick Weapon
4262 Quiver
4263 Armor
4264 Gauntlets
4265 Helmet
4266 Amulet
4267 Belt
4268 Left Ring
4269 Right Ring
4270 Cloak
4271 Boots
4272 Shield
4273 Ground Item
4274 Quick Item
4275 Personal Item
4276 That character is too far away.
4277 The game is no longer paused on this screen.
4278 You cannot use items on this screen. To use an item, place it in a quick slot and use it on the world screen.
4279 This item has not been identified.
4280 "He will not linger long in the shadow of this existence?"
4281 "Where can I find Dhall?"
4282 "Where can I find Dhall?"
4283 "I had some other questions..."
4284 "Githzerai standards?"
4285 "What is a *githzerai?*"
4286 "Fortunate?"
4287 "I see. I had some other questions..."
4288 "Is Dhall ill?"
4289 "Thank you for your time. I must take my leave. Farewell."
4290 "Is Dhall ill?"
4291 "Thank you for your time. I must take my leave. Farewell."
4292 "What is a *githzerai?*"
4293 "How is Dhall's death fortunate? Is he not well-liked?"
4294 "Oh. I had some other questions..."
4295 "Thank you for your time. Farewell."
4296 "I'm a recent initiate. Forgive my ignorance."
4297 "I'm... new here. I'm... trying to get my bearings."
4298 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
4299 "And... that's a good thing?"
4300 "If you can't help me, then I will find someone else who can. Farewell."
4301 "I see. Very fortunate, indeed. I had some other questions..."
4302 "I see. Well, I must take my leave of you. Farewell."
4303 "I'm a recent initiate. Forgive my ignorance."
4304 "I'm... new here. I'm... trying to get my bearings."
4305 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
4306 "If you can't help me, then I will find someone else who can. Farewell."
4307 "Dammit!"
4308 "Shhhh! I can't answer you over all that shouting!"
4309 "Shhhh! I can't answer you over all that shouting!"
4310 "I had some other questions..."
4311 "I must take my leave. Farewell."
4312 "Greetings."
4313 "Greetings."
4314 "Greetings."
4315 "Greetings."
4316 Leave her in peace.
4317 "Can't have you alerting your friends..."
4318 "Better you than me, Dustie."
4319 "Better you than me, Dustie."
4320 Leave the body, continue on.
4321 "All right then..."
4322 "Can't have you alerting your friends..."
4323 Walk away.
4324 Snap her neck before she can call out.
4325 Snap her neck before she can call out.
4326 Leave. Quickly.
4327 "No, no... it's not, uh... I mean, I'm not a spy... you see, I woke up on one of the slabs... and..."
4328 Walk away.
4329 "I'm a recent initiate. Forgive my ignorance."
4330 I'm... new here. I'm... trying to learn the routine.
4331 "I'm... new here. I'm... trying to learn the routine."
4332 "Yeah, well... what's in a name? Keep the faith, uh, fellow initiate."
4333 "If you can't help me, then I will find someone else who can. Farewell."
4334 "I had some questions..."
4335 "Nothing this day. Farewell."
4336 "I am here to see Deionarra."
4337 "Thank you for your time. I must take my leave."
4338 "Hey! Hey! What are you doing?"
4339 "I was *going* to talk to this lady. Problem?"
4340 "Nothing, let's move on."
4341 "If you're going to rattle your bone-box with Dusties, leave me outta it. Me and them aren't gonna be best bloods... and you shouldn't try and be family with them either. They'd sooner torch or bury you than bend an ear. Don't be barmy; let's just get out of here."
4342 "Thanks for the advice, but I'm *still* going to talk to this lady."
4343 "Agreed, let's move on."
4344 "Hey! Are you deaf? What are you doing?"
4345 "Look, I'm going to talk to this lady. Problem?"
4346 "Nothing, let's move on."
4347 "*Don't* listen to me then - it's your funeral."
4348 "Yeah, and you can play the dirge. For now, be quiet."
4349 "Nah, you're right. Forget it. Let's move on."
4350 Leave.
4351 Tap her, get her attention.
4352 Leave.
4353 You watch her for a while, and the rhythm of her hands causes two memories to surface - one of you playing some sort of stringed instrument, perhaps a harp. The other memory is that of stealing a purse... to your surprise, this last memory gives you a sudden temptation to pick Ei-Vene's pocket. ^NNOTE: You have regained a memory. Memories can give you additional experience points, skills, and may even lead to you gaining more memories later on.^-
4354 Tap her, get her attention.
4355 Tap her, get her attention.
4356 Leave.
4357 Leave.
4358 Leave.
4359 "Huh?"
4360 "Cell?"
4361 Frowns, then hisses at you. "Yu no spy!" He makes a shooing motion. "Git! Git!"
4362 "First, you'll tell me what you're doing here, or I'll call the guards."
4363 "First, you'll tell me what you're doing here, or I'll call the guards."
4364 "Answer my damn questions, or I'll make that disguise a reality before you get three paces."
4365 "Answer my damn questions, or I'll make that disguise a reality before you get three paces."
4366 The zombie nods at this, and you think you detect him puffing up a little in pride behind his zombie disguise.
4367 "All right, all right... I'm leaving."
4368 "Can you help me escape?"
4369 "So what are you doing here?"
4370 Lie: "So you're a spy for the Anarchists? Well, I'm spying on the Dusties, too... but I can't speak too much about it right now, if you catch my meaning. What's *your* mission here?"
4371 Lie: "So you're a spy for the Anarchists? I'm spying on the Dusties... but I can't speak too much about it right now. What are you doing here?"
4372 "Uh, I don't have time to talk right now... maybe some other time."
4373 The zombie seems interested. "Yu in trouble? Wutt yu do?"
4374 "I woke up on one of the slabs upstairs."
4375 "I got... trapped in here somehow. Can you help me out?"
4376 "Maybe I'll speak of it another time."
4377 The zombie's looking at you like you're crazy. "Yu barmee?"
4378 "Yes, I am barmee. Very barmee."
4379 "'Barmee'? What's that?"
4380 "'Barmee'? What's that?"
4381 "I know it's hard to believe, but I'm not going to lie to you: I woke up from the dead on one of the slabs upstairs."
4382 "Uh, no... actually, I was trapped in here somehow. Can you help me out?"
4383 "Forget we spoke. I must be taking my leave."
4384 He looks at you, then hisses and makes a shooing motion. "Yu barmee! Git away frum me!"
4385 "I'm not going anywhere. Tell me what you're doing here, or I'll call the guards."
4386 "I'm not going anywhere. Tell me what you're doing here, or I'll call the guards."
4387 "You'll answer my damn questions first, or I'll make that disguise a reality."
4388 "You'll answer my damn questions first, or I'll make that disguise a reality."
4389 "All right, all right... farewell."
4390 The fake zombie is looking at you both suspiciously.
4391 "It's the truth - I woke up on one of the slabs here."
4392 "Uh, sorry. Actually, I was trapped in here somehow. Can you help me out?"
4393 "Never mind. I must take my leave now."
4394 He looks at you, then hisses and makes a shooing motion. "Addle-cuve! Idjit! Git awuh frum me, burk! Guh!"
4395 "I'm not going anywhere. Tell me what you're doing here, or I'll call the guards."
4396 "I'm not going anywhere. Tell me what you're doing here, or I'll call the guards."
4397 "You'll answer my damn questions first, or I'll make that disguise a reality."
4398 "You'll answer my damn questions first, or I'll make that disguise a reality."
4399 "All right, all right... I'm going."
4400 He seems frightened for a moment, then studies you and a sneer crawls across his face. "Yu spill th' dark on me, me spill dark on *yu.* I have friends hid heer, yu got *nubudy.* Yu not s'posd be heer. Duhstees kill yu. Me escape."
4401 "You won't escape if I KILL you. Now answer my questions, or I'll make that disguise a reality."
4402 "You won't escape if I KILL you. Now answer my questions, or I'll make that disguise a reality."
4403 "Burn in hell, then. I'm leaving."
4404 The zombie's eyes narrow, and he hisses at you. "Yu TRY n' put me in dead-book? I have frens hid heer, yu got *nubudy.* Yu tuch me, my frends kill YU."
4405 "I'll risk it. Prepare to die."
4406 "Burn in hell, then. I'm leaving. You better watch yourself... *zombie.*"
4407 He seems frightened for a moment, then studies your build, and a sneer crawls across his face. "YOO try n' put ME in dead-book? I have frens hid heer, yu got *nubudy.* Yu tuch me, my frends kill YU."
4408 "I'll risk it. Prepare to die."
4409 "What if I expose your disguise to the guards?"
4410 "What if I expose your disguise to the guards?"
4411 "Burn in hell, then. I'm leaving. You better watch yourself... *zombie.*"
4412 The zombie's eyes narrow, and he hisses at you. "Yu spill th' dark on me, me spill dark on *yu.* I have friends hid heer, yu got *nubudy.* Duhstees kill yu. Me escape."
4413 "That was your last chance, corpse. Prepare to die."
4414 "Burn in hell, then. I'm leaving. You better watch yourself *zombie.*"
4415 There must be something in your eye that makes the zombie's expression crumble. "Nuh-nuh-no! Dun't cull th' gards!" He looks frightened. "Muh-muh-me spy un Duhstees, say wut I see. Nuh-Nuthin' more."
4416 "Spy? For who?"
4417 "What have you seen the Dustmen do?"
4418 "I had some other questions..."
4419 "That's all I wanted to know. Farewell, *zombie.*"
4420 "Nuh-nuh-no! Dun't huurt me!" The fact you outweigh the zombie by several pounds of raw muscle seems to influence his decision, and his expression crumbles. "Dunht huurt me! Muh-muh-me spy un Duhstees, say wut I see. Nuh-Nuthin' more."
4421 "Spy? For who?"
4422 "What have you seen the Dustmen do?"
4423 "I had some other questions..."
4424 "That's all I wanted to know. Now stay out of my way, *zombie.*"
4425 The zombie falls into a frightened silence. He seems unwilling to say any more.
4426 "C'mon. Who are you watching this place for?"
4427 "C'mon. Who are you watching this place for?"
4428 "It'll be a LOT less painful for you if you tell me now who you're spying for."
4429 "It'll be a LOT less painful for you if you tell me now who you're spying for."
4430 "Never mind then. What have you seen the Dustmen do?"
4431 "There was something else I wanted to know..."
4432 "Forget it, then. Farewell, *zombie.*"
4433 "Luukin' fur me? Why?" He squints at you. "Yu gut muhssage fur me?"
4434 Lie: "Yes, I have a message for you."
4435 "Message from who?"
4436 "No, I don't have a message."
4437 Hisses angrily. "Then wut yu *want,* burk?!"
4438 "I'm looking for a way out of here. Can you help me?"
4439 "I wanted some information..."
4440 "Tell me what you're doing here, or I'll call the guards."
4441 "Tell me what you're doing here, or I'll call the guards."
4442 "I want you to answer my damn questions, or I'll make that disguise a reality before you get three paces."
4443 "I want you to answer my damn questions, or I'll make that disguise a reality before you get three paces."
4444 "Sorry to trouble you... whoever you are. Farewell."
4445 "Wut muhssage?"
4446 "You are to tell me your mission."
4447 Lie: "I have your new orders."
4448 Lie: "I... have your new orders."
4449 "Sorry, I don't have a message."
4450 "Never mind. Sorry to trouble you. Farewell."
4451 His eyes narrow angrily. "Yu NO muhssagerr. Hoo yu?"
4452 "I'm looking for a way out of here. Can you help me?"
4453 "I wanted some information..."
4454 "Tell me what you're doing here, or I'll call the guards."
4455 "Tell me what you're doing here, or I'll call the guards."
4456 "I'm asking the questions here, *zombie.* Tell me who you are, or I'll make that disguise a reality."
4457 "I'm asking the questions here, *zombie.* Tell me who you are, or I'll make that disguise a reality."
4458 "Sorry to trouble you... whoever you are. Farewell."
4459 "Me spy on Duhstees. Say wut I see. Nuthin' more."
4460 "What have you seen the Dustmen do?"
4461 "I see. There was something else I wanted to ask you..."
4462 "That's all I wanted to know. Farewell."
4463 "Nuthin'. They do nuthin'. Can't find nuthin'. Dead, dead, juhst dead people, Duhstees do *nuthin'.*" Eyes narrow in conviction. "Still I watch."
4464 "I see. There was something else I wanted to ask you..."
4465 "That's all I wanted to know. Farewell."
4466 He narrows his eyes, like he's trying to figure you out. "Wut ordrs?"
4467 "Tell me your mission."
4468 "I need to find an escape route where I may leave unobserved."
4469 "I am here to relieve you. Give me all the information you've gathered, all your possessions, then leave."
4470 "I am here to help you in any way you need."
4471 "Your orders will have to wait for another time. I will be back."
4472 He is silent for a moment, then nods slightly, as if in understanding. "Why shud I hulp yu?"
4473 "Because I need your help."
4474 "Maybe we could help each other out. What do you want in return?"
4475 "Because I won't *expose* your little disguise... if you help me."
4476 "Because I won't *expose* your little disguise... if you help me."
4477 "You look like someone who'd much rather disguise themselves as a corpse than BE one. That reason enough?"
4478 "You look like someone who'd much rather disguise themselves as a corpse than BE one. That reason enough?"
4479 "Forget we met. I must take my leave. Farewell."
4480 The zombie gives a half-sneer. "Everybodee *needs* sumthin', but nubudy *gives* anything. Yu *give* me sumfin', *maybee* I help."
4481 "What is it you need?"
4482 "How about you help me, and I won't call the guards?"
4483 "How about you help me, and I won't call the guards?"
4484 "You look like someone who'd much rather be breathing than saying no to me. Now... for the last time: How do I get out of this place?"
4485 "You look like someone who'd much rather be breathing than saying no to me. Now... for the last time: How do I get out of this place?"
4486 "Not interested. Farewell."
4487 He looks you up and down as if wondering if he can take you, stares at your scars, then decides against it. "Hmmph. Yu kin escape through portalz."
4488 Portals?
4489 "You won't escape if I KILL you. Now start talking, or I'll make that disguise a reality."
4490 "You won't escape if I KILL you. Now start talking, I'll make that disguise a reality."
4491 He seems frightened for a moment, then studies you and a sneer crawls across his face. "Yu spill th' dark on me, me spill dark on *yu.* I have friends hid heer, yu got *nubudy.* Yu not s'posd be heer. Duhstees kill yu. Me escape."
4492 "Burn in hell, then. I'm leaving."
4493 "Uh need you t'git a *key* fur me. Wunt iron key tuh embulmuh's rum."
4494 "You mean this key?"
4495 "All right. Where is this key?"
4496 "I don't have time for this. Help me escape, or I'll call the guards."
4497 "I don't have time for this. Help me escape, or I'll call the guards."
4498 "I'm not going to go fetch anything for you. Help me escape, or I'll snap your neck right here and now."
4499 "I'm not going to go fetch anything for you. Help me escape, or I'll snap your neck right here and now."
4500 "No thanks. Maybe some other time."
4501 "A dusstie chit hazzit." He points at his eyes. "She haz yuhllo eyez..." He then makes a motion with his hands that reminds you of a pair of cutting shears. "Bladezz on fingerzz."
4502 "We already crossed paths. Here's the key."
4503 "A Dustman woman... with yellow eyes and blades on her fingers? All right then. I'll be back with the key."
4504 "This Dustman woman sounds really attractive. Are you sure you don't want me to introduce the two of you?"
4505 The zombie blinks. He doesn't seem to have understood you.
4506 "That was a joke, see, you're sup... forget it, I'll go find your key."
4507 The zombie squints at you. "If yu're cught, dun't say nothin' bout me, or me gut yu in yur sleep."
4508 "I'll get your damned key... but you had best watch your threats, you hear me?"
4509 "I'll be back."
4510 "I'll get your damned key... but you had best watch your threats, you hear me?"
4511 "I'll be back."
4512 "Me gud at duh-guise. Me ulso gut scars. Me wuhr lots of embalming fluid. Me make GUD zumbie." The zombie giggles through stitched lips, then taps his head. "Duhstees stuh-pud."
4513 This clean, well-dressed man is clearly on his way somewhere.
4514 "I wait heer fur yu. Get key." The zombie gives you a stomach-churning smile. "Then I help yu."
4515 "If I can find it, I'll bring it back."
4516 "Forget it, then."
4517 The zombie's eyes widen, then he holds his hand out and snaps his fingers. "Gife it t'me."
4518 "Hold a moment. There's something I want first."
4519 "Here you go."
4520 The zombie's eyes widen, and he snatches the key from your hand. He turns it over, nodding all the while. "Gud... gud."
4521 "Now... how do I get out of here?"
4522 "Now... there was something I wanted to know..."
4523 "Wut yu want tuh knuw?"
4524 "How can I escape from here?"
4525 "Where was that portal you mentioned again?"
4526 "Can you disguise me as a zombie?"
4527 "Can you disguise me as a zombie again?"
4528 "What are you doing here?"
4529 Do you know someone named Pharod?
4530 "I'm missing a journal. Have you seen it?"
4531 "Can you tell me anything about Dhall?"
4532 "Can you tell me anything about Deionarra?"
4533 "Can you tell me anything about Soego?"
4534 "How did you get to look like that?"
4535 "How did you get to look like that?"
4536 "Never mind. I may have some questions later. Don't go anywhere."
4537 "Fuh-AROD?" The zombie frowns briefly in thought. "Me... heer he live in Hive somewhere." He shakes his head. "Not know where." He frowns again. "Dushties vare-ee mad, thay not LIKE Fuh-arod."
4538 "Hive?"
4539 "Why don't the Dustmen like Pharod?"
4540 "There was something else I wanted to know..."
4541 "Never mind. I may have some questions later. Don't go anywhere."
4542 "Slumz ousside this place."
4543 "Why don't the Dustmen like Pharod?"
4544 "There was something else I wanted to know..."
4545 "Never mind. I may have some questions later. Don't go anywhere."
4546 "He'z a Cullector. Bringz deaderz to Mortuaree, sellz 'em to Dustmen. Bringz LOT uf deaderz. Dushties not know where he getz deaderz. Think he'z puttin' berks in dead-book."
4547 "Uh... what?"
4548 "Uh... what?"
4549 "Oh. There was something else I wanted to know..."
4550 "Never mind. I may have some questions later. Don't go anywhere."
4551 "Do' kno. Sum berk peel you?"
4552 "Uh... what?"
4553 "Uh... what?"
4554 "Oh. There was something else I wanted to know..."
4555 "Never mind. I may have some questions later. Don't go anywhere."
4556 The zombie tries to speak, pauses, tries again, then shrugs. Apparently, he can't explain it any better.
4557 "Oh. There was something else I wanted to know..."
4558 "Never mind. I may have some questions later. Don't go anywhere."
4559 The zombie grunts. "Yu kin escape through portalz." He waves his hands. "Phoof."
4560 "Portals? What portals?"
4563 "Portalz..." The zombie waves around the area. "Portalz evereewheer."
4564 "Can you show me one of these portals?"
4567 The zombie nods. "Yu wunt out, go tuh arch on firzzt fluur, nurthwezzt ruum... Yuh need fungur-bone, shape of crook..." He holds up his index finger and bends it into a crook. "When yuh have key, guh to arch, jump ta sucret cryp and ken escape frum here. Secret escape route." He nods eagerly. "Yuh can REST there."
4568 "I had some other questions..."
4569 "An arch on the first floor, northwest room? All right, I'll go check it out."
4570 "Lissen! R'member!" The zombie sounds angry. "Arch, firzzzt fluur, nurthwezzt ruum..." He holds up his index finger and bends it. "Yuh need finger bone, bent. Yuh guh ta sucret cryp. Escape route. Yuh ken REST there."
4571 "There was something else I wanted to know..."
4572 "Arch, first floor, northwest room, opens with a crooked finger bone? All right, I got it this time."
4573 "Scribe." Shrugs. "Old. Yellow."
4574 "There's nothing more to be said, I suppose. I wanted to know something else..."
4575 "Never mind. I may have some questions later. Don't go anywhere."
4576 "Hunh?" Frowns. "Hoo shee?"
4577 "Forget it. I wanted to know something else..."
4578 "Never mind. I may have some questions later. Don't go anywhere."
4579 "Guide. He at Mortuary frunt door. Wut yu wunt wi' him?"
4580 "What do you know about him?"
4581 "Never mind. I may have some questions later. Don't go anywhere."
4582 "Actz strange, not Duhstie, not Anarchizt, eyez changed..." Shrugs. "Likez ratz. Strange."
4583 "Good thing he's the only strange one around here. There's something else I wanted to know..."
4584 "Never mind. I may have some questions later. Don't go anywhere."
4585 You see the false zombie. You're amazed at the man's disguise... his breathing is so subdued, you can barely see it.
4586 "Greetings."
4587 "Greetings."
4588 "Greetings."
4589 "Greetings."
4590 Leave him alone.
4591 The zombie quickly glances around to see if anyone is watching, then turns to face you. "Wut?"
4592 "Here's that embalming room key you wanted."
4593 "Here's that embalming room key you wanted."
4594 "Where is that key you mentioned again?"
4595 "I had some questions for you..."
4596 "Never mind."
4597 The zombie glances around to see if anyone is watching, then makes a shooing motion and hisses at you. "Guh 'way! Git!"
4598 "No. I had some questions for you, first..."
4599 "Never mind then."
4600 "Never mind then."
4601 "Me gud at duh-guise. Me ulso gut scars. Me wuhr lots of embalming fluid. Me make GUD zumbie." The zombie giggles through stitched lips, then taps his head. "Duhstees stuh-pud."
4602 "Yeah, they're the stupid ones all right."
4603 "Doesn't that hurt?"
4604 "That disguise is pretty good. Say... can you disguise me as a zombie, too?"
4605 "There was something else I wanted to know..."
4606 "I have to leave. Farewell."
4607 The sarcasm is evidently lost on the zombie, who nods eagerly. "Stuh-pud Duhstees. Me make GUD zumbie."
4608 "Doesn't that hurt?"
4609 "That disguise is pretty good. Can you disguise me as a zombie?"
4610 "There was something else I wanted to know..."
4611 "I have to leave. Farewell."
4612 "There was something else I wanted to know..."
4613 "I have to leave. Farewell."
4614 He looks at your scars. "I ask yu same question. Me, it not hurt much." Claps his chest. "Me TUFF."
4615 "That disguise is pretty good. Can you disguise me as a zombie?"
4616 "There was something else I wanted to know..."
4617 "I have to leave. Farewell."
4618 "There was something else I wanted to know..."
4619 He looks you up and down for a few moments, mumbling to himself, then nods. "U-huh. Me need jar uf embalming flew-id." Points at the scars on your chest. "N' some needle and thread."
4620 "Here you go."
4621 "I'll think about it. I had some other questions..."
4622 "No thanks. Maybe some other time... farewell."
4623 "Some embalming fluid and some thread? I'll go see if I can find some."
4624 He looks you up and down with a strange expression. "U be GUD zumbie. I cud make u a zumbie? GUD dis-gize."
4625 "Thanks anyway. I had some other questions for you..."
4626 "Sure. Can you do it?"
4627 "Why not? I already feel like one of the walking dead."
4628 "No... no... that's all right. Farewell."
4629 The zombie takes the items from you, then sets to work...
4630 Try to hold still.
4631 Try to hold still.
4632 Try to hold still.
4633 The zombie liberally applies the embalming fluid to your body, then stitches up several of your scars. Working from your feet upwards, he stitches up your scars, then finishes off the disguise by stitching up your lips.
4634 "Mmm-hmmph-mmm... Fanks."
4635 "Mmm-hmmph-mmm... Fanks."
4636 "Mmm-hmmph-mmm... Fanks."
4637 The zombie holds up his hand. "Curful! Talk pulls stitches out, ruin diz-gize. Zumbie no talk. Yoo got to talk? Talk slow, curful." ^NNOTE: Take heed that no one expects zombies to talk. If you speak to someone as a zombie, you run the risk of exposing your disguise.^-
4638 "Mmph... mmm. I... understand."
4639 The zombie frowns. "Diz-gize wun't last long... um-balming fluid dry up, stitchez fall out." He shrugs. "Prob-lee not last ousside Mortuaree. Uhnd no running! Yoo run, yoo ruin whole diz-gize." ^NNOTE: Equipping weapons and/or running will instantly nullify your zombie disguise. If you find a new weapon, hold off on equipping it until you no longer wish to be disguised. If you have Always Run on, be sure to switch it off if you want to maintain the disguise when you finish speaking to Vaxis.^-
4640 Nod again, leave.
4641 The 'zombie' frowns. "Yu look familer. Me see yoo beefor?"
4642 "Maybe. Where have you seen me?"
4643 X.
4644 To your surprise, the zombie turns away from you... he is starting to glance around fearfully.
4645 "You won't talk? Then get ready to start screaming."
4646 "Never mind then. What have you seen the Dustmen do?"
4647 "There was something else I wanted to know..."
4648 "Forget it, then. Farewell, *zombie.*"
4649 The zombie is watching you both fearfully. He is still silent... but something in his expression tells you Morte's guess was right on the mark.
4650 "The Anarchists, huh? That who you're watching this place for?"
4651 "It'll be a LOT less painful for you if you tell me now why the Anarchists want you to spy on this place."
4652 "Never mind then. What have you seen the Dustmen do?"
4653 "There was something else I wanted to know..."
4654 "Forget it, then. Farewell, *zombie.*"
4655 The zombie looks disappointed, but he shrugs and begins to fish deeply into his stained tunic. "Beehn quiet, Duhsties beehn quiet, nuthin' new since lahst rehport." After a few moments, he hands you some items, then grunts. "Heer." Judging by the smell, they must have been hidden so as to avoid turning up if he was searched. "Me leeve in shurt while."
4656 "Leave? How?"
4658 The zombie grunts. "Portal's an arch - fizzzt floor, nurthwest ruhm, needs skel-tun finger bone tuh open." He nods. "Guud luhk."
4659 "Uh... all right."
4660 The zombie's eyes narrow, and he hisses at you. "Yu TRY n' put me in dead-book? I have frens hid heer, yu got *nubudy.* Yu tuch me, my frends kill YU."
4661 "That was your last chance. Prepare to die."
4662 "Burn in hell, then. I'm leaving. You better watch yourself... *zombie!*"
4663 He seems frightened for a moment, then studies your build, and a sneer crawls across his face. "YOO try n' put ME in dead-book? I have frens hid heer, yu got *nubudy.* Yu tuch me, my frends kill YU."
4664 "How about I expose your disguise to the guards?"
4665 "How about I expose your disguise to the guards?"
4666 "I'll risk it. Prepare to die."
4667 "Burn in hell, then. I'm leaving. You better watch yourself... *zombie.*"
4668 The zombie's eyes narrow, and he hisses at you. "Yu spill th' dark on me, me spill dark on *yu.* I have friends hid heer, yu got *nubudy.* Duhstees kill yu. Me escape."
4669 "That was your last chance, corpse. Prepare to die."
4670 "Burn in hell, then. I'm leaving. You better watch yourself... *zombie.*"
4671 "Huh?"
4672 "Portals?"
4673 "Do you know someone named Pharod?"
4674 "I have to leave. Farewell."
4675 Morte breaks in, whispering. "By the powers... this berk's an *Anarchist.* Posing as a zombie's got to be a first for those addled sods."
4676 "Anarchist?"
4677 "Anarchists... they're a faction..." Morte looks like he's about to let loose a torrent of insults, then notices the zombie staring at you both, listening intently. "...they, uh, want to *liberate* everyone from the chains of government. Tear down the old, establish a new order with no order at all."
4678 Truth: "That seems like a noble pursuit. Order could use a good tearing down every once in a while."
4679 Lie: "That seems like a noble pursuit. Any Anarchist dedicated to such a lofty goal is *definitely* a friend of mine."
4680 "That seems pretty... contradictory."
4681 "That has to be one of the most stupid things I've ever heard."
4682 Truth: "That doesn't seem constructive to anyone. Some order, some law is always necessary for progress to be made."
4683 Whispers: "He's wondering if you're crazy, loco, a cackle, addled... and so am I. Now stow the 'I woke up from the dead' talk, willya?! Ye're embarrassing me."
4684 "I'm embarrassing YOU?"
4685 "I just wanted to know what this... corpse... was talking about. All right?"
4686 "It's not my fault that no one in this crazy... "barmy"... place speaks like a normal person... or LOOKS like one."
4687 "Look, I'm NOT going to lie to this guy. It's better we be up front with him."
4688 Morte sighs. "Look, chief... you gotta get your wits about you. You can't go around telling everybody the TRUTH all the time. We can't have every cony-catcher we meet taking us for marks, right?"
4689 "Cony-Catcher?" "Marks?" "What th- oh, never mind."
4690 "Stow it, Morte."
4691 "I'll... keep that in mind. I want to speak to this 'zombie' some more."
4692 "Hold on..." Morte sounds surprised. "This berk must be an *Anarchist.* Heh. Posing as a zombie's got to be a first for those addled sods."
4693 "Anarchist?"
4694 "Anarchists... they're a faction that wastes their time peeping on authority figures and looking for ways to tear down anything that stinks of order or control." Morte snorts. "The Anarchists think every berk across the planes'll be free and happy to seek out their own 'truth' once the establishment is burned to the ground. They want to establish a new order - no order at all."
4695 Truth: "That seems like a noble pursuit. Order could use a good tearing down every once in a while."
4696 "That seems pretty... contradictory."
4697 "That has to be one of the most stupid things I've ever heard."
4698 "Whatever."
4699 Truth: "That doesn't seem constructive to anyone. Some order, some law is always necessary for progress to be made."
4700 "He's saying this Pharod berk has been selling a lot of deaders... corpses... to the Dustmen. That's what Collectors do: they gather dead bodies and sell them to the Dustmen. Sounds like this Pharod's been selling so many deaders that the Dusties think he's been putting Hivers in the dead-book before their hour's up... y'know, killing people."
4701 "I see. There was something else I wanted to know..."
4702 "This Pharod sounds like a saint. I may have some questions later. Don't go anywhere."
4703 "He wants to know if somebody robbed you. Probably what happened."
4704 "I see. There was something else I wanted to know..."
4705 "Yeah, I'm looking forward to finding this thief. Look, I may have some questions later. Don't go anywhere."
4706 "Yeah, *they're* the stupid ones all right."
4707 Statistics Screen
4708 "I can't believe you're going through with this. How barmy ARE you?"
4709 Priest Scroll
4710 "Can't you make the stitches on his lips any tighter?"
4711 "Stuwh vit, Murte-"
4712 "Mmm-HMMPH!"
4713 Litany of Curses
4714 Central Chamber
4715 A preparation room.
4716 A receiving room.
4717 Crematorium
4718 STR
4719 Godsman Receipt
4720 Receipt
4721 Unfolding Portal
4722 Tongs
4723 Forge Hammer
4724 Iron Ore
4725 Antler Axe
4726 Poor Quality Stiletto
4727 High Quality Sledgehammer
4728 Morte's Bite
4729 "Aren't you supposed to be gone? Guards! Escort this berk out of here!"
4730 Leave.
4731 "Help! Guards! Guards!"
4732 Attack.
4733 Leave.
4734 "Powers above! Our machinery is destroyed! Where'll the factol get the money to pay us now? It's a good thing we're devoted to the cause. Well, it's back to work for me... doubly hard, this time. Hell of a test, I say."
4735 Leave.
4736 "Hail, brother! I wish I could take the time to talk to you, but molten steel waits for no one. If you need something, speak to the supervisors over there... they have time."
4737 "All right. Good luck."
4738 "So you're investigating the murder, eh? I can't say I was too sorry to see that bastard taken down, but then, there wasn't anyone who didn't have it in for that bubber. Where should you look? I don't know."
4739 "But you have more you'd like to tell me, don't you?"
4740 "But you have more you'd like to tell me, don't you?"
4741 "All right. Can you give me pointers on this forge again?"
4742 "All right. Thanks for your time."
4743 "Yeah, well..." The smith looks around furtively. "Your best bet might be to start with the supervisor. She looks a little piqued these days. I don't think she did it, but I think she might have an idea who did."
4744 "The supervisor? Where could I find her?"
4745 "Thanks for your time. Farewell."
4746 "No, that's pretty much all I have to say to you."
4747 "All right. Can you give me pointers on how to use the forge again?"
4748 "All right. Thanks for your time."
4749 "You want to work the forge. First you'll need a protective apron. Then you'll need to find some tongs, a hammer, and a free anvil. Then you get a lump of iron, place it in the fire until it gets hot enough to shape, and then pound the devil out of it on the anvil. When you've achieved the shape you need, dunk it in the water bucket nearby. That's the crash course, mind you... you need some skill to handle it."
4750 "How hard can that be?"
4751 "All right. I have some other questions."
4752 "All right. Thanks."
4753 "You can usually find her down by the clerk's office... watching us. Hells, I guess it's her job, but I can be trusted to do it."
4754 "Thanks. I had some other questions."
4755 "If you could be trusted to do it, you wouldn't need a supervisor. Farewell."
4756 "I'd imagine. Farewell."
4757 "You'd be surprised, berk. Get out of here. I'm busy."
4758 Leave.
4759 "You'd be surprised, berk. Get out of here. I'm busy."
4760 "Yeah? What? Hurry it up. I'm busy here."
4761 "Who are you?"
4762 "Where can I find the clerk's office?"
4763 "Where's your supervisor?"
4764 "What do you do around here?"
4765 "What can you tell me about the Godsmen?"
4766 "What I am is too busy to stand around gabbing with folks. You got a purpose here?"
4767 "Well, yes."
4768 "No. Not really."
4769 "Then stop wasting my time. I'm on a schedule. Good day."
4770 Leave.
4771 "You see that room down there with the desk in it and the old guy sitting behind it? That's the clerk's office, and the clerk sitting in there. You need anything else, or can I get back to work?"
4772 "I have more questions."
4773 "No, that's it. So long."
4774 "Oh, I sit around with my feet up all day. Look, I don't mean to be rude, but it's fairly obvious what I'm doing here - I'm forging steelwork. And if I don't get back to it soon, I'll have to start over."
4775 "All right, all right. I have a few more questions."
4776 "Thanks for your time. So long."
4777 "No need for that attitude, 'friend.' Good day."
4778 The smith stops working and looks at you, as if measuring you. "A Godsman is a basher who believes that we can all be gods. Even you. Don't matter if it's for good or for ill - we all go through our existences learning how to evolve ourselves into ever-more perfect forms. Another definition of Godsman is someone who starts to get peery of people who ask him questions they really should know the answers to."
4779 "So what you're saying is that we've got tests to overcome and we become greater because of it?"
4780 "So what you're saying is that you're not the best person to talk to about this right now?"
4781 "Thanks. I'll be off now."
4782 "What I'm saying is that you should talk t' one of the factotums through that door over in the east wall - they've got nothing better to do with their time. I have. Good day."
4783 "I have a few more questions."
4784 Leave.
4785 "Friend, I think you've managed to work that forge enough. Everyone believes you've got... errr... some skill at it. Stand aside and let someone who really needs to use it at it."
4786 "All right, fine."
4787 "Powers above! Our machinery is destroyed! Where'll the factol get the money to pay us now? It's a good thing we're devoted to the cause. Well, it's back to work for me... doubly hard, this time. Hell of a test, I say."
4788 Leave.
4789 "Powers above! Our machinery is destroyed! Where'll the factol get the money to pay us now? It's a good thing we're devoted to the cause. Well, it's back to work for me... doubly hard, this time. Hell of a test, I say."
4790 Leave.
4791 "Forget it."
4792 "There are some that have signed a contract allowing the Dustmen to use their bodies once they have died. It is possible that you were caught in an... unusual mix-up. You seem much brighter than our regular zombies."
4793 "People sell their bodies after death to you?"
4794 "Oh. I had some other questions..."
4795 "I don't have time for this. Farewell."
4796 "Oh, yes. In exchange for a small sum of copper, many are willing to sell a body they will no longer need when they reach the True Death."
4797 "What do you do with these bodies?"
4798 "I... see. Do you mind if I ask you some other questions?"
4799 "Thanks for the information. Farewell."
4800 "The shells perform menial tasks around the Mortuary. They haul bodies, clean floors, assist us in preparing bodies for burial... relatively simple tasks. It is unfortunate, but they are not capable of following any complicated instructions."
4801 "Well, 'Contracted' or not, how did I get here if I wasn't dead?"
4802 "I... see. Do you mind if I ask you some other questions?"
4803 "Thanks for the information. Farewell."
4804 Soego nods. "You may ask your questions."
4805 "I'd like to leave. Can you guide me to the exit?"
4806 "Can you get me out of here?"
4807 "Do you know there's a corpse up on the second level that's a human in disguise?"
4808 "Pardon?"
4809 "If I may ask... are you all right? You look tired."
4810 "You're Soego, right? I heard you're a little odd for a Dustman. That you like rats."
4811 "You're Soego, right? I heard you're a little odd for a Dustman. That you like rats."
4812 Mirror of Quality
4813 Iron Ore
4814 P3 SFull
4815 Silver Earring
4816 Xachariah's Heart
4817 Soul Exodus
4818 Repel Undead
4819 Xachariah's Liver
4820 Cobblestone
4821 Clipped Copper Piece
4822 Angyar's Dead Contract
4823 Copper-Eyes Dead Contract
4824 Forged Dead Contract
4825 Pole Arm
4826 Skull Pendant
4827 Small Sword
4828 Adahn's Dagger
4829 Adahn's Ring
4830 Flat, Black Token
4831 Rat Charm
4832 "Do you know someone named Pharod?"
4833 "I'm missing a journal. Have you seen one?"
4834 "Never mind. I must take my leave. Farewell."
4835 "Never mind. I must take my leave. Farewell."
4836 "There's a man disguised as a corpse upstairs. I think he's spying on the Dustmen."
4837 "There's a man disguised as a corpse upstairs. I think he's spying on the Dustmen."
4838 "Forget it. I had some other questions..."
4839 "Never mind. I must take my leave. Farewell."
4840 "What? Why would anyone...?" Soego's voice suddenly drops to a hiss and his lips peel back to reveal a row of jagged teeth. "An *Anarchist.*" His eyes gleam a bright red. "An Anarchist. *Here.*" He suddenly seems to remember your presence, and he composes himself. "Thank you for informing me. I will see to it that the guards handle this matter."
4841 UNFOLDING PORTAL Weight: 10 Usable only by Nameless One This is a shimmering piece of filigreed metalwork that you picked up in the Great Foundry. It looks almost gauzy. Sharp edges protrude from it. You have no idea where it goes right now, but it must be important if you commissioned it for yourself. All you need to do to activate it is find the proper key.
4842 TONGS Weight: 5 Soot-covered tongs used to hold iron ore in the heat of a foundry fire.
4843 FORGE HAMMER Weight: 4 A hammer used to beat heated iron ore into shape. It's very heavy.
4844 IRON ORE Weight: 5 A lump of iron ore.
4845 POOR QUALITY SLEDGEHAMMER Damage: 2-7 Crushing Speed: 8 Weight: 10 Proficiency: Clubs Usable only by Fighters This hammer is little more than a heavy lump of metal on the end of a stout stick. It's powerful, yes, but the balance is poor and it's entirely ungraceful.
4846 HIGH QUALITY SLEDGEHAMMER Damage: 1-10 Crushing Speed: 8 Weight: 9 Proficiency: Hammers Usable only by Fighters This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't be fooled by its appearance - this weapon is dangerous. It requires two hands and the desire to inflict crushing damage on your enemies.
4847 HIGH QUALITY STILETTO Damage: 1-4 Piercing Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests This slim dagger is a beauty among its kind. It is a one-handed thrusting weapon.
4848 POOR QUALITY STILETTO Damage: 1-2 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This squat dagger, while ideally a thrusting weapon, looks like it would be better used as a paperweight. It is not sharp or well-balanced, and might actually hinder you in combat.
4849 ANTLER AXE Damage: 2-7 Slashing Speed: 8 Weight: 8 Proficiency: Axes Usable only by Fighters Primitive cultures often times used parts of animals as weapons. This appears to be the horns of some creature that have been made into a crude battle axe of sorts.
4850 COBBLESTONE Weight: 3 This is a polished cobblestone that was lodged in the zombie's skull. It still has traces of brain matter dripping from it.
4851 LEATHER APRON Weight: 5 This looks to be a heavy apron made from the hide of some creature. Aprons such as these are used to protect workers clothes from the heat of the forge.
4852 "No problem. I had some other questions..."
4853 "Never mind. I must take my leave. Farewell."
4854 "Never mind. I must take my leave. Farewell."
4855 You are about to mention it, when suddenly you stop. You feel a strange prickling sensation as you look at Soego... for some reason, you don't think you should say anything.
4856 "I hear you're a strange one, Soego. That you like rats."
4857 "Uh... say, I wanted to ask you something."
4858 "Never mind. I must take my leave. Farewell."
4859 "Never mind. I must take my leave. Farewell."
4860 Soego falls silent for a moment, studying you. His eyes gleam a bright red, and he gives a soft hiss. "I think you have outstayed your welcome." To your surprise, he takes a step back and claps his hands sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
4861 "What the...? What are you doing?"
4862 "All right, then. Prepare to die, Soego."
4863 Soego manages a weak smile, and the corners of his mouth twitch slightly. "I have recently taken ill... minor fevers, nothing more. Sometimes they make sleep... difficult."
4864 "Anything I could do?"
4865 "Oh. I had some other questions..."
4866 "I see. Well, I must take my leave. Farewell."
4867 "I see. Well, I must take my leave. Farewell."
4868 Soego shakes his head. "No, no, thank you for your concern... I will endure." He frowns slightly. "Was there something else you wanted?"
4869 "Yes. I had some other questions..."
4870 "No, I won't trouble you anymore. Thanks for the information."
4871 "No, I won't trouble you anymore. Thanks for the information."
4872 "Pharod? Of course I know him." He frowns, and his eyes gleam red. "A ghoulish man. No respect for the dead, and even less for the living. He is a scavenger. A Collector."
4873 "Collector?"
4874 "Do you know where I could find him?"
4875 "Oh. I had some other questions..."
4876 "I see. Perhaps I should take my leave."
4877 "I see. Perhaps I should take my leave."
4878 "Collectors make their living gathering corpses and bringing them here to the Mortuary. We then make sure the bodies receive a proper burial."
4879 "So if a Collector found a body... mine, for example... they might have brought it here and sold it to you?"
4880 "So this Collector, Pharod... do you know where I could find him?"
4881 "Oh. I had some other questions..."
4882 "I see. Well, I must take my leave. Farewell."
4883 "I see. Well, I must take my leave. Farewell."
4884 "Yes."
4885 "Hmmmm. Suddenly it's extremely important that I find this Pharod. Do you know where I could find him?"
4886 "Oh. I had some other questions..."
4887 "Thanks for the information. Farewell."
4888 "Thanks for the information. Farewell."
4889 "I know he resides in the Hive, the slums outside the Mortuary, but I do not know exactly where. Some of the other Collectors may know, if they'll talk to you."
4890 "What do Collectors do again?"
4891 "Oh. I had some other questions..."
4892 "Thanks for the information. Farewell."
4893 "Thanks for the information. Farewell."
4894 "A journal?" Soego seems confused. "No, I have not seen one."
4895 "Never mind then. I had some other questions..."
4896 "Thanks anyway. Farewell."
4897 "Thanks anyway. Farewell."
4898 You see a tired-looking man in a black robe. His narrow face is extremely pale, and he doesn't look as if he has been sleeping: his shoulders are slumped, and the flesh sags loosely beneath his bloodshot eyes. He looks so lost in thought he doesn't even notice you.
4899 "Greetings."
4904 "Greetings..." The man turns to face you and makes a slight bow. You suddenly notice that his eyes aren't bloodshot so much as they have a red tinge to them. "I am Soego. How may I..." He suddenly seems to notice your scars, and the corner of his mouth twitches. "I'm sorry, sirrah, are you lost?"
4905 "Yes."
4906 "No."
4907 "No, I'm not lost. I had some questions..."
4908 "No. I was merely looking for the exit. Farewell."
4909 "Well, then..." The corners of Soego's mouth twitch again, as if in anticipation. "Let me call the guards to lead you out. Stand for a moment." He looks like he is about to call the guards.
4910 "Hold a moment! Please... there's no need to call the guards. I came in for an interment earlier, and I just got turned around in the halls... Can you please just lead me out?"
4911 "No! I'm not lost - I misspoke."
4912 Snap his neck before he can call out.
4913 Snap his neck before he can call out.
4914 Leave. Quickly.
4915 Wait.
4916 "I do not recall admitting you." Soego looks at you suspiciously, and his eyes gleam red in the light of the torches. "May I ask what you are doing here?"
4917 "I was here for an interment earlier, paying my respects. I'm ready to leave... but I seem to have gotten turned around. Can you help me find the exit?"
4918 "That is none of your concern."
4919 "I awoke on one of the slabs in your preparation room."
4920 "I'm here to see someone."
4921 "I was here for an interment, but there seems to have been a mistake."
4922 Lean in as if to whisper to him, then when he leans in, snap his neck.
4923 Leave. Quickly.
4924 He seems surprised. "You... woke up on one of the slabs upstairs?"
4925 "Uh, no. I misspoke."
4926 "Yes. I know this is hard to believe, but it's the truth: I woke up on one of your slabs upstairs."
4927 Soego nods. "Who are you here to see? I would be more than happy to direct you."
4928 "It is none of your concern."
4929 "I am here to see Dhall."
4930 "I am here to see Deionarra."
4931 Lie: "Uh... Adahn. Does he still work here, or...?"
4932 Lie: "Uh... Adahn. Does he still work here, or...?"
4933 "Uh, no one. I misspoke."
4934 "Dhall? Dhall the Scrivener can be found in the receiving room on the upper floor." The corner of Soego's mouth twitches briefly. "He is rather busy and his health is failing. Unless you have pressing business, I would not disturb him."
4935 "What's wrong with Dhall?"
4936 "The receiving room?"
4937 "Very well. I will keep my visit with him brief. Farewell."
4938 "Yes... the receiving room is where the bodies from the city are taken when they are brought here. They are recorded and then prepared for burial."
4939 "What's wrong with Dhall?"
4940 "Thank you for your directions. I will keep my visit with Dhall brief. Farewell."
4941 "Oh, there is nothing wrong with him. Dhall is..." Soego clicks his teeth. "...*old.* His long devotion to cataloging the dead has nearly run its course. Death will no doubt soon follow the wasting sickness he has contracted."
4942 "Very well. I will keep my visit with him brief. Farewell."
4943 "Deionarra? There is a woman by that name interred in the northwest memorial hall. Is that who you are looking for?"
4944 "Yes... can you tell me what happened to her?"
4945 "Yes. I will go pay my respects now."
4946 "I do not know, but she has been here for quite some time. Her father might know what befell her... he visits here from his offices in the Upper Ward frequently. It was his wish that she be placed in the memorial hall here."
4947 "Thank you for the directions. I will go pay my respects."
4948 "Adahn..." Soego's eyes narrow, and the red tinge you saw in them before seems more pronounced. "No one of that name resides within the Mortuary halls, living or dead." His mouth twitches, and to your surprise, he sniffs the air for a moment.
4949 "Uh... then I must have misspoke."
4950 The corners of Soego's mouth twitch again, and his eyes gleam. "Then what is your business here?"
4951 "I was here for an interment earlier, paying my respects. I'm ready to leave... but I seem to have gotten turned around. Can you help me find the exit?"
4952 "None of your concern."
4953 "I woke up on one of the slabs in your preparation room."
4954 "I'm here to see someone."
4955 "I was here for an interment."
4956 Lean in as if to whisper to him, then when he leans in, snap his neck.
4957 Soego frowns as you lean in, and you notice he sniffs the air, as if testing it. His eyes suddenly narrow, and he looks like he is about to call for the guards.
4958 Snap his neck before he can call out.
4959 Snap his neck before he can call out.
4960 As you lunge for him, Soego leaps back, his eyes gleaming red and his teeth bared. With a hiss, he claps his hands together sharply three times. In response, a great iron bell starts tolling throughout the Mortuary.
4961 "All right then..."
4962 "Who was being interred? Perhaps the services are taking place somewhere else in the Mortuary."
4963 "You misunderstand... the interment was ME."
4964 "Pardon... I misspoke. I don't know the name of the deceased."
4965 "The name is Deionarra."
4966 "Well..." Soego squints. He seems confused. "Obviously a mistake has been made. Either you were brought here by blood relatives, other Dustmen, or..." Soego suddenly hisses, as if an unpleasant thought had just occurred to him. "Or one of the *Collectors.*"
4967 Lie: "The name is... uh, Adahn."
4968 Lie: "The name is... uh, Adahn."
4969 Lean in as if to whisper something to him, then snap his neck.
4970 Run for it.
4971 "Collectors?"
4972 "Yes, Collectors... packs of scavengers that bring the bodies of the dead to us. They may have thought you dead..." Soego hisses, and his eyes gleam. "...and they are so copper-blind they wouldn't have cared to check before delivering you here." Soego studies you. "It is fortunate you awoke... or you may have reached the True Death before your time."
4973 "Then there's been a mistake... and I'd like to leave. Now."
4974 Soego nods, and the corner of his mouth twitches. "Why... of course, of course. Let me open the front gate for you."
4975 "All right."
4976 "All right."
4977 "You?"
4978 "Yes, *me.* I woke up on one of your slabs upstairs."
4979 "Pardon... I misspoke."
4980 As you approach, Soego sniffs the air, and he looks up. When he sees you, he frowns. "I unlocked the gate for you. Why are you still here?"
4981 "I had some questions for you before I left."
4982 "I am heading for the gate now. Farewell."
4983 As you approach, Soego sniffs the air, and he looks up. When he sees you, he bows slightly. "Did you find what you were looking for?"
4984 "Yes, thank you. Pardon me, I've gotten all turned around in these halls... can you help me find the exit?"
4985 "Yes. I want to leave now. Can you take me to the exit?"
4986 "Yes, and I am heading for the gate now. Farewell."
4987 Soego nods, and the corner of his mouth twitches. "Why... of course. These halls *can* be confusing to visitors. Let me open the front gate for you."
4988 "Thank you."
4989 "Thank you."
4990 "This is most odd." Soego's eyes gleam red, and the corners of his mouth twitch slightly, as if in anticipation. "Mayhap..." He sneers, displaying a row of sharp, dirty teeth. "Mayhap I should call the guards? Yes... yes, I think I will do that."
4991 "Hold a moment! I was lost... I just got turned around in the halls here, and I can't seem to find the exit. Can you help me?"
4992 "Stop! Don't call the guards! I just want to get out of here... can you help me?"
4993 Snap his neck before he can call out.
4994 Snap his neck before he can call out.
4995 "Summon them, then. I'd like to meet them."
4996 Soego nods... and his mouth twitches again. He doesn't even seem to be aware of it. "Return when you have paid your respects, and I will unlock the front gate for you. It is after nine bells, so you'll have to leave as soon as you conclude your business."
4997 "You know, I could do this another time. Can you let me out now?"
4998 "Thank you. I will return."
4999 "I really don't have time for this. Farewell."
5000 This huge axe is a double-bladed weapon topped with a spike. This weapon requires two hands to use, but the long handle allows the wielder to put considerable force into the swing. It looks like a lump of iron with sharpened edge, and the balance is way, way off. This is a weapon of last resort.
5001 This hammer is little more than a heavy lump of metal on the end of a stout stick. It's powerful, yes, but the balance is poor and it's entirely ungraceful. This weapon requires two hands.
5002 This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't be fooled by its appearance - this weapon is dangerous. It requires two hands and the desire to inflict crushing damage on your enemies.
5003 HIGH QUALITY STILETTO Damage: 1-4 Piercing Weight: 1 Speed: 1 Proficiency: Edged Not usable by Priests This slim dagger is a beauty among its kind. It is a one-handed thrusting weapon.
5004 This squat dagger, while ideally a thrusting weapon, looks like it would be better used as a paperweight. It is not sharp or well-balanced, and might actually hinder you in combat.
5005 This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs.
5006 COBBLESTONE Weight: 3 This is a polished cobblestone that was lodged in the zombie's skull. It still has traces of brain matter dripping from it.
5007 XACHARIAH'S HEART Weight: 10 Usable only by Fighters This blackened, fist-sized object looks more like a lump of burned charcoal than Xachariah's heart. It is extremely heavy for its size, and cracks run across its surface... it looks like it might break in two at any moment. Handling it leaves strange rust-colored streaks on your hands that won't come off.
5008 SILVER EARRING Weight: 0 This is a small silver earring you recovered from the drunken harlot outside the Smoldering Corpse Bar.
5009 CLIPPED COPPER PIECE Weight: 0 This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. It is worthless.
5010 SOUL EXODUS Weight: 1
5011 XACHARIAH'S LIVER Weight: 3 Xachariah's liver looks like a huge, dead slug - it has the texture of a wineskin that has been sitting in a mud puddle for a few years. Enough embalming fluid has been pumped into the organ to preserve it, but the smell of rot and the smell formaldehyde seem to be fighting for dominance.
5012 ANGYAR'S DEAD CONTRACT Weight: 0 This crisp parchment has a musty smell about it, like it has been stored in an attic for too long. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and a man named "Angyar." In exchange for thirty copper pieces, Angyar has signed away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary.
5013 DECANTER Weight: 2 This is a normal, stoppered flask. There's a small quantity of water inside.
5014 ADAHN'S RING Weight: 0 This is a gift you received from Adahn when you bid him farewell in the Smoldering Corpse Bar. It's a featureless metal ring that looks extremely thick and heavy, but it is almost weightless. It seems to shift as you watch, changing from silver, to bronze, to gold.
5015 ADAHN'S DAGGER Damage: 2-5 Piercing THAC0: +1 Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a gift you received from Adahn when you bid him farewell in the Smoldering Corpse Bar. It's a featureless metal dagger with a solid silver hilt. It is difficult to get a feel for its balance, as it is almost weightless. The dagger blade itself is made of some strange metal that shifts as you watch it, changing from silver, to bronze, to gold.
5016 Repel Undead
5017 FORGED DEAD CONTRACT Weight: 0 This false 'Dead Contract' is similar to a standard Dustman Dead Contract, but the tiny cramped writing on it hides the fact that the signer in fact does not owe his corpse to the Dustman after death at all... essentially, any Dustman who signs the contract will essentially be paying the signer for doing nothing but putting his signature to paper.
5018 COPPER-EYES DEAD CONTRACT Weight: 0 You obtained this blank contract from Copper-Eyes, and it has a faint metallic smell about it. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and an as-of-yet unnamed signer. In exchange for thirty copper pieces, the signer gives away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary.
5019 SPIKED CLUB Damage: 1-6 Crushing Damage: 1-6 Piercing Speed: 7 Weight: 12 Proficiency: Clubs Not usable by Mages This is a heavy iron club that is covered with sharp spikes.
5020 INT
5021 WIS
5022 DEX
5023 CON
5024 CHA
5025 ARMOR CLASS
5026 HIT POINTS
5027 CHARACTER POINTS
5028 Run for it.
5029 "Hey! Hey! What are you doing?"
5030 "I was *going* to talk to this guy. Problem?"
5031 "Nothing, let's move on."
5032 "If you're going to rattle your bone-box with Dusties, leave me outta it. Me and them aren't gonna be best bloods... and you shouldn't try and be family with them either. They'd sooner torch or bury you than bend an ear. Don't be barmy; let's just get out of here."
5033 "Thanks for the advice, but I'm *still* going to talk to this guy."
5034 "Agreed, let's move on."
5035 "Hey! Are you deaf? What are you doing?"
5036 "Look, I'm going to talk to this guy. Problem?"
5037 "Nothing, let's move on."
5038 "*Don't* listen to me then - it's your funeral."
5039 "Yeah, and you can play the dirge. For now, be quiet."
5040 "Nah, you're right. Forget it. Let's move on."
5041 "What are you *doing?!* If you're gonna kill him, do it!"
5042 "I *did!* I snapped his neck! He shouldn't even be moving!"
5043 "At least he *can* walk." Morte snorts. "Floating around loses its thrill as soon as you want to kick somebody."
5044 (Auto-Link.)
5045 Looks like someone is in the middle of dissecting this corpse.
5046 These barrels contain a murky liquid. It smells like a cross between vinegar and formaldehyde.
5047 Test Drink for Tavern Test 1
5048 This desk is covered with spools of thread, strips of cloth, rusty instruments, stained vials and bloody sheets.
5049 "Whoa, chief! What are you doing?!"
5050 "I was going to speak with this scribe. He might know something about how I got here."
5051 This corpse looks like someone turned it inside out. A machine at the head of the table has peeled the skin off the forehead to give direct access to the skull.
5052 "Look, rattling your bone-box with Dusties should be the LAST thing-"
5053 "And we *especially* shouldn't be swapping the chant with sick Dusties. C'mon, let's leave. The quicker we give this place the laugh, the bet-"
5054 Like the other corpses in this room, this one is covered in blood and completely gutted.
5055 This looks like a giant grinder. Fresh blood is trickling out from underneath it.
5056 This body is completely covered by a rough dark cloth.
5057 This corpse has been completely wrapped in bandages, like a mummy.
5058 "Greetings."
5059 This slab is covered with dried blood and other remains.
5060 Leave the elderly scribe in peace.
5061 This device looks like some sort of sewing machine... arms with hooks, tubes, and metallic thread hang from it.
5062 "Do you know me?"
5063 "Farewell."
5064 A system of rails is running through the whole room. It looks like the slabs in the room can be moved around on these rails.
5065 This rotting corpse is riddled with tubes. A yellow liquid is cycling through the tubes into a strange machine. The machine is making clicking noises, like an insect.
5066 Someone has inserted a tube into this corpse's leg. The tube is attached to a strange clicking machine next to the slab.
5067 Blood stains, rust, and other remains cover the surface of this metal slab. It is much larger than most of the other slabs and is sitting on a platform that allows it to be rotated.
5068 This disemboweled corpse proves how far you can physically stretch flesh without tearing it.
5069 "Do you know who I am?"
5070 "Where is her body?"
5071 "I know nothing about her."
5072 "She claims to know me, but I can't recall her."
5073 "You said there were others. Who else is here?"
5074 "You said there were others. Who else is here?"
5075 "The northwest memorial hall on the floor below us. Check the biers there... her name should be on one of the memorial plaques. Mayhap that will revive your memory."
5076 "I don't know. I don't recall ever traveling with a woman."
5077 "Well, she claims to know me, but I can't recall her."
5078 "You said there were others. Who else is here?"
5079 "You said there were others. Who else is here?"
5080 Dhall makes no response to this. He simply stares at you in silence.
5081 "Where can I find her?"
5082 "Before, you said there were others interred here who journeyed with me. Where are they?"
5083 "Before, you said there were others interred here who journeyed with me. Where are they?"
5084 Another corpse on a stone slab... there is no indication what the body died of.
5085 The blood on this table is still fresh.
5086 You prepare to lift the hammer again...
5087 "...what now?"
5088 You step up to the forge. The heat is incredible. What do you do?
5089 Use the forge.
5090 Use the forge.
5091 Use the forge.
5092 Step back.
5093 The heat of the flame is too hot, even for your flame-toughened skin. You begin to take damage from the fire.
5094 Use the forge.
5095 Step back.
5096 The fire is throwing off an incredible amount of heat, but thanks to your protection, you are able to withstand it without any damage. Would you like to work the forge?
5097 Yes.
5098 No.
5099 Again, the flame sears your skin. What would you like to do first?
5100 Ready the tongs.
5101 Hammer on the anvil.
5102 Pick up the ore.
5103 Pick up the ore with the tongs and hold it in the flame of the forge.
5104 Place the ore on the anvil and hammer away.
5105 Step back from the forge.
5106 Die. The heat is too much.
5107 You hold the tongs in a firm grip as the heat of the forge blisters your skin. What would you like to do now?
5108 Hammer on the anvil.
5109 Pick up the ore with the tongs and hold it in the flames.
5110 Place the ore on the anvil and hammer away.
5111 Step back from the forge.
5112 Die. The heat is too much.
5113 You pound the empty anvil for a few moments, sending the ringing of metal on metal to the uncaring heavens, and the heat of the forge continues to burn you. What now?
5114 Ready the tongs.
5115 Hammer on the anvil.
5116 Pick up the ore.
5117 Pick up the ore with the tongs and hold it in the flame of the forge.
5118 Place the ore on the anvil and hammer away.
5119 Step back from the forge.
5120 Die. The heat is too much.
5121 You hold the lump of ore in your hands. Where you're standing, the heat of the forge almost seems strong enough to melt the iron - it's certainly doing some painful things to your skin. Now what?
5122 Hammer on the anvil.
5123 Hold the ore in the flame of the forge with the tongs.
5124 Place the ore on the anvil and hammer away.
5125 Hold the ore in the fire with my bare hands.
5126 Step back from the forge.
5127 Clipped Copper Piece
5128 Silver Earring
5129 Cobblestone
5130 Ingress' Teeth
5131 Poor Quality Sledgehammer
5132 "Tavern Test"
5133 "Ommmmm."
5134 "Cool yer heels here, cutter."
5135 "Seekin' company, cutter?"
5136 "Come chat wit' me a bit, love."
5137 "Portals! Portals, everywhere...!"
5138 *Cough*
5139 *Cough* - *Cough*
5140 Another rusty, blood-covered slab.
5141 These metallic blue tapestries are made of thin chain links.
5142 This is an assortment of knives, axes, and hammers. While eye-catching, these flimsy trophies don't look usable as weapons.
5143 Some of these cups are filled with a dry, chalky substance. Others contain some unidentifiable oily fluids.
5144 This shelf contains nothing but a few sheets of plain cloth.
5145 This mummified corpse looks like it's bound for the crematorium.
5146 Die. The heat is too much.
5147 The ore softens rapidly, soon becoming soft enough to work. Your skin is swarming with heat blisters.
5148 Place the softened ore on the forge and work it into shape.
5149 My hammer! I forgot to get a hammer to work this stuff! I'll be back!
5150 Step away from the forge.
5151 Die. The heat is too much.
5152 You place the cold ore on the anvil and smash at it with the hammer. You reduce it to smaller, unusable chunks. The flames from the nearby forge conduct a symphony of pain across your skin.
5153 Step back from the forge.
5154 Die. The heat is overwhelming.
5155 The pain from the flame is astonishing. The ore softens like clay within your grasp, and the scent of burning flesh fills the air. The iron fuses to your hand and you pass out from the pain.
5156 Done.
5157 What would you like to forge?
5158 Something small and dangerous: A stiletto!
5159 A two-handed hammer.
5160 A battle axe.
5162 Nothing. The heat is overwhelming.
5163 A stiletto... a quick, easy weapon - and one that will get you away from this inferno of pain much sooner. Are you sure you want a stiletto?
5164 Yes.
5165 Yes.
5166 Yes.
5167 No. I'd rather make something else.
5168 No. I'm done with the forge for now.
5169 A hammer - a fast piece of work, and one that will allow you escape the foundry's flames quickly. Are you sure you want a hammer?
5170 Yes.
5171 Yes.
5172 Yes.
5173 No. I'd rather make something else.
5174 No. I'm done with the forge for now.
5175 An axe will take a while - and all the while, the flames will consume your flesh. Are you sure?
5176 Yes.
5177 Yes.
5178 Yes.
5179 No. I'd rather make something else.
5180 No. I'm done with the forge for now.
5181 There is an odd symbol on this plaque. It looks like a screaming skull with sharp blades protruding from its sides.
5182 This is a heavy barred gate of rusted steel. There doesn't appear to be any way of opening it.
5183 Heavy metal pipes run from the floor into the wall.
5184 These are heavy tapestries made of some shiny fabric. The symbol of a screaming skull with sharp blades protruding from its sides is woven on the tapestries.
5185 The plaque on this bier says, "Here lies Deionarra."
5186 This looks like a large tomb. The marble surface gives it a rather elegant look.
5187 The plaque on this bier is blank.
5188 NULL MODE
5189 You look critically at your work - this is not a well-made weapon, but at least you've made something.
5194 This will have to do for my test.
5195 I suppose it's functional...
5196 Small consolation. The heat is overwhelming. At least this Godsman test is done.
5197 Small consolation. The heat is overwhelming.
5198 You've created a stiletto. You step away from the flames to admire your work.
5199 It's a stiletto. Good enough for the test.
5200 It's a stiletto. How nice... and very functional-seeming, too.
5201 The heat is too overwhelming. The test is complete, but a price has to be paid.
5202 The heat is too overwhelming. A price must be paid.
5203 Now that is a nice piece of work! Your stiletto is not only functional, it's perfectly balanced and deadly-looking. Nice work.
5204 This thing will serve me well. Keldor will certainly be impressed by this! Time to get out of the flames.
5205 This will serve me well in my upcoming trials. Now to get out of the flames.
5206 The heat is too overwhelming.
5207 The heat is too overpowering. Can't move... can't breathe...
5208 The hammer you've shaped looks approximately like you just found a block of iron. It should work, barely.
5209 Good enough for me. Back to show it to Keldor.
5210 All that trouble for a hunk of metal? Powers above! I'll just get out of here.
5211 The heat proves to be overwhelming. At least the test is complete.
5212 The heat proves to be overwhelming.
5213 Look! It's a sledgehammer... and it looks about like any other sledgehammer you've ever seen.
5214 Great. That's good enough for Keldor. I'm done with the forge for now.
5215 That's good enough for me. Time to crack some heads open. I'm done with the forge for now.
5216 The foundry's heat and power is overwhelming. With the creation of the hammer, though, at least the test is over.
5217 The foundry's heat and power is overwhelming.
5218 Now this is a nice sledgehammer... well-shaped, well-balanced, and perfectly suited to your hands.
5219 Good. I'll just show this to Keldor... and maybe I'll keep this hammer to crack some heads.
5220 Good. This should come in handy.
5221 The foundry's sheer power is overwhelming. At least the Godsman test is over, and passed with flying colors.
5222 The foundry's sheer power is overpowering.
5223 This is supposed to be an axe? It looks more like a hammer, but then, it does have sharp edges, so it's probably best to call it an axe and have done with it.
5224 Hm. Well, it satisfies Keldor's requirements.
5225 Hm. Maybe I can sell it for scrap.
5226 The heat and force of the foundry's inferno proves to be unstoppable. At least the test is complete.
5227 The heat and force of the foundry's inferno proves to be unstoppable.
5228 This is a competent piece of work. It won't win you any awards, but it's functional and deadly.
5229 Good enough. Keldor will admire it, I'm sure.
5230 Competent will be good enough - competence still slices through skin and shatters bones.
5231 The foundry's choking black smoke and raging heat is too much. At least the test is complete.
5232 The foundry's choking black smoke and raging heat is too much.
5233 With a little decoration, this axe could fit the hands of the finest warriors. It's that good.
5234 I always knew I had it in me. Now to show Keldor... and maybe try this weapon out.
5235 This axe and I are going to see a lot of good times together. I can just feel it.
5236 It's a fine piece of work. Unfortunately, the heat of the foundry has proven too strong to withstand for any longer.
5237 Unfortunately, the heat of the foundry has proven too strong to withstand for any longer.
5238 What would you like to do first?
5239 Ready the tongs.
5240 Hammer on the anvil.
5241 Pick up the ore.
5242 Pick up the ore with the tongs and hold it in the flame of the forge.
5243 Place the ore on the anvil and hammer away.
5244 Step back from the forge.
5245 This storage closet contains bottles, bandages, and torn strips of cloth.
5246 Vials, bottles and other stuff is lying on top of this wooden chest.
5247 Old parchments and bandages are neatly placed on this table.
5248 This shelf contains clay jars, parchment, pieces of cloth and other utensils.
5249 You hold the tongs in a firm grip as the sweat pours from you. What would you like to do now?
5250 Hammer on the anvil.
5251 Pick up the ore with the tongs and hold it in the flames.
5252 Place the ore on the anvil and hammer away.
5253 Step back from the forge.
5254 You pound the empty anvil for a few moments, sending the ringing of metal on metal to the uncaring heavens. Hot, hard work - sweaty, too. What now?
5255 Ready the tongs.
5256 Hammer on the anvil.
5257 Pick up the ore.
5258 Pick up the ore with the tongs and hold it in the flame of the forge.
5259 Place the ore on the anvil and hammer away.
5260 Step back from the forge.
5261 You hold the lump of ore in your hands. Where you're standing, the heat of the forge almost seems strong enough to melt the iron - it's practically searing your skin. Good thing you're protected against the flames. Now what?
5262 Hammer on the anvil.
5263 Hold the ore in the flame of the forge with the tongs.
5264 Place the ore on the anvil and hammer away.
5265 Hold the ore in the fire with my bare hands.
5266 Hold the ore in the fire with my bare hands.
5267 Step back from the forge.
5268 The ore softens rapidly, soon becoming soft enough to work. Your hands grow slick with sweat.
5269 Place the softened ore on the forge and work it into shape.
5270 My hammer! I forgot to get a hammer to work this stuff! I'll be back!
5271 Step away from the forge.
5272 You place the cold ore on the anvil and smash at it with the hammer. You reduce it to smaller, unusable chunks. The flames from the nearby forge rage, sending the stink of burning metal to the skies.
5273 Step back from the forge.
5274 The pain from the flame is astonishing. The ore softens like clay within your grasp, and the scent of burning flesh fills the air. The iron fuses to your hand and you pass out from the pain.
5275 What would you like to forge?
5276 Pass out.
5277 Something small and dangerous: A stiletto!
5278 A two-handed hammer.
5279 A battle axe.
5281 A stiletto... a quick, easy weapon - and one that will get you away from this inferno much sooner. Are you sure you want a stiletto?
5282 Yes.
5283 Yes.
5284 Yes.
5285 No. I'd rather make something else.
5286 No. I'm done with the forge for now.
5287 A hammer - a fast piece of work, and one that will allow you get out of this sweatbox quickly. Are you sure you want a hammer?
5288 Yes.
5289 Yes.
5290 Yes.
5291 No. I'd rather make something else.
5292 No. I'm done with the forge for now.
5293 An axe will take some time - you're going to be damn uncomfortable for a while, but at least you're not burning to death. Are you sure you want an axe?
5294 Yes.
5295 Yes.
5296 Yes.
5297 No. I'd rather make something else.
5298 No. I'm done with the forge for now.
5302 You look critically at your work - this is not a well-made weapon, but at least you've made something.
5303 This will have to do for my test.
5304 I suppose it's functional...
5305 You've created a stiletto. You step away from the flames to admire your work.
5306 It's a stiletto. Good enough for the test.
5307 It's a stiletto. How nice... and very functional-seeming, too.
5308 Now that is a nice piece of work! Your stiletto is not only functional, it's perfectly balanced and deadly-looking. Nice work.
5309 This thing will serve me well. Keldor will certainly be impressed by this! Time to get out of the flames.
5310 This will serve me well in my upcoming trials. Now to get out of the flames.
5311 The hammer you've shaped looks approximately like you just found a block of iron. It should work... barely.
5312 All that trouble for a hunk of metal? Powers above! I'll just get out of here.
5313 Good enough for me. Back to show it to Keldor.
5314 Look! It's a sledgehammer... and it looks about like any other sledgehammer you've ever seen.
5315 Great. That's good enough for Keldor. I'm done with the forge for now.
5316 That's good enough for me. Time to crack some heads open. I'm done with the forge for now.
5317 Now this is a nice sledgehammer... well-shaped, well-balanced, and perfectly suited to your hands.
5318 Good. I'll just show this to Keldor... and maybe I'll keep this hammer to crack some heads.
5319 Good. This should come in handy.
5320 This is supposed to be an axe? It looks more like a hammer, but then, it does have sharp edges, so it's probably best to call it an axe and have done with it.
5321 Hm. Well, it satisfies Keldor's requirements.
5322 Hm. Maybe I can sell it for scrap.
5323 This is a competent piece of work. It won't win you any awards, but it's functional and deadly.
5324 Good enough. Keldor will admire it, I'm sure.
5325 Competent will be good enough - competence still slices through skin and shatters bones.
5326 With a little decoration, this axe could fit the hands of the finest warriors. It's that good.
5327 I always knew I had it in me. Now to show Keldor... and maybe try this weapon out.
5328 This axe and I are going to see a lot of good times together. I can just feel it.
5329 Your innate fire resistance allows you hold the ore in the flame until it softens and runs between your fingers. The other smiths in the foundry watch you in awe as the molten ore drips through your fingers. Unfortunately, your ore is all gone now.
5330 Leave.
5331 You step up to the forge. The heat is incredible. What do you do?
5332 Use the forge.
5333 Use the forge.
5334 Use the forge.
5335 Step back.
5336 "Guards! Guards! Stop this man! STOP HIM!"
5337 Done.
5338 "Leave, berk. Come back some other time and maybe we'll talk."
5339 "I just had some questions..."
5340 "I... said... LEAVE. Come back some other time when you've had a chance to think about following directions better."
5341 Leave.
5342 She smiles sarcastically at you. "Thank you ever so much for consenting to fix our machinery. Your concern for the Foundry's welfare is heartening and uplifting. Berk." She spits on the ground at your feet and turns away.
5343 Attack her.
5344 "I had some questions for you."
5345 Leave.
5346 "What? Make it quick, sod... I've got a short temper for the likes of you, and I've got a lot of work to do, thanks to you."
5347 "I've reconsidered. I'll help fix the gears."
5348 "Where's the clerk's office again?"
5349 "How do I join the Godsmen?"
5350 "How do I make this up to you?"
5351 "Forget it. I was leaving anyway."
5352 "Oh, so when you need something, suddenly you'll help? Your tests may be all about selfish behavior, berk, but it doesn't mean I have to like them. I don't. And I don't like you. We've already got someone else working on getting them working again. So pike it." She turns and walks away.
5353 Leave.
5354 "Ask just about anyone else, berk, or figure it out yourself." She turns and walks away.
5355 Leave.
5356 She looks torn for a moment, as if weighing the benefits between telling you to pike it and gaining a member for her faction. Grudgingly, she says, "Go through the door on the rightmost wall of the Foundry and in the meeting hall. Look for Keldor of Durian there. He can help you."
5357 "Thanks. I had another question."
5358 Leave.
5359 "Is there any way you can make it up to me? Ha! I think not, sod. Get mazed." She turns and walks away.
5360 Leave.
5361 "Greetings, seeker. What can I help you with? Please keep it short... we do have a schedule to maintain."
5362 "I need to pick up something from the clerk. Where is he?"
5363 "I need to get in to that guarded room back there."
5364 "I need to get in to that guarded room back there."
5366 "I need to get in to that guarded room back there."
5367 "I need to get in to that guarded room back there, and I lost my token."
5368 "I need to get in to that guarded room back there, and I lost my token."
5372 "I need to use the forge."
5373 "I need to use the forge."
5374 "Where can I get those items to work the forge?"
5375 "I guess I don't need anything. Farewell."
5376 "You see that room down there with the desk in it? He sits behind that desk. You should be able to get your item there."
5377 "Thanks. I had other questions."
5378 She looks around for a moment to make sure no one is watching her, and then slips a golden medallion from around her neck and passes it furtively to you. "Don't tell anyone where you got this," she hisses.
5379 "Thanks. Bye."
5380 "Thanks. I had other questions."
5381 "Thanks. Farewell."
5382 "I'd love to help you, but only the real high-ups can authorize that. You'd have to speak to Keldor about that."
5383 "Fine. I had other questions."
5384 "Thanks for nothing. Bye."
5385 "Certainly. Just make sure you have the proper items for it: Protection from the flames, tongs, hammer, and, of course, your iron ore."
5386 "Right. I had other questions."
5387 "Where would I get those items?"
5388 "Thanks. Farewell."
5389 "I'm afraid we need to allow our other members a chance at the forge. You've already monopolized it long enough, friend."
5390 "Fine. I had other questions, then."
5391 "Fine. Farewell."
5392 "I would love to help you, but I seem to have mislaid the token that would enable my entrance there. My apologies, seeker."
5393 "That's all right. I had other questions."
5394 "Oh well. So long."
5395 "More questions? What are they?"
5396 "I need to pick up something from the clerk. Where is he?"
5397 "I need to get in to that guarded room back there."
5398 "I need to get in to that guarded room back there."
5399 "I need to get in to that guarded room back there."
5400 "I need to get in to that guarded room back there."
5401 "I need to get in to that guarded room back there, and I lost my token."
5402 "I need to get in to that guarded room back there, and I lost my token."
5403 "I need to get in to that guarded room back there."
5404 "I need to get in to that guarded room back there, and I lost my token."
5405 "I need to get in to that guarded room back there, and I lost my token."
5406 "I need to use the forge."
5407 "I need to use the forge."
5408 "Under Keldor's authority, I'm investigating the murder that occurred here. What can you tell me about it?"
5409 "I'm looking for the way out."
5410 "I'm looking for the pickup office. I have an item waiting for me."
5411 "I'd like a tour."
5412 "Who are you?"
5413 "What's going on here?"
5414 "What exactly do the Godsmen stand for?"
5415 "Where can I get those items to work the forge?"
5416 "I guess I don't need anything. Farewell."
5417 "Then it's a good thing I still have mine. Take it, but don't tell anyone I gave it to you, all right? Good luck."
5418 "Thanks. I had other questions."
5419 "Thank you. Farewell."
5420 "I don't have one either, anymore. I'm sorry. You'll have to find another way in."
5421 "Thanks. I had other questions."
5422 "Thank you. Farewell."
5423 "If you can't find them lying around somewhere, then you'll have to buy them from the clerk... for a nominal price, of course."
5424 "I see. I had other questions."
5425 "Thank you. Farewell."
5426 "Well? What are you waiting for? Get to forging! We can't keep leaving forges stoked up while you dilly-dally."
5427 "Well, I had some questions first..."
5428 "Where can I find those items for the forge again?"
5429 "All right, all right. I'm going."
5430 "I've already told you everything I know! What more do you want from me?"
5431 "I want you to go over your story again... slowly."
5432 "I had other questions."
5433 "Nothing. So long."
5434 "You want to know what I saw the night of the murder? Well... I was working late, when I heard the sound of a scuffle. When I came out, I saw a shadowy figure slip out the door into the meeting hall, and I raised the alarm."
5435 "Do you have any other details?"
5436 "That's it?"
5437 "How do I know you didn't do it?"
5438 "Thanks. I had other questions."
5439 "Thanks. Farewell."
5440 "I only know three people who had access to the building that night. They were Thildon, Saros, and Bedai-Lihn. The three of them have dramatically different builds, but in the haze of the foundry, I couldn't see clearly."
5441 "How do I know you didn't do it?"
5442 "So they're the only three suspects? It seems too pat."
5443 "All right. Where can I find Thildon?"
5444 "I have an alibi. Not to mention that Keldor already ascertained the truth from me. I have nothing to hide. Apparently Thildon, Saros, and Bedai-Lihn do, though, because they wouldn't go under Keldor's spell."
5445 "Fine. Where can I find Saros?"
5446 "How convenient. Where can I find Bedai-Lihn?"
5447 "Fine. I had other questions."
5448 "I had other questions."
5449 "All right. I have other questions."
5450 "Where can I find Thildon?"
5451 "Where can I find Saros?"
5452 "Where can I find Bedai-Lihn?"
5453 "Thanks. That should help. Farewell."
5454 "He's usually in between the main foundry here and the experimental chamber in back. You shouldn't have trouble finding him."
5455 "Where can I find Saros?"
5456 "Where can I find Bedai-Lihn?"
5457 "He usually remains in the main meeting hall. You shouldn't be able to miss him."
5458 "Where can I find Thildon?"
5459 "Where can I find Bedai-Lihn?"
5460 "She can be found in any of the Foundry areas. She's one of our chief engineers, and so she has the run of the place. You'll know her when you see her."
5461 "Where can I find Thildon?"
5462 "Where can I find Saros?"
5463 "Thank you for your work on the gears. We might have been able to fix it without you, but it would have taken far longer. You have our gratitude. What else can I do for you?"
5464 "I had some questions."
5465 "Well, not much, actually. Farewell."
5466 "You again? What do you want now? My apologies for my impatience, but we are on a schedule here."
5467 "I had some questions for you."
5468 "Under Keldor's authority, I'm investigating the murder that occurred here. What can you tell me about it?"
5469 "Nothing, right now. I'll be back."
5470 You see a short woman with slight horns in her forehead and ears that curve sharply back on her skull. She smells faintly of sulfur, even over the reek of the Foundry's fires. "Greetings. What can I do for you?"
5471 "Under Keldor's authority, I'm investigating the murder that occurred here. What can you tell me about it?"
5472 "I'm looking for the way out."
5473 "I'm looking for the pickup office. I have an item waiting for me."
5474 "I'd like a tour."
5475 "Who are you?"
5476 "What's going on here?"
5477 "What exactly do the Godsmen stand for?"
5478 "Nothing, thanks. Farewell."
5479 "Look back that way. You see the long tunnel there? Simply walk through it and you'll find yourself at the main gate."
5480 "Thank you."
5481 "It's that office with the desk. He should be sitting right behind it."
5482 "Thanks. I had other questions."
5483 "Thanks. Farewell."
5484 "Ordinarily, there's nothing I'd like better. Sadly, right now we're a little busy. Come back in a year or so, and I'll be happy to provide one."
5485 "What's going on?"
5486 "All right. I had other questions."
5487 "Fine. Farewell."
5488 "I am Alissa Tield, supervisor for this area - this area being the main foundry area of the Great Foundry, where much of our current, public work takes place. The Foundry is larger than this, of course, but we have a large contract we're working on, and we've been sworn to secrecy, so most of the work area is off-limits. My apologies."
5489 "I understand. I had some other questions."
5490 "Off-limits? Ridiculous! Farewell!"
5491 "I see. Thanks for your time."
5492 "We've taken a huge - and very, very secret - contract, one that is taking up practically all our resources. We maintain a smaller operation for the day-to-day items for our other orders, but right now the Foundry is devoted to fulfilling our contract. Don't bother asking about it, because I won't tell you."
5493 "You seem very firm about this. Very well. I had other questions."
5494 "You seem firm about this. Farewell."
5495 "This is both a communal and individual faction, and there are variations on the theme depending on whom one speaks with, but the basic gist of it is that life - nay, all existence itself - is a test of sorts. All things that arise test us, and how we react determines how we move closer to the true understanding of everything. We seek the truth behind the multiverse, and it's apparent to us that ours is the right way."
5496 "I... see. I had other questions."
5497 "How do I join?"
5498 "Hm. Thank you for your time."
5499 "Go speak to Keldor of Durian, in the meeting hall, through the door on the right wall."
5500 "Thanks. I had other questions."
5501 "Thanks. Farewell."
5502 Leave.
5503 The yard worker turns and flees from you.
5504 Done.
5505 This person studiously ignores you as the guards escort you toward the exit.
5506 Done.
5507 "I heard that they found a smith's awl near the body. But then, I guess you could find one of those just about anywhere here. My money's on Thildon as the culprit - never was a meaner man in the Foundry."
5508 "Thanks for your help. But I need some questions answered."
5509 "Right. That's all I needed to know."
5510 "Ask away."
5511 "Who are you?"
5512 "What are you doing?"
5513 "Who's your boss?"
5514 "Forget it. Farewell."
5515 "Why? You with the Takers? I already paid my taxes."
5516 "The Takers? Who?"
5517 "No, I was just curious. You know. Being friendly."
5518 "Forget it. I wanted to know something else anyway."
5519 "Forget it."
5520 "Making my daily wage. Working to improve myself. Keeping this place clean. Making sure the material gets to the smiths when they need it. Making sure the finished product gets wherever it's supposed to go... in short, my job."
5521 "So your job is basically clean-up and grunt work?"
5522 "I see. Another question for you."
5523 "I see. So long."
5524 "Why? You work for him?"
5525 "Um... yes."
5526 "Are you kidding?"
5527 "You know... the taxmen of the city? What are you, clueless? I have to get back to work."
5528 Leave.
5529 "Don't really have time to be friendly, especially with the yard boss lookin' over the shoulder. We're busy these days. How about if I just tell you I can be friendly when this project's done?"
5530 "All right. Maybe you can answer another question."
5531 "Sure. Farewell."
5532 "If you want to look at it like that. Since I'm learning this Godsman screed, I figure it's a test of stubborns. I look at my whole life as a test of stubborns."
5533 "Why not look at it as a test of smarts and just walk away?"
5534 "Does that really help?"
5535 "I see. Farewell."
5536 "Then he's the salt of the earth. A real gentleman. Can't say enough good things about him, only I got to get back to work." The worker turns away and ignores further entreaties.
5537 Leave.
5538 "One of the most rotten bastards it's ever been my misfortune to run across... and I grew up in the Hive amidst some real winners. Hope he gets killed soon... painfully and horribly. But then, most of us yard workers do."
5539 "I see. Answer me some other questions."
5540 "Got it. So long."
5541 "Walk away to what? Who's going to hire me? System's made sure I'm not fit for other kinds of labor except menial because I was born into the Hive. Hells, I'm happy to've made it this far. 'Less you can get me a better job than this, I'm happy where I am. Better than starvin' to death."
5542 "Oh, please, you can do anything if you put your mind to it."
5543 "That's convincing. But don't you think you could do it better?"
5544 "Surprisingly, yes. Gives me hope that I'm going to end up better, either in this life or the next. I may be ignoring the obvious, but let me tell you that once you've eaten gutter swill like me, you get to appreciate the small kindnesses life throws your way. It ain't all primroses for the lower classes, berk." The worker turns away. "I got to get back to work."
5545 Leave.
5546 "What, and end up looking like a scarred zombie like you? No, thanks. I don't know what you've done, but I'm happy how I am, thanks. Slow progression through life is more suited to my beliefs. Now if you'll excuse me, I gotta get back to work." The worker turns and ignores you.
5547 Leave.
5548 "Tell you what... you live your life and I'll live mine. Right? I have to get back to work." The worker turns away and ignores you.
5549 Leave.
5550 "I tell you, with all the excitement happening around here these days, I hardly know what's happening. It's like I never left the Hive... how can I help you?"
5551 "You can answer me some questions."
5552 "You can't. Forget it."
5553 You see a drab Hiver hauling crates around. You can't even tell this poor sod's sex. "What do you want from me?"
5554 "Just a couple of answers."
5555 "Nothing. Farewell."
5556 "What do you want?"
5557 "Just some answers."
5558 "Nothing."
5559 "GUARDS! GUARDS! The intruder is over here!"
5560 Done.
5561 "Sorry. I can't talk to you right now. Perhaps when you come back."
5562 Leave.
5563 "Can't thank you enough for scragging that crazy engineer. Who knew she was an Anarchist? We could all've been killed! What can I help you with?"
5564 "You can tell me who this project is being built for."
5565 "You mentioned something about a critical phase before?"
5566 "What is this project?"
5567 "What's this thing do?"
5568 "Why the secrecy?"
5569 "How long till it's done?"
5570 "I'm curious if you can tell me anything about the murder in the main foundry area."
5571 "What can you tell me about your boss?"
5572 "What can you tell me about your boss?"
5573 "Tell me about the engineers on this project."
5574 "Can you tell me where to find the clerk's office?"
5575 "No, I can't tell you that. For one thing, I don't know. For another, I signed a secrecy contract that binds my life to the integrity of the project. If the project fails, I could die - and so could all my friends here. I ain't taking that risk."
5576 "Tell me about the Godsmen."
5577 "Tell me about the engineers on this project."
5578 "Tell me about the engineers on this project."
5579 "Tell me about the engineers on this project."
5580 "Nothing right now, thanks."
5581 "Fair enough. Tell me something else, then."
5582 "Fine. Farewell."
5583 "A horrible thing. I hear the victim was a bit of a berk, but that don't mean he should be shoved in the gears like that. Since the Foundry's been closed for the main part of a year while we get this work out of the way, it had to've been someone from in here. All I can say is that I can vouch for the whereabouts of all of us workers - we haven't been out of each others' sight long enough to do that."
5584 "I see. Then can you answer other questions for me?"
5585 "Good enough. Farewell."
5586 "You can usually find her in here somewhere. She's a githzerai who got exiled from her people. She's working here because she doesn't get seen much and so her shame is lessened. She's brilliant and hard-minded."
5587 "I wonder if she'd talk to my friend Dak'kon here."
5588 "Then perhaps I'll speak to her later. I have more questions for you."
5589 "Thank you for your time. Good day."
5590 "Our chief engineer, Nihl Xander, is a genius. He has created works I never dreamed possible. Word is he has even created a folding portal, and is working on a Dreambuilder in his spare time. It was said that, long ago, his family was contracted to create this machine for a man who could not dream himself. Our other engineer, Bedai-Lihn, is newer but equally bright. She's a little erratic, but her work shows great promise and skill." "You can usually find them in the main meeting hall."
5591 "Great. In the meantime, I had more questions for you."
5592 "A dreaming machine, eh? Perhaps I'll seek him out."
5593 "You can find the clerk's office right off the main foundry."
5594 "Thanks. Answer me something else."
5595 "Thanks."
5596 "What do I think about the Godsmen? One of the best things about this faction is that we genuinely care about people - not just faction members, but everyone. All of us can be gods and more than gods, someday, and that's why we help everyone. Otherwise, we're selfish and more than selfish - we're stupid. And we ain't stupid."
5597 "Time will tell. Answer me another question."
5598 "Right. Farewell."
5599 "You already know Bedai-Lihn has been snatched for murder. She was good - but untrustworthy. How were we to know that she was a killer?" "Our chief engineer is Nihl Xander, a brilliant old man. Word is he has created a folding portal, and is working on a Dreambuilder in his spare time. It was said that, long ago, his family was contracted to create this machine for a man who could not dream himself. You can usually find him in the main meeting hall."
5600 "Great. I've got another question."
5601 "A Dreambuilder? I'll go find him."
5602 "Thank the powers you stopped that bitch Bedai-Lihn from sabotaging us. It would have meant our lives." "As for our other engineer, Nihl Xander, you can usually find him in the main meeting hall. He's devised a host of ingenious devices in his lifetime, and chances are good he's not done."
5603 "Thanks. Tell me something else."
5604 "Chances are, huh? Farewell."
5605 "Who knew that Bedai-Lihn would be attempting to overthrow the very structure of the Godsmen? We knew she was a capable magical engineer - we didn't know she was an anarchist." "As for Nihl Xander: you can usually find him in the main meeting hall. He's devised a host of ingenious devices in his lifetime, and chances are good he's not done."
5606 "Indeed. Who knew? I had more questions."
5607 "Maybe I'll go look for him, then. Good day."
5608 He scrutinizes you, and then apparently decides to trust you. "Heh... right now, what aren't the weak points? The outer shell is still weak - we haven't hardened it yet. The firing ports have their weapons, but the weapons are dangerously unstable right now. And the steam boiler inside it could blow with all the strain we're putting on it. The thing's practically waiting to fall apart. I'd say the biggest vulnerability is the firing mechanism on the end there. And if it goes, all us workers go with it."
5609 "Thanks. I had other questions."
5610 "Thanks. Farewell."
5611 "You want to know about Kel'lera? Some soddin' bastard killed her, and that's all I have to say about her. This conversation's over. Leave. Guards! Get this berk out of here!"
5612 Leave.
5613 "Yeah? What'd you want to know?"
5614 "What are the weak points on this thing, anyway?"
5615 "You mentioned something about a critical phase before?"
5616 "What is this project?"
5617 "What's this thing do?"
5618 "Why the secrecy?"
5619 "How long till it's done?"
5620 "You can tell me who this project is being built for."
5621 "I'm curious if you can tell me anything about the murder in the main foundry area."
5622 "What can you tell me about your boss?"
5623 "What can you tell me about your boss?"
5624 "Tell me about the engineers on this project."
5625 He looks at you suspiciously. "Why do you want to know?"
5626 "Can you tell me where to find the clerk's office?"
5627 "Tell me about the Godsmen."
5628 "Tell me about the engineers on this project."
5629 "Tell me about the engineers on this project."
5630 "Tell me about the engineers on this project."
5631 "Nothing right now, thanks."
5632 "Because I do a little magical engineering myself and thought it might be possible to help optimize the work. If you pointed out the weak spots to me, I might be able to offer you some solutions."
5633 "Because I do a little magical engineering myself and thought it might be possible to help optimize the work. If you pointed out the weak spots to me, I might be able to offer you some solutions."
5634 "Because this whole thing looks really fragile."
5635 "Because I've been granted authority to look at this project, and I would like to know its flaws."
5636 "Because I've been granted authority to look at this project, and would like to know its flaws."
5637 "I was just curious, that's all."
5638 "Forget it. I had other questions."
5639 "Forget I asked. Farewell."
5640 He looks at you even more suspiciously. "I'm not going to answer that. You want to know something like that, you talk to Kel'lera, not me."
5641 "Where is Kel'lera?"
5642 "Where is Kel'lera?"
5643 "No, forget I asked. Good day."
5644 "It's a weapon, I think. We're not sure if it's for war or for hunting - and powers above, if it's for hunting I don't want to see the creature it's designed to kill - but when we're done, it's going to be on a par with that Chaos Ship the Doomguard built a few years back with the tanar'ri. At least, that's the theory."
5645 "What does it do?"
5646 "Why all the secrecy?"
5647 "How long till it's done?"
5648 "I have other questions."
5649 "Farewell."
5650 "You know, I'm not entirely sure. You'd have to speak to one of the engineers for that information. I know that it has a massive, focused beam of heat - we've perfected that part of it, at least. We've even mounted it permanently into the device. There are other aspects to the thing that we've not even begun work on yet. We're not allowed to see them until we're done with each portion."
5651 "What is it, again?"
5652 "Why all the secrecy?"
5653 "How long till it's done?"
5654 "Answer some other questions, if you would."
5655 "Thanks. Bye."
5656 "If you knew an enemy was creating a weapon to use against you, wouldn't you do everything in your power to destroy it? We've got no idea who it's for, even. We're just trusting the word of the high-ups that it won't be used in a way we'll disagree with. None of us know who's asking us to make it, so there's no chance we'll spill the dark of it to someone who wants to see it destroyed... especially because we've all sealed our lives on it."
5657 "What do you mean by that?"
5658 "What is it, again?"
5659 "And what does it do?"
5660 "How long till it's done?"
5661 "Answer some other questions, if you would."
5662 "Thanks. Bye."
5663 "It probably won't be done for another decade - but the trickiest part of it will be done this year. There are some magical rituals that have to be done, and those take time. We'll all breathe easier knowing we're not sealed to a project that's going to detonate because it's unstable."
5664 "Sealed? What do you mean by that?"
5665 "What is it, again?"
5666 "And what does it do?"
5667 "Why all the secrecy?"
5668 "I have other questions for you."
5669 "Thanks. Farewell."
5670 "Because of the nature of this project - with the secrecy and all that, not to mention the magicks that allow us to even work on the machine - we've had to seal a part of our lives into the machine. We get our lives back when the project's done - but if it malfunctions, or powers forbid, gets sabotaged, it takes our lives when it blows."
5671 "That sounds bad. I have other questions for you, though."
5672 "That sounds bad. Good luck with it. Farewell."
5673 You see a tiefling clad in Godsmen clothing, carefully examining the thing in the center of the room. "I can't really talk right now. We're at a critical phase."
5674 "A critical phase? Of what?"
5675 "I was hoping you could answer me some questions."
5676 "Sorry to disturb you, then. Farewell."
5677 "You again? What do you need this time?"
5678 "You mentioned something about a critical phase before?"
5679 "I had some questions for you."
5680 "Then in that case, I'll leave you alone. Farewell."
5681 "Yes. This project we're working on is a weapon that could have massive peacetime applications as well. We're not close to the end, but we are at a delicate phase - delicate enough that it could put us all in the dead-book if some berk fails us now."
5682 "What is it you're doing?"
5683 "Oh. I had other questions."
5684 "I see. Good luck."
5685 "We're adjusting the variables in the device's lower magical resonances. One mistake could sink the whole project, and if the project goes under, it'll take us all out in the resulting magical wave."
5686 "I see. Can you answer some other questions?"
5687 "I see. Farewell."
5688 "I would be honored to meet another outcast, another exile. Perhaps the sharing of our shame will lessen its sting for both of us."
5689 "Good for you. I wasn't asking. I had more questions for this other sod here."
5690 "We will speak to her soon enough, my friend. In the meantime, I had other questions for our friend here."
5691 "Comrades! To me! The intruder's here! Over here!"
5692 Fight.
5693 "Sir, you've been asked to leave. Please do so. Now."
5694 Done.
5695 "Please keep the courtyard clear, sir. Either inside or outside."
5701 NULL MODE
5704 NULL MODE
5708 NULL MODE
5712 "Good day, sir. May I help you with something?"
5713 "What's behind those guarded doors?"
5714 "Well, yes. I didn't know who to talk to about this, but I guess you're the one. Bedai-Lihn asked me to kill Sandoz. How about that?"
5715 "I'm looking for the murderer of the smith. Did you see anything that night?"
5716 "Where's the clerk's office?"
5717 "Where can I find a high-up here?"
5718 "Where can I find a high-up here?"
5719 "No, thank you. Farewell."
5720 "I'm afraid that's a secret, sir. Even from our valued faction members. Unless you're involved in the project itself, or unless you receive authorization from one of the high-ups, we can't allow you in."
5721 "Very well. Can you tell me where to find the clerk's office?"
5722 "Fine. Where can I find the high-ups?"
5723 "Fine. Where can I find the high-ups?"
5724 "I'm looking for the murderer of the smith. Did you see anything that night?"
5725 "Speaking of the high-ups, Bedai-Lihn asked me to kill Sandoz. How about that?"
5726 "How about I beat it out of you?"
5727 "I see. Farewell."
5728 "As always, the question. And the wrong question, as always." He bows slightly, but the movement suddenly sends him into a bout of coughing. "I..." He pauses for a moment, catches his breath. "I... am Dhall."
5729 "That question was but the first, Dhall. There is much I wish to know..."
5730 "Very well, Restless One." Dhall nods. "But I fear time is not your enemy in this matter." He picks up his quill again. "When you wish to speak further, I will be here."
5731 "Perhaps you can answer some questions for me, Dhall..."
5732 "I don't have time for this. Farewell."
5733 Dhall shakes his head. "Passions carry weight. They anchor many to this shadow of life. As long as one clings to emotion, they will be continually reborn into this 'life,' forever suffering, never knowing the purity of True Death."
5734 "Kill your passions. Strip yourself of the need for sensation. When you are truly cleansed, then the cycle of rebirth will end, and you achieve peace." Dhall sighs... it sounds like a death rattle in his throat. "Past these shells of ours, past the Eternal Boundary, lies the peace that all souls seek."
5735 "I had some other questions..."
5736 "Tell me some more about the Mortuary."
5737 "I see. I had some other questions..."
5738 "Farewell, Dhall."
5739 "Tell me more about the Mortuary."
5740 "I see. I had some other questions..."
5741 "Farewell, Dhall."
5742 "I speak of the wounds of the mind. You have forgotten much, have you not? Mayhap your true wounds run much deeper than the scars that decorate your surface..." Dhall coughs again. "...but that is something that only you would know for certain."
5743 "Tell me more about the Mortuary."
5744 "I see. I had some other questions..."
5745 "Farewell, Dhall."
5746 "I had some other questions..."
5747 "Farewell, Dhall."
5748 "What do you do here?"
5749 "I had some other questions..."
5750 "Farewell, Dhall."
5751 "I had some other questions..."
5752 "Farewell, Dhall."
5753 "Farewell, Dhall."
5754 "I see. I had some other questions..."
5755 "I have a feeling our paths will cross. Farewell, Dhall."
5756 "I can speak with you no longer. Farewell, Dhall."
5757 "Thank you. I had some other questions..."
5758 "Farewell, Dhall."
5759 "Just south of the main foundry, sir, you'll find an office with a desk in it. That's the clerk's office."
5760 "Thank you. Where can I find the high-ups?"
5761 "Thank you. Where can I find the high-ups?"
5762 "I'm looking for the murderer of the smith. Did you see anything that night?"
5763 "I didn't know who tell this to, but... Bedai-Lihn asked me to kill Sandoz."
5764 "What's behind those guarded doors?"
5765 "What with the death of Sandoz, Keldor's pretty much the only one who can give you any help. You can find him in the main meeting hall - out the door on the right side of the main foundry. You shouldn't be able to miss him."
5766 "Fine. What's behind those guarded doors?"
5767 "Can you tell me how to find the clerk's office?"
5768 "I'm looking for the murderer of the smith. Did you see anything that night?"
5769 Leave.
5770 "Either Sandoz or Keldor should be able to aid you in this matter. Keldor's in the main meeting hall, just through the door on the right side of the main foundry. Sandoz can usually be found in the rooms to the rear of the Hall."
5771 "Thanks. How do I find the clerk's office?"
5772 "What's behind those guarded doors?"
5773 "I'm looking for the murderer of the smith. Did you see anything that night?"
5774 "Speaking of Sandoz, Bedai-Lihn asked me to kill him. How about that?"
5775 "Thanks. Farewell."
5776 "I would love to see you try it. Sir."
5777 Attack.
5778 Leave.
5779 "No, sir. We had left the room for the night."
5780 "Isn't that unusual?"
5781 "Under whose orders?"
5782 "I had other, non-murder-related questions for you."
5783 "I see. Interesting. Thank you for your time."
5784 "WHAT? Are you serious? Go talk to Keldor about this. In the meantime, we'll take care of the engineer. Thank you."
5785 Leave.
5786 "Yes, sir, it is unusual. Ordinarily, they keep us here day and night to make sure the project is kept safe."
5787 "Who has the authority to dismiss you like that?"
5788 "What can you tell me about the project?"
5789 "So what you're saying is that you didn't see anything."
5790 "Interesting. Thank you."
5791 "The only people who have that authority are Thildon and Bedai-Lihn. I suppose the factors, or someone attached to them, could have given the order, but they aren't really likely to have done it. I don't know who the order came from, and I don't know why anyone would want to give it."
5792 "That's less than helpful, but it's a start. Answer me some other questions, instead."
5793 "And it's not unusual that you would have received this order?"
5794 "And you didn't see anything?"
5795 "That's... 'illuminating.' Good day."
5796 "More questions?"
5797 "What's behind those guarded doors?"
5798 "Well, yes. I didn't know who to talk to about this, but I guess you're the one. Bedai-Lihn asked me to kill Sandoz. How about that?"
5799 "I'm looking for the murderer of the smith. Did you see anything that night?"
5800 "Where's the clerk's office?"
5801 "Where can I find a high-up here?"
5802 "Where can I find a high-up here?"
5803 "Forget it. Farewell."
5804 "That's exactly right, sir. I saw nothing."
5805 "Hm. Answer me some other questions, then."
5806 "You didn't think this order was unusual?"
5807 "That's... 'illuminating.' Good day."
5808 "I understand we're supposed to help you in any way we can regarding this murder, but I have to warn you that my help isn't going to be that valuable."
5809 "Why not? Weren't you here?"
5810 "Right. Well, I had other questions anyway."
5811 "Oh. Forget it, then."
5812 You see a competent, somewhat bored-looking guard. "Greeting, sir. May I be of assistance?"
5813 "What's behind those guarded doors?"
5814 "Well, yes. I didn't know who to talk to about this, but I guess you're the one. Bedai-Lihn asked me to kill Sandoz. How about that?"
5815 "Where's the clerk's office?"
5816 "Where can I find a high-up here?"
5817 "Where can I find a high-up here?"
5818 "Forget it. Farewell."
5819 "Greeting, sir. May I be of assistance?"
5820 "What's behind those guarded doors?"
5821 "Well, yes. I didn't know who to talk to about this, but I guess you're the one. Bedai-Lihn asked me to kill Sandoz. How about that?"
5822 "Where's the clerk's office?"
5823 "Where can I find a high-up here?"
5824 "Where can I find a high-up here?"
5825 "Forget it. Farewell."
5826 "You again? Guards! Guards!"
5827 Fight.
5828 Leave.
5829 "You again? Guards! Guards!"
5830 Fight.
5831 Leave.
5832 "All right, berk... move it along and no one gets hurt."
5833 Leave.
5834 "Welcome back to the Foundry, sir."
5835 "Thanks. I had an item to be picked up."
5836 "Thanks."
5837 "Welcome back to the Foundry, sir."
5838 "Thanks. I had an item to be picked up."
5839 "Thanks."
5840 You see a burly, bored-looking guard. "State your business, please."
5841 "Just looking around."
5842 "I'm here to pick up an order."
5843 "I'm here to put in an order."
5844 "Who are you?"
5845 "What are you doing?"
5846 "I'm helping Xander with the Dreambuilder."
5847 "I'm here to use the Dreambuilder."
5848 "Then I'm certain you won't mind just passing along."
5849 "May I come in?"
5850 "Not at all."
5851 "Yes, sir. May we see your receipt?"
5852 "Yes."
5853 Lie: "Yes."
5854 "No."
5855 "I'm sure I had it on me..."
5856 "I'm sorry, sir, but we are not currently accepting any new orders, due to a large project we have undertaken. Check back in about a year, sir. Thank you for your interest."
5857 "Right. I had more questions."
5858 "Thanks."
5859 "I am a guard of the Believers of the Source, sir."
5860 "Believers of the Source?"
5861 "Oh. I see. I had more questions."
5862 "Thanks."
5863 "Guarding the gate, sir."
5864 "Riiight. I had more questions."
5865 "Thanks for your time."
5866 "You are in front of the Great Foundry, home to the Believers of the Source."
5867 "The who?"
5868 "What is the Great Foundry?"
5869 "Oh. Thanks. I had more questions."
5870 Leave: "Oh."
5871 "State the nature of your requirement, sir."
5872 "Just looking around."
5873 "I'm here to pick up an order."
5874 "I'm here to put in an order."
5875 "Who are you?"
5876 "What are you doing?"
5877 "What is this place?"
5878 "No business. Sorry."
5879 "Not until you can demonstrate that you have business here, sir."
5880 "I see. I had more questions, then."
5881 "I see. Farewell."
5882 "Thank you, sir. The clerk you seek holds office on the southern wall of the Foundry. Thank you for your patronage." He opens the gate for you.
5883 Leave.
5884 "Sir, you do not appear to have a receipt."
5885 "I'm sure I had it on me..."
5886 "Hm. No. I do have other questions, though."
5887 Leave.
5888 "Then I'm afraid you'll have to leave, sir."
5889 Leave.
5890 "Yes, sir, I'm sure you did. However, until you can produce evidence that you have business here, I'm afraid we cannot offer admittance."
5891 "I had other questions, then."
5892 Leave.
5893 "Yes, sir. Godsmen, we're called."
5894 "Why?"
5895 "Good for you. Farewell."
5896 "Aside from being home to the Believers of the Source, it is also one of the largest foundries known to mortal existence. Much traffic passes through these gates; we take orders from all across the planes. Currently, we are not accepting any further orders as most of our craftsmen are either working on a new project or are commissioned for the next several months on smaller orders. What this means in practical terms is that you're not getting in unless you have a receipt for work to pick up or have urgent business inside."
5897 "I do have urgent business!"
5898 "I do have a receipt!"
5899 Leave.
5900 "We are one of the fifteen recognized factions of Sigil, sir. We believe that every being has within it the spark of divinity - neither good nor evil, necessarily, but potential to be divine. Beyond divinity, we believe there lies something greater. We believe all life has a purpose and a goal, and we are devoted to understanding what these goals are. We strive toward greatness with every step in our lives."
5901 "Sounds important."
5902 "Good for you. Are you going to let me in?"
5903 "We believe it is, sir. Can I help you with anything else?"
5904 "Yes. I had more questions."
5905 "No."
5906 "Thanks, no."
5907 "Yes, sir. Go on in."
5908 "Thanks."
5909 "So you're the one they're making all the fuss about, eh? Can't say I blame 'em... you look a dangerous sort. Go on, git out of here."
5910 Kill the old man.
5911 Leave.
5912 "I'd love to help ye, son, but it'd get me into more trouble than it's worth. Go on, come back some other time when the guards ain't breathing down y'neck."
5913 Leave.
5914 You see a wizened old man with trembling hands and a cunning face. He looks you over, carefully, and speaks: "Hel... uh... have I seen ye before? Ye seem familiar to me somehow."
5915 "I suppose it's possible."
5916 "No chance, old man."
5917 "From where? Do you remember where?"
5918 "I'm here to pick up an item."
5919 "I needed some spare rags and forge gear."
5920 "I'm looking for a disguise."
5921 "Who are you?"
5922 "I'd like to pick up some gear for the forge."
5923 "Interesting. Farewell, old man."
5924 "Was there something else y'wanted?"
5925 "You mentioned having seen me before. Do you remember where?"
5926 "No, I just wanted to see your smiling face."
5927 "I'm here to pick up an item."
5928 "I needed some spare rags and forge gear."
5929 "I'm looking for a disguise."
5930 "Who are you?"
5931 "I'd like to pick up some gear for the forge."
5932 "Interesting. Farewell, old man."
5933 "I never forget a face... it'll come to me... aw, t'Baator with it."
5934 "Do you remember where? It's important to me."
5935 "I'm here to pick up an item."
5936 "I needed some spare rags and forge gear."
5937 "I'm looking for a disguise."
5938 "Who are you?"
5939 "I'd like to pick up some gear for the forge."
5940 "Forget it, then. So long."
5941 "I could swear I've seen ye before. Were y'ever a criminal?" The old man giggles quietly to himself. "Ah, forget it. It'll come to me."
5942 "Right. Then answer me some questions."
5943 "I hope not. Good day."
5944 "Not so fast, lad. Takes a while for the mind to warm up to a task like this. I've lived a long time, and seen a lot more faces in that time, and it ain't so easy to remember. Memory's a fleeting thing, and that's some ye can bank on." Before replying, you mutter, "Tell me about it, 'lad'."
5945 "Then forget it. I'm here to pick up an item."
5946 "All right, then. I needed some spare rags and forge gear."
5947 "Fine. I'm looking for a disguise."
5948 "Then can you tell me who you are?"
5949 "Then I'd like to pick up some gear for the forge."
5950 "Fine. So long, 'lad'".
5951 "Do y'have a receipt? You need a receipt or I can't give you anything."
5952 "I have a pair of them right here."
5953 "Sure do. Here you go."
5954 "Sure do. Here you go."
5955 "Yes, I do."
5956 Lie: "Yes."
5957 "Sure do. Here you go."
5958 "No."
5959 "Forget it. So long."
5960 "Y'do, eh? Well, all right. That'll come to... let's see... call it sixty copper."
5961 "Here you go."
5962 "I don't have that much."
5963 "Forget it. I had other questions."
5964 "Forget it. So long."
5965 "A disguise, eh? I can already guess what it might be for, and I'll give it to ye for the low price of sixty copper."
5966 "Here you go."
5967 "I don't have that much."
5968 "Forget it. I had other questions."
5969 "Forget it. So long."
5970 "Me? I'm Nadilin, Godsman fighter extraordinaire!" He sighs. "At least, I used to be. Now I'm a clerk in the Foundry, breathin' in this sooty air and hastenin' my dyin' day along."
5971 "That's a pity. I had other questions."
5972 "Right. That's all I needed to know. Farewell."
5973 "Ah, ye're wanting to be a smith now, eh, lad? Very well. Ye'll need an apron - ten copper - some tongs - another ten - and a hammer - which'll be twenty. That comes to, let me see, fifty copper.
5974 "That comes to forty copper, old man."
5975 Pay fifty copper.
5976 Pay fifty copper.
5977 "I'm sorry, but that sounds more like forty copper to me."
5978 "Forget it. I had other questions."
5979 "I don't think I need that right now. Farewell."
5980 "Bless ye, son. And now if ye'll excuse me, I have some windows to look out."
5981 "Err. Right."
5982 "I'll be right back with these." Minutes pass. He comes scurrying back and presents you with a pair of items: a small, nearly gauzy piece of metalwork and a finely crafted mace. "That first piece of work, that's over a hundred years old! You've been waiting for this for a long time, friend. How'd you come by it?"
5983 "I left it for myself, but I got busy."
5984 "It was a hand-me-down."
5985 "It was in a legacy."
5986 The old man takes your receipt and compares it to his records. He scurries off for a minute or two and comes back with a fine mace in his hands. "Here you go, lad."
5987 "Thanks. I had some questions."
5988 "Thanks. So long."
5989 The old man takes the receipt from you, and scrutinizes it carefully. "This thing's over a hundred years old! How'd you come by it?"
5990 "I left it for myself, but I got busy."
5991 "It was a hand-me-down."
5992 He pauses for a moment. "If ye got a receipt, give it to me. Otherwise, I can't give you anything. Now, go on. I'm sure I can be a busy man without bein' played with by passersby."
5993 Leave.
5994 "Here you go, then. Smuggle that bitch out of here so we don't have to put up with her treachery no more."
5995 Lie: "What? That's not what I need it for!"
5996 "How do you know that?"
5997 "Thanks a lot, old man. Farewell."
5998 "Then I can't really give it to ye. Sorry."
5999 "Fine. Then answer me some questions."
6000 "Fine. Farewell."
6001 He scrutinizes the receipt carefully, and looks back up at you. "Ain't this the same item I already gave to ye? I can't give it t'ye twice, y'know." He pockets the receipt. "Now go on. Git!"
6002 Leave.
6003 "What am I thinking? Of course it is. I tell you, memory's an insidious thing."
6004 "That it is. Give me the stuff."
6005 "That it is. Give me the stuff."
6006 "Well, it's still too rich for my taste."
6007 "Don't forget to pick up some ore from Thildon if ye're wanting to work the forge. He's a miserly bastard, but he's the only person to get ore from."
6008 "Thanks. I had some other questions for you."
6009 "Thanks. Farewell."
6010 "If ye're wantin' to work the forge, ye'll need to be gettin' some ore. Try out Thildon's replacement. I forget her name, but she should give it to ye with a minimum of fuss."
6011 "Thanks, old man. I had some questions for you."
6012 "Thank you, and farewell."
6013 "That's a good one, lad. I'll just bet ye were busy!" He laughs to himself. He passes over his armload. "Here you go. Treat this work with care, y'hear?"
6014 "That I will. I had some more questions, though."
6015 "I certainly will. Farewell."
6016 "Passed down through the generations, eh? You're lucky we didn't throw it away - we do, sometimes, or sell it off, when we can prove the customer ain't comin' back for his stuff. Well, here you go. Treat it well, y'hear?"
6017 "Will do. Answer me a few more questions, will you?"
6018 "Will do. Farewell."
6019 "I see. Quite a catch you've made. Here you go, lad. Treat this metal well, hear?"
6020 "Sure thing. Answer me a question, will you?"
6021 "Sure. Farewell."
6022 He looks at you disgustedly. "Give me some credit, lad. You've got your stuff. Now get on out of here or I'll change my mind 'bout callin' the guards."
6023 Leave.
6024 "I might be old an' dotty, but that don't mean I can't see what's what. Bedai-Lihn ain't been happy for some time, and she's never liked workin' for the fiends. Now go on. I'm sure I have somethin' t'do."
6025 Leave.
6026 "Maybe I should speak to Pharod. Farewell, Dhall."
6027 "Then I shall seek him out. Farewell, Dhall."
6028 "Encouraging. Farewell, Dhall."
6029 "Farewell, Dhall."
6030 "I will go there and ask around then. Farewell."
6031 "I will go seek out this Pharod then. Farewell, Dhall."
6032 "Perhaps you can explain why the Dustmen want me dead."
6033 "True Death?"
6034 "Shadow that is this life?"
6035 "Tell me more about the Mortuary."
6036 "I had some other questions for you..."
6037 "Farewell, then."
6038 "I've heard enough. Farewell, Dhall."
6039 "I've heard enough. Farewell, Dhall."
6040 "Very well. Farewell, Dhall."
6041 "I had some other questions..."
6042 "It seems I owe you a favor. Farewell, Dhall."
6043 "Sounds like oblivion. Why would anyone want that?"
6044 "Oh. Can you tell me more about the Mortuary?"
6045 "I... see. I had some other questions."
6046 "I must take my leave. Farewell, Dhall."
6047 "Shadow of life?"
6048 "Tell me more about the Mortuary."
6049 "I... see. I had some other questions."
6050 "I must take my leave. Farewell, Dhall."
6051 "I think your fatalism has gotten the better of you. Those elements are part of life, but not the whole of it."
6052 "Cage us? How?"
6053 "Enough of your philosophy. What does all this talk have to do with me waking up here?"
6054 "I... see. How does one escape the cycle of rebirth and achieve this... True Death?"
6055 "Tell me more about the Mortuary."
6056 "I had some other questions..."
6057 "Farewell, Dhall."
6058 "The Eternal Boundary?"
6059 "Tell me more about the Mortuary."
6060 "I had some other questions..."
6061 "Farewell, Dhall."
6062 "Farewell, Dhall."
6063 "Mayhap. I had some other questions for you..."
6064 "I will go to the memorial hall below and see if I can find her body."
6065 "You sound ill. Are you not well?"
6066 "I see. Farewell, Dhall."
6067 "Mayhap I will go find her. I had some other questions for you before I go..."
6068 "I will go to the memorial hall below and see if I can find her body."
6069 "I had some other questions for you..."
6070 "Farewell, then."
6071 "You back with me, chief? You kind of drifted out on me there."
6072 "Eh? Spirit?"
6073 "You were rattling your bone-box with some woman? Where?" Morte looks around, excited. "What did she look like?"
6074 "Eh... no, you just kind of drifted out for a bit there, just stood there, statue-like. I was a little worried you'd gone addled on me again."
6075 "No, I'm fine. Do you know who that spirit was?"
6076 "I'm all right. Let's move on."
6077 "That spectre I was talking to. The woman."
6078 "She was right on top of the bier. Didn't you see her?"
6079 "No, I'm fine... I think. Let's move on."
6080 "It does not. Farewell... Deionarra."
6081 Leave.
6082 Leave.
6083 "I have no answers for you! Your unfaithful heart has guided you this far, let it guide you the rest of the way! Now begone!"
6084 "I must leave, Deionarra. Farewell."
6085 Leave.
6086 The furious expression on Deionarra's face melts like water... the speed of the change is as frightening as the desperate expression now on her face. "No! Wait, my Love." Her voice is pleading. "Please forgive me, I beg of you! Do not leave!"
6087 The furious expression on Deionarra's face melts like water... the speed of the change is as frightening as the desperate expression now on her face. "No... no, no... I am still the Deionarra you remember, my Love. Please forgive me, I beg of you."
6088 Her voice drops to the barest of whispers. "Yes... yes, please. Do not leave." Her pleading expression makes you shiver slightly... not out of fear, but out of pleasure. You have the feeling this is not the first time you have manipulated this woman.
6089 "Spurn *you?!* You DARE to accuse me of spurning YOU?!" Deionarra flings her arms outward in an arc, then brings them in front of her, the index finger of each hand pointed at you. It looks like she is calling forth some sort of sorcery. "You DARE...!"
6090 "Burn! May you burn as if the very fires of Baator were devouring you from within! Burn, and know it is but a *fraction* of my hatred for you! I curse you - I curse with all my heart and soul that you will never be free from the shackles of your wretched unlife. May you shrivel and die, your mind withering as it festers in your rotting body!"
6091 "Once spoken, the curse cannot be undone." Deionarra's voice drops to a hiss. "Know this: I have all eternity, 'my Love.' I shall wait for you to come to death's halls." She smiles, but there is no joy in it. "We *shall* be together again."
6092 Deionarra stiffens. She looks as if she is about to say something, then sighs in defeat. "Very well, my Love... as before, I shall have to place my trust in you." She closes her eyes.
6093 Make Vow: "I swear I will find some means to save you or join you."
6094 "Perhaps so. Farewell, Deionarra."
6095 "Deionarra, my patience for your outbursts wears thin. If we are to continue speaking, you *will* control yourself, or we shall never speak again. You will be alone. Am I making myself plain?"
6096 "I forgive you. Now, I need your help, Deionarra."
6097 "Deionarra, my patience for your outbursts wears thin. If we are to continue speaking, you *will* control yourself, or we shall never speak again. You will be alone. Am I making myself plain?"
6098 "I forgive you. Now, I need your help, Deionarra."
6099 "Now listen, Deionarra. I had some questions for you..."
6100 "Silence! Hear me, spirit! I am losing patience for your games-"
6101 Prepare to defend yourself.
6102 "Watch your curses, woman! I have no patience-"
6103 "Deionarra! Wait, I have come to apologize..."
6104 "Hold a moment! I would speak with -"
6105 "Undo what you have done! I warn you-"
6106 Wait...
6107 "Nothing now, Deionarra, though I shall return. Farewell."
6108 Deionarra shakes her head sadly. "Once uttered, the curse may not be undone. Forgive me, my Love."
6109 "If so, they are not known to me." Deionarra looks hopeful. "But there are others who are more powerful than I that might be able to remove it. Again I ask your forgiveness, my Love. I know not what I did."
6110 "Isn't there anyone who could remove it?"
6111 "I... see. I had something else I wanted to ask you..."
6112 "I think it's a little late to ask for forgiveness now. Farewell, Deionarra."
6113 "Perhaps someone can help me. Farewell, Deionarra."
6114 "I think it's a little late to ask for forgiveness now. Farewell, Deionarra."
6115 "Perhaps someone can help me. Farewell, Deionarra."
6116 "I had something else I wanted to ask you..."
6117 "I think it's a little late to ask for forgiveness now. Farewell, Deionarra."
6118 "Perhaps someone can help me. Farewell, Deionarra."
6119 "I think it's a little late to ask for forgiveness now. Farewell, Deionarra."
6120 "Perhaps someone can help me. Farewell, Deionarra."
6121 "Leave...?" Deionarra's voice drops to a hiss, then rises again. "*Leave?!* You ask me, who am trapped here because of you, how to *leave* this place?!"
6122 As you are about to ask Deionarra the question, it catches in your throat. It occurs to you that if you tell her you are looking for an escape route, she may feel you are abandoning her. If you are going to ask her how to leave, you'll need to be delicate about it.
6123 "I sense that this place holds many doors shrouded from mortal eyes. Perhaps you could use one of these portals as a means of escape."
6124 "Portals?"
6125 "In danger?" Deionarra looks concerned. "Of course, my Love. I will aid you any way I can..." She closes her eyes for a moment, and you watch an ethereal zephyr pass through her body, stirring her hair. After a moment, the zephyr dies, and her eyes slowly open. "Perhaps there is a way."
6126 "Yes?"
6127 "Nothing now, Deionarra, though I shall return. Farewell."
6128 "Nothing now, Deionarra, though I shall return. Farewell."
6129 Lie: "This is not the Deionarra I remember. The Deionarra I loved was kind, gentle... and never abandoned a soul in need. Have you truly fallen so far?"
6130 "I need your help, Deionarra. Will you spurn me when I need you the most?"
6131 Bluff: "Very well. I shall respect your wishes, Deionarra... I will leave and never return."
6132 Bluff: "Very well. I shall respect your wishes, Deionarra... I will leave and never return."
6133 "I am sorry that I have hurt you, Deionarra. I will leave and torment you no more."
6134 Leave quietly.
6135 "You come to me in death, only to tell me that you need my aid so that you can abandon me *again?!*" Her face is a mask of fury. "I *died* for you, my Love. I *suffer* for it even now!"
6136 Deionarra closes her eyes, and with an ethereal whisper, she fades away.
6137 "Yes, I need to escape this place. Do you know of a way out?"
6138 "I apologize for my request. I did not mean to offend. Please, I had some other questions..."
6139 "Deionarra, I am in danger. Can you guide me to a place of safety? I shall return as soon as I can to speak to you again."
6140 "I must leave. Farewell, Deionarra."
6141 "I must leave. Farewell, Deionarra."
6142 "Can you tell me how to leave this place?"
6143 "Deionarra, I am in danger. Can you guide me to a place of safety? I shall return as soon as I can to speak to you again."
6144 "I had some other questions for you..."
6145 "I must leave. Farewell, Deionarra."
6146 "I must leave. Farewell, Deionarra."
6147 "Yes?"
6148 "Yes?"
6149 "Deionarra, please... I need your help. Will you spurn me in my hour of need?"
6150 "Deionarra, I only ask because I am in danger. Can you guide me to a place of safety? I shall return as soon as I can to speak to you again."
6151 "Nevermind. Look, I had some other questions..."
6152 "I must leave. Farewell, Deionarra."
6153 "I must leave. Farewell, Deionarra."
6154 Leave.
6155 Leave.
6156 This is a heavy wooden box. It is nailed shut.
6157 This box is made of worn wood. Strangely enough, it doesn't have a lid.
6158 XACHARIAH'S HEART (Minor Artifact) Special: Permanent +1 to Dexterity when broken Permanent +1 to Armor Class vs. Missiles Weight: 10 Usable only by Fighters This blackened, fist-sized object looks more like a lump of burned charcoal than Xachariah's heart. It is extremely heavy for its size, and cracks run across its surface... it looks like it might break in two at any moment. Handling it leaves strange rust-colored streaks on your hands that won't come off. Something about the object's weight makes you curious enough to study it for a while; upon closer examination, what you at first took for Xachariah's heart is, in fact, a stone. As far as you can tell, there is no sign that this was ever living tissue. How Xachariah survived with -this- beating in his chest is unknown. Whatever blessing was laid upon Xachariah's eyes that allowed his arrows to fly true has left its mark upon his heart as well. When Xachariah's heart is broken in two, the breaker of his heart will gain a portion of Xachariah's sight, agility and perception. This gives the breaker a bonus to their dexterity and a chance of spotting and dodging any missiles aimed at them.
6159 POLE ARM Damage: 1-10 Slashing Weight: 15 Speed: 9 Proficiency: Edged Usable by Fighters only A generic pole arm for character models so armed to be equipped with.
6160 ANGYAR'S DEAD CONTRACT Weight: 0 This crisp parchment has a musty smell about it, like it has been stored in an attic for too long. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and a man named "Angyar." In exchange for thirty copper pieces, Angyar has signed away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary.
6161 SILVER EARRING Weight: 0 This is a small silver earring you recovered from the drunken harlot outside the Smoldering Corpse Bar.
6162 CLIPPED COPPER CHARM Special: Minor Copper Blessing +1 to Luck (temporary) Weight: 0 This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. Although many Hive dwellers practice this method of "making money," when the Fated faction practices it, they do so with a frightening sense of purpose, creating charms that reflect their own miserly natures. In order to create these charms, the Fated faction seek out failed business owners and other individuals who once possessed great wealth, then had a reversal of fortune and were left destitute. These individuals are then given enchanted carving blades and asked to "clip a copper" for the Fated in a tedious day-long ritual, which infuses the copper coin with the last traces of their former luck. The ritual and the nature of the individual clipping the copper allows a minor enchantment to seep into the coin and affect the fortune of whoever uses it. When the clipped copper charm is flipped into the air, it will spill into a rain of copper pieces, and bestow some luck upon the user.
6163 XACHARIAH'S LIVER Weight: 3 Xachariah's liver looks like a huge, dead slug - it has the texture of a wineskin that has been sitting in a mud puddle for a few years. Enough embalming fluid has been pumped into the organ to preserve it, but the smell of rot and the smell of formaldehyde seem to be fighting for dominance.
6164 Repel Undead
6165 SOUL EXODUS Weight: 1
6166 INGRESS' TEETH Damage: 1-6 Crushing Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. ^NNOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels.^-
6167 Leave the woman in peace.
6168 "What issit y'wanta me?" The woman's accent is thick, and you are having difficulty making out what she is saying. "Y'wanta me t'leave? NOT leaving this city, so I'm not. I can't, tried, it's not a city, it's a prison t'everywhere."
6169 "Everywhere?"
6170 "I'm sorry, I must go."
6171 "There's Worlds, there's..." Her eyes gleam madly. "...planes that be sinking sands, fields thirsty nettles be, sightless worlds where y'limbs are given life and hate, cities of dust whose people are dust and whisper ash, the house without doors, the Twilit Lands, the singing winds, the singing winds..." She starts to sob quietly, but she seems all out of tears. "And shadows... the terrible shadows there be."
6172 "Where are these places?"
6173 "I'm sorry, I must go."
6174 "Where'z? Where'z them places?" She flings the lump of her right hand in an arc, gesturing at the cityscape. "They'z all HERE be. Doors, doors, here to *everywhere.*"
6175 "Doors?"
6176 "I'm sorry, I must go."
6177 "You! You're not knowing this?!" She squints at you, and her teeth start chattering. "Tell you, I will: Beware every space you walk through or touch in this thrice-cursed city... Doors, gates, arches, windows, picture frames, the open mouth of a statue, the spaces 'tween shelves... Beware ANY space bounded on all sides. ALL these're doors t'other places."
6178 "What do you mean?"
6179 "I'm sorry, I must go."
6180 "Every door has a KEY it does, and with this key, they show their true nature... an arch becomes a portal, a picture frame becomes a portal, a window becomes a portal... all eager t'take y'someplace ELSE. They steal you away..." She raises the lump of her right hand. "And sometimes what's on th'other side takes part of you as a TITHE."
6181 "What are these keys?"
6182 "I'm sorry, I must go."
6183 "The keys, the keys number as many as the doors of this city. Every door, a key, every key, a door." Her teeth start chattering again, as if she is cold. "And a key is...? A key is *anything.* It may be an emotion, an iron nail held 'tween y'second and fifth fingers, a thought thought three times, then thought once in reverse, or it may be a glass rose."
6184 "And these are all keys that open these doors?"
6185 "I'm sorry, I must go."
6186 "Yes." Her teeth start chattering, and she clenches her mouth closed and squints her eyes. "Y-y-yes. Can't leave... can't leave..."
6187 "How did you get here?"
6188 "I'm sorry, I must go."
6189 "From..." She seems to calm slightly, and her eyes take on a thousand-league stare. "Came from a place else from here, almost a life-ago, hummed a tune by a glade with two dead trees that had fallen together. A brilliant door opened in th'space 'tween the crossed trees, showed me this city on th' other side... I'z stepped through, ended here."
6190 "Why can't you go back?"
6191 "I'm sorry, I must go."
6192 "Tried!" She tries to sob again, but no tears come. "Tried! ALL doors here lead to OTHER places." She shudders and grips her melted right hand. "Went through thrice-ten portals, some a-purpose, some a-accident, none a-them right. Can't find way back..."
6193 "There must be a portal that can take you back."
6194 "I'm sorry, I must go."
6195 "Can't even leave here! This square! And there, th'place of death behind th' gate waits for me!" She points at the Mortuary behind the gate, then turns back to you, her face desperate. "Can't go anywhere in this city!"
6196 "You can't go anywhere? What do you mean?"
6197 "I'm sorry, I must go."
6198 "Anythin' could be a door. Any arch there, any door here, could be a portal, don't know the key, could get a-sent t'another horrible place..." Her teeth start chattering again. "...got t'stay way from the closed spaces, all could be doors, could have a key on me, an' I not be knowing it..."
6199 "You... you're afraid to go through ANY door or arch because it *might* be a portal?"
6200 "I'm sorry, I must go."
6201 She nods, her teeth chattering.
6202 "How long have you been afraid of this?"
6203 "I'm sorry, I must go."
6204 She squints. "Since the last time I walked through th' last portal, th' place where m'hand..." She stops. "Since m'tenth Turning... I'm in me fourth tenth Turning that, now." Her teeth begin chattering again.
6205 "Thirty years? You haven't walked through *any* *door* for thirty years?"
6206 "I'm sorry, I must go."
6207 Her vision seems to clear slightly. She looks up at you, her teeth still chattering.
6208 "If you got here, there must be a portal that can take you back. It's only a matter of finding it-"
6209 "To be too afraid to walk through *any* door, that's-"
6210 "How *mad* are you, woman? You must be a fool to not walk through anything that might be a door-"
6211 "I'm sorry, I must go."
6212 She smiles. Her teeth aren't chattering because she is cold... they are moving around inside her mouth, her gums twisting as the teeth shift about. They rise and recede as you watch, chattering as they rattle against each other.
6213 "What...?"
6214 "Uh... I better take my leave... farewell."
6215 She hisses at you. "Only takes ONE portal you steps through a-accident, t'drive th' FEAR into you. I went through thrice-ten, lost m'hand, burned m'flesh, and lost m'sense." She looks at her feet. "N'more, n'more."
6216 "I'm sorry... if I can find some means to help you, I will. Farewell."
6217 "Die in a city you're afraid to leave, then. Let your fear rule you. Farewell and good riddance."
6218 "I'll take your warning to heart. Farewell."
6219 You see Ingress. She is huddled inside her cloak of dirty rags, her teeth chattering. She is glancing furtively about her, as if expecting to be attacked at any moment.
6220 "Greetings, Ingress."
6221 Leave her alone.
6222 "Eh? You!" She squints at you. "What issit y'wanta me now?! Y'wanta me t'leave? NOT leaving this city, so I'm not. I can't, tried, it's not a city, it's a prison t'everywhere."
6223 "Prison to everywhere? What do you mean?"
6224 "Tell me again about those places... those planes you've visited."
6225 "What were these doors you were talking about?"
6226 "What were those keys you were talking about?"
6227 "How did you get here?"
6228 "Ingress, I found someone who can take you back to your home plane."
6229 This filthy-looking corpse is in sad shape; its shoulders are slumped, and one of its legs is broken, causing it to lean to one side. Stains cover it from head to toe... judging from the smell and the texture, the stains run from rotten fruit to mud and bird droppings. To add to the indignity, graffiti has been carved into its body, and several notices have been nailed into its chest, back, and head.
6230 "I thought *I* was in bad shape. Don't all those nails hurt?"
6231 Examine the corpse.
6232 The corpse makes no response.
6233 Examine the corpse.
6234 Examine the graffiti and notices.
6235 Use your Stories-Bones-Tell ability on the corpse.
6236 "It was great talking to you. Farewell."
6237 Leave the corpse in peace.
6238 Examine the corpse.
6239 Examine the corpse.
6240 Examine the graffiti and notices.
6241 Use your Stories-Bones-Tell ability on the corpse.
6242 "It was great talking to you. Farewell."
6243 Leave the corpse in peace.
6244 This corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6245 Examine the corpse.
6246 Examine the corpse.
6247 Examine the graffiti and notices.
6248 Leave the corpse in peace.
6249 Despite the many stitches, the corpse's rotting skin is peeling in several places, revealing long stretches of muscle and bone. You'd guess that this zombie is frequently used as target practice... the fruit and mud stains aside, some of the tears in the skin still have rocks and bits of glass lodged in them. One wicked-looking cobblestone is still embedded in the side of its head.
6250 Examine the graffiti and notices.
6251 Use your Stories-Bones-Tell power on the corpse.
6252 Pry out the cobblestone.
6253 Leave the corpse in peace.
6254 Despite the many stitches, the corpse's rotting skin is peeling in several places, revealing long stretches of muscle and bone. You'd guess that this zombie is frequently used as target practice... the fruit and mud stains aside, some of the tears in the skin still have rocks and bits of glass lodged in them.
6255 Examine the graffiti and notices.
6256 Use your Stories-Bones-Tell power on the corpse.
6257 Leave the corpse in peace.
6258 A number of the leaflets have been ruined by rain, but some of them are still legible. One tacked to his back is from something called the 'Office of Vermin and Disease Control,' the one on his forehead looks like a bill of fare for a restaurant, one on his chest looks like an official notice, and another appears to be some sort of want ad.
6259 Examine the corpse.
6260 Examine the corpse.
6261 Ignore the notices, examine the graffiti.
6262 Look at the post for 'Office of Vermin and Disease Control.'
6263 Examine the Bill of Fare.
6264 Examine the Official Notice.
6265 Tattoo of Trist's Savior
6266 Tattoo of Justice's Eye
6267 "To Those Hive Citizins Wishing Gainful Employ with the Most HONRIBLE and JENROUS Sigil Government: Inqwire Forthwith at Office of Vermin and Disease Control to help stem playge of brain ratz. BOUNTIEZ PAID! Copper Given for each rat tail brought. (Tails must be ginuine and from rat only. No cat, dog or fiend tail acceptd.) Office several streets SOUTH AND WEST of Mortuary Gate, in lower Hive. Ask for Official Inspecter-in-Charge, the RESPECTED PHINEAS T. LORT, XXXIX."
6268 "'Office of Vermin and Disease Control'?"
6269 Examine the corpse.
6270 Examine the corpse.
6271 Examine the other notices.
6272 Use your Stories-Bones-Tell power on the corpse.
6273 Leave the corpse in peace.
6274 Someone has posted a bill of fare for the "Gathering Dust Bar," but the bill of fare cannot be read, as the words "SMOLDERING CORPSE BAR" have been scrawled in charcoal over the bill.
6275 "'Smoldering Corpse Bar'?"
6276 "'Smoldering Corpse Bar'?"
6277 "'Smoldering Corpse Bar'?"
6278 Examine the corpse.
6279 Examine the corpse.
6280 Examine the other notices...
6281 Use your Stories-Bones-Tell power on the corpse.
6282 Leave the corpse in peace.
6283 "PUBLIC NOTICE: By the Order of the Judiciary Council and in Accordance with the Citizenry of Sigil, Let it be Known those Defacing a Registered Servant of the Dustmen, either by Graffiti, Malicious Attack, or by Posting Notices, will constitute FELONIUS ASSAULT and the Perpetrator will be Answerable for the Vandalism of Said Servant." - By Order of The Hall of Speakers -
6284 Examine the corpse.
6285 Examine the corpse.
6286 Examine the other notices...
6287 Use your Stories-Bones-Tell power on the corpse.
6288 Leave the corpse in peace.
6289 The graffiti runs from obscenities about the Dustmen to slogans glorifying what appear to be local gangs. One piece of graffiti catches your eye... someone has carved the name "Pharod" on the corpse's left arm, then slashed an "X" across it.
6290 "Pharod?"
6291 "Pharod?"
6292 Examine the corpse.
6293 Examine the corpse.
6294 Examine the other notices...
6295 Use your Stories-Bones-Tell power on the corpse.
6296 Leave the corpse in peace.
6297 The zombie immediately jerks its left arm upwards and points far to the south. A moment later, the arm falls back to its side with a THUMP.
6298 Examine the corpse.
6299 Examine the corpse.
6300 "Hmmm. I wonder if this would work with the other notices..."
6301 "Hmmmm. I wonder if this would work with the other notices..."
6302 Examine the other notices.
6303 Use your Stories-Bones-Tell power on the corpse.
6304 "Uh... Thanks."
6305 The zombie immediately jerks its left arm upwards and points far to the southwest. A moment later, the arm falls back to its side with a THUMP.
6306 Examine the corpse.
6307 Examine the corpse.
6308 Examine the other notices.
6309 Use your Stories-Bones-Tell power on the corpse.
6310 "Uh... Thanks."
6311 The zombie immediately jerks its left arm upwards and points far to the west... and downwards. A moment later, the arm falls back to its side with a THUMP.
6312 Examine the corpse.
6313 Examine the corpse.
6314 Examine the other notices.
6315 Use your Stories-Bones-Tell power on the corpse.
6316 "Uh... thanks."
6317 You grab a hold of the cobblestone and pull it out of the corpse's head. Traces of brain matter and rotting flesh slowly drip from it... it looks like whatever was in its head turned to ooze long ago.
6318 Examine the corpse.
6319 Examine the other notices.
6320 Use your Stories-Bones-Tell power on the corpse.
6321 Leave the corpse in peace.
6322 The zombie immediately jerks its left arm upwards and points far to the southeast. A moment later, the arm falls back to its side with a THUMP.
6323 Back to the Lower Ward
6324 "Reminds me of a job I once had." He seems embarrassed. "Well, I mean... without the arms."
6325 Examine the corpse.
6326 Examine the corpse.
6327 "Hmmm. I wonder if this would work with the other notices..."
6328 "Hmmmm. I wonder if this would work with the other notices..."
6329 Examine the other notices.
6330 Use your Stories-Bones-Tell power on the corpse.
6331 Leave the corpse in peace.
6332 "Inn Test"
6333 "Temple Test"
6334 "That's three tails, at three coppers a rat..."
6335 "Another rat-catcher dead... those vermin are getting smarter..."
6336 "Inspector Phineas T. Lort XXXIX is at the helm, yessir..."
6337 "It's a wonder the Hive isn't overrun with vermin!"
6338 "We all seek solace in its embrace."
6339 "The True Death Awaits."
6342 "You will find that I am not defenseless, scarred one. Come no closer."
6343 Done.
6344 "Clearly, you do not belong here. Leave now, intruder, or the guards shall take harsher measures than a simple escort."
6345 "I just had a quick question."
6346 "I just had a quick question."
6347 Leave.
6348 "Leave. Now. Before this becomes a mistake we will all regret."
6349 "Just answer a question!"
6350 Leave.
6351 You see a githzerai female with a scarred face. She might be beautiful by githzerai standards. "I cannot aid you in this. Leave before I have to call the guards. I surrender this gratitude only because of your companion." She bows to Dak'kon and says, "Honored one, forgive me."
6352 "That's all well and good, but I need you to answer me some questions."
6353 "Very well." Leave.
6354 "You leave me no choice." She pauses, and then shouts, "GUARDS! TO ME!"
6355 Done.
6356 "I just want you to answer some questions for me!"
6357 She turns to Dak'kon again. "My apologies." She turns back to you. "Allow me to make myself clear. Leave. Now. Or I shall be forced to call the guards to 'escort' you from this place. Our project cannot be compromised."
6358 Leave.
6359 "You leave me no choice." She pauses, and then shouts, "GUARDS! TO ME!"
6360 Done.
6361 She speaks to Dak'kon again. "Honored one... do not come here again. It is not my will to call the guards on you. Leave."
6362 "Look, just answer a question or two."
6363 Leave.
6364 Her black eyes fall on Dak'kon. "Honored one... you leave me no choice. Forgive me before our ancestors." She turns and raises her voice. "Guards! Guards!"
6365 Done.
6366 You see a githzerai woman, bald, with scarred cheeks and a cat's grace in her walk. As she turns toward you, she spies Dak'kon. Her eyes widen. She addresses him, "You bring joy to my heart. My name is Kel'lera. May I aid you?"
6367 "What does that mean?"
6368 "Very well. Then answer me some other questions, if you would."
6369 "Very well. Then I'm done here. Farewell."
6370 "Then ask, and I will tell you if I may. Your companion carries the burden of your secrecy in this matter as a part of his own honor, and where I know not if I can trust you, I know I trust him."
6371 "Tell me what this device does."
6372 "What are the weak spots on this device?"
6373 "Who has contracted for this device?"
6374 "Who has contracted for this device?"
6375 "What can you tell me about the murder?"
6376 "What can you tell me of the engineers?"
6377 Aside to Dak'kon: "Who is she, and why does she treat you with such respect?"
6378 "Nothing for now. Farewell."
6379 "Our device spouts forth a certain type of magical fire that harms even those resistant to ordinary fire. We are working on applications that might even get around a creature's magical resistance."
6380 "What other applications might it have?"
6381 "Very well. Answer me some other questions."
6382 "That is all. Farewell."
6383 She glances at Fall-from-Grace, and her mouth curves in a graceful moue. "I apologize, honored one, but I cannot speak of this. I am both contractually and magically bound not to speak of this in the hearing of certain... 'manifestations', shall we say... of belief." She turns to the succubus. "My apologies, Lady Grace."
6384 Kel'lera bows.
6385 "What does that mean?"
6386 "Very well. Then answer me some other questions, if you would."
6387 She glances uneasily at Dak'kon, who measures you for a moment with his eyes, and then turns back to nod reassurance at her. "Very well. The weakest spot is the firing mechanism at the rear of the device. Too much harm befalling that would be fatal for all of us. It would set off a chain reaction that would obliterate all those who are tied into the device. The saboteur would likely have time to flee; those of us attached to the device would not."
6388 "Attached? How do you mean?"
6389 "Right. Answer some other questions for me."
6390 "My thanks." Leave.
6391 Again, the supervisor turns uncomfortably toward Fall-from-Grace, and grits her teeth. "I may not speak of it."
6392 "Fine, then. Answer some questions for me."
6393 Leave.
6394 "Aside from its weapon values? It could be used as an excellent mining device. If tuned properly, it could harvest whole swathes of forest or fields of grain. It could harden a shell of Limbo's material for a time - we have even tried lesser applications of the technology there - or even be used as propulsion across the spheres of Carceri. Its uses are limited by one's imagination. It is not purely a weapon of destruction."
6395 "Interesting. Answer some other questions for me."
6396 "Very well. Farewell." Leave.
6397 She glances around, sighs, and replies: "Though I did not take part in the negotiations, I believe that it was the baatezu who have procured our services. The token you wear will grant you some measure of diplomatic immunity to baatezu you may meet."
6398 "I'm sure that will be useful. Answer some other questions for me, if you would."
6399 'Thanks for the information. Farewell."
6400 "I can tell you little. My smiths and I have been here, nearly non-stop, for no small while. I would suggest speaking with someone who would be in the foundry after dark. Two names spring to mind for me: Thildon, the labor supervisor, and the lad Saros, who seems to have a thieving eye about him."
6401 "Thildon and Saros, eh? Very well. Answer some other questions, if you would."
6402 "Thildon and Saros, eh? I'll go check them out. Farewell."
6403 She scowls, adding several creases to her scarred face. "Speak to one of my smiths if you would *know* of the engineers. No kind words for the engineers will you hear from me."
6404 "Why not?"
6405 "All right. Then answer some other questions."
6406 "Very well." Leave.
6407 "Why? Because they do not seem to share a love for this project as do their comrades. Because they are dreamers and do none of the action themselves. Because, ultimately, I do not trust that their intentions mean well for us, but instead benefit them and them alone."
6408 "I see. Then tell me the answer to something else."
6409 "I understand. Farewell."
6410 "I mean that we have been bound to this machine by necessity of the magical rituals that will empower it. Should there be an error, or worse, deliberate sabotage, I and all these you see in the room would surely be incinerated. Worse yet, our spirits themselves would be destroyed, rent asunder, granted only the peace of cold, dark oblivion. Do you understand our secrecy?"
6411 "I suppose so. If you could answer some other questions for me..."
6412 "I suppose. Farewell."
6413 "Ask, and I will tell you if I may. I trust your companion's discretion."
6414 "Tell me what this device does."
6415 "What are the weak spots on this device?"
6416 "Who has contracted for this device?"
6417 "Who has contracted for this device?"
6418 "What can you tell me about the murder?"
6419 "What can you tell me of the engineers?"
6420 Aside to Dak'kon: "Who is she, and why does she treat you with such respect?"
6421 "Nothing for now. Farewell."
6422 A scarred, bald githzerai woman spins toward you with incredible grace. Her eyes flash across your body, measuring you, and she says, "Your token gives you access rights. What else would you have of me?"
6423 "I just want the answers to some questions."
6424 "Don't take that tone with me or I'll have you whipped."
6425 "Nothing for now. Farewell."
6426 "Ask your questions, and be done. Know that I have much work that waits for my hand."
6427 "Tell me what this device does."
6428 "What are the weak spots on this device?"
6429 "Who has contracted for this device?"
6430 "Who has contracted for this device?"
6431 "What can you tell me about the murder?"
6432 "What can you tell me of the engineers?"
6433 "Nothing for now. Farewell."
6434 Her narrow eyes become slits. "You dare threaten me, here? Get out now and allow me time to forget this insult, or I'll have the guards throw your bleeding carcass into the streets."
6435 "I'd rather die."
6436 "All right, then. Farewell."
6437 "That can be arranged. GUARDS! Kill this intruder!"
6438 Prepare for a fight.
6439 "Our device spouts forth a certain type of magical fire that harms even those resistant to ordinary fire. We are working on applications that might even get around a creature's magical resistance."
6440 "What other applications might it have?"
6441 "Very well. Answer me some other questions."
6442 "That is all. Farewell."
6443 "Aside from its weapon values? It could be used as an excellent mining device. If tuned properly, it could harvest whole swathes of forest or fields of grain. It could harden a shell of Limbo's material for a time - we have even tried lesser applications of the technology there - or even be used as propulsion across the spheres of Carceri. Its uses are limited by one's imagination. It is not purely a weapon of destruction."
6444 "Interesting. Answer some other questions for me."
6445 "Very well. Farewell." Leave.
6446 "I can see no reason that you should know this information, Godsman or no. I will not surrender it."
6447 "What if I made you tell me?"
6448 "Very well. Then can you answer some other questions?"
6449 "Fair enough. Good day."
6450 She glances around, sighs, and replies: "Though I did not take part in the negotiations, I believe that it was the baatezu who have procured our services. The token you wear will grant you some measure of diplomatic immunity to baatezu you may meet."
6451 "I'm sure that will be useful. Answer some other questions for me, if you would."
6452 'Thanks for the information. Farewell."
6453 She glances at Fall-from-Grace, and her mouth curves in a graceful moue. "I apologize, honored one, but I cannot speak of this. I am both contractually and magically bound not to speak of this in the hearing of certain... 'manifestations,' shall we say... of belief." She turns to the succubus. "My apologies, Lady Grace."
6454 "Very well. Then I'm done here. Farewell."
6455 "Yes."
6456 "Yes."
6457 Again, the supervisor turns uncomfortably toward Fall-from-Grace, and grits, "I cannot say!"
6458 "Fine, then. Answer some questions for me."
6459 Leave.
6460 "I can tell you little. My smiths and I have been here, nearly non-stop, for no small while. I would suggest speaking with someone who would be in the foundry after dark. Two names spring to mind for me: Thildon, the labor supervisor, and the lad Saros, who seems to have a thieving eye about him."
6461 "Thildon and Saros, eh? Very well. Answer some other questions, if you would."
6462 "Thildon and Saros, eh? I'll go check them out. Farewell."
6463 She scowls, adding several creases to her scarred face. "Speak to one of my smiths if you would *know* of the engineers. No kind words for the engineers will you hear from me."
6464 "Why not?"
6465 "All right. Then answer some other questions."
6466 "Very well." Leave.
6467 "Why? Because they do not seem to share a love for this project as do their comrades. Because they are dreamers and do none of the action themselves. Because, ultimately, I do not trust that their intentions mean well for us, but instead benefit them and them alone."
6468 "I see. Then tell me the answer to something else."
6469 "I understand. Farewell."
6470 She looks at you, and looks back at him quizzically. "Of course, esteemed one, if you speak for him, and accept responsibility for keeping what passes here secret." She turns her attention reluctantly to you. "You have questions for me?"
6471 "My companion would like to speak with you concerning the workings of this device. May he speak for the two of us?"
6472 Kel'lera bows.
6473 "She is of the People. Her markings tell of one who has walked the path from Limbo and has been made to not *know* our ancestral home. Her markings tell all githzerai to render her assistance, and tell the githzerai that she is still of the People. Her reverence for me is the reverence shown to all *zerth.*"
6474 "She can't speak about it in the presence of fiends. I would speculate that since she's been bound contractually, that means it's a project of Law. And since she's been bound to it magically, it is likely baatezu in origin."
6475 Kel'lera bows.
6476 "She can't speak about it in the presence of fiends. I would speculate that since she's been bound contractually, that means it's a project of Law. And since she's been bound to it magically, it is likely baatezu in origin."
6477 "I understand."
6478 "What is this place?"
6479 "I have a message for Keldor from Giltspur the auctioneer."
6480 "Yes, sir. We were told about you. Go on in."
6481 "Thanks."
6482 The guard looks at you with an unreadable expression for a moment. "Good luck with it. Go on in."
6483 "Thanks."
6484 The shambling corpse gazes at you with vacant eyes. The number "463" is carved into his forehead, and his lips have been stitched closed. The faint smell of formaldehyde emanates from the body.
6485 "So... seen anything interesting going on?"
6486 The corpse continues to stare at you.
6487 The corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6488 "So... seen anything interesting going on?"
6489 "I know you're not a zombie, you know. You're not fooling anyone."
6490 Use your Stories-Bones-Tell ability on the corpse.
6491 "It was great talking to you. Farewell."
6492 Leave the corpse in peace.
6493 Leave the corpse in peace.
6494 Leave the corpse in peace.
6495 This reanimated corpse has had its lips sewn together and the numbers "310" carved into its brow; the smell of formaldehyde permeates the area around it. It turns its lifeless eyes upon you as you move to bar its path.
6496 The corpse continues to stare at you.
6497 The corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6498 For a moment you think this corpse is simply too far gone to reply... but suddenly you recognize true misery etched into its features, and feel behind it a sense of despair so profound that the spirit must have returned to its shell of old.
6499 "So... seen anything interesting going on?"
6500 "So... seen anything interesting going on?"
6501 "I know you're not a zombie, you know. You're not fooling anyone."
6502 Use your Stories-Bones-Tell ability on the corpse.
6503 "It was great talking to you. Farewell."
6504 Leave the corpse in peace.
6505 Leave the corpse in peace.
6506 "I would ask you a question..."
6507 The eyes of this corpse are set close together and the eyeballs themselves are slightly askew; one faces to the left and the other to the right. You can barely make out the number '257' traced into its bruised forehead - it looks like the corpse has taken several blows to the head, making the number difficult to read.
6508 There is no flicker of understanding in the corpse's eyes; they stare silently off to the left and right.
6509 The spirit blasts back into the body with such violence that, with a single great muscular contraction, the corpse is hurtled backwards! The body is on its feet again in an instant, dancing and thrashing about madly, waving its arms and popping its stitches, flaps of loosened flesh flopping about as it prances to and fro, eyes goggling and rolling about in its head, giggling madly all the while...
6510 "Don't you get dizzy with your eyeballs facing like that?"
6511 "Don't you get dizzy with your eyeballs facing like that?"
6512 "I know you're not a zombie, you know. You're not fooling anyone."
6513 Use your Stories-Bones-Tell ability on the corpse.
6514 "It was great talking to you. Farewell."
6515 Leave the corpse in peace.
6516 Leave the corpse in peace.
6517 "Er... I have a question for you, spirit..."
6518 The number "1146" is carved into the forehead of this walking corpse, its lips are sewn together with coarse, black thread. The entire body is covered in horrible scars - worse, even, than your own - as if its owner had been burned to death. Its nose, ears, and several digits are missing, presumably charred away in some long-ago conflagration. As you block its path to get its 'attention,' it stops and gazes at you with vacant eyes.
6519 The corpse continues to stare at you.
6520 The odors of fuming sulfur, cooked hair and scorched blood assault your senses as the spirit returns to its one-time home. The corpse collapses to the floor almost immediately, shuddering violently as it clutches at itself and moans pitifully. You can almost see thin plumes of stinking smoke curling off its body and limbs.
6521 "So... seen anything interesting going on?"
6522 "So... seen anything interesting going on?"
6523 "I know you're not a zombie, you know. You're not fooling anyone."
6524 Use your Stories-Bones-Tell ability on the corpse.
6525 "It was great talking to you. Farewell."
6526 Leave the corpse in peace.
6527 Leave the corpse in peace.
6528 "Are you... all right?"
6529 This doddering corpse has had its eyes sewn shut as well as its mouth, and the number "732" is carved into its brow. The threadwork that keeps its ocular cavities sealed looks extremely old... you wonder if the eyes were sewn shut before or after the man's death.
6530 The corpse continues to stare at you.
6531 The corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6532 "Sorry about taking that book from you... it just looked too interesting to pass up."
6533 "Sorry about taking that book from you... it just looked too interesting to pass up."
6534 "I know you're not a zombie, you know. You're not fooling anyone."
6535 Use your Stories-Bones-Tell ability on the corpse.
6536 "It was great talking to you. Farewell."
6537 Leave the corpse in peace.
6538 Leave the corpse in peace.
6539 Leave the corpse in peace.
6540 The numbers "613" are cut deeply into this plodding corpse's forehead, but an inch of shredded, leathery skin separates the "1" and the "3." Looking closely, you can barely make out a "2" carved there.
6541 The corpse continues to stare at you.
6542 The corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6543 "So... seen anything interesting going on?"
6544 "So... seen anything interesting going on?"
6545 "I know you're not a zombie, you know. You're not fooling anyone."
6546 Use your Stories-Bones-Tell ability on the corpse.
6547 "It was great talking to you. Farewell."
6548 Leave the corpse in peace.
6549 Leave the corpse in peace.
6550 Leave the corpse in peace.
6551 Tattoo of Grosuk's Demise
6552 Magus Guard
6553 Finam's Book
6554 Dread Bond
6562 This walking corpse has the numbers "1094" carved into its forehead. Its mouth has been sewn tightly shut, and the chemical reek of fresh formaldehyde hangs in an overpowering cloud around it. Despite the pallid, sunken features and lifeless, milky eyes, it is clear this was once a handsome young man.
6563 The corpse continues to stare at you.
6564 The corpse shudders for a moment, then stills, the spirit flowing into its abandoned mortal shell once more. Within seconds, a semblance of life seems to spring into the zombie's eyes, and it begins to gaze about with a look of curious puzzlement upon its face. The entire body now seems surrounded by a soft, golden aura.
6565 "So... seen anything interesting going on?"
6566 "So... seen anything interesting going on?"
6567 "I know you're not a zombie, you know. You're not fooling anyone."
6568 Use your Stories-Bones-Tell ability on the corpse.
6569 "It was great talking to you. Farewell."
6570 Leave the corpse in peace.
6571 Leave the corpse in peace.
6572 "I would ask you a question..."
6573 This re-animated, male corpse has the numbers "1041" carved into its forehead. Despite its taut, desiccated flesh, it is apparent that its features once had a rather 'exotic' cast to them. The zombie's lips have been stitched closed - most likely to prevent it from moaning incessantly - and it smells strongly of formaldehyde.
6574 The corpse continues to stare at you.
6575 The corpse reels for a moment as the spirit revisits its one-time home. Its almond-shaped eyes become dark once more, a faint bronze cast creeping over the pale flesh. It straightens itself, brushing the dust off its clothes. At last noticing its caller, the ghost peers at you for a moment with curious eyes, then bows slightly.
6576 "So... seen anything interesting going on?"
6577 "So... seen anything interesting going on?"
6578 "I know you're not a zombie, you know. You're not fooling anyone."
6579 Use your Stories-Bones-Tell ability on the corpse.
6580 Use your Stories-Bones-Tell ability on the corpse.
6581 "It was great talking to you. Farewell."
6582 Leave the corpse in peace.
6583 Bow in return.
6584 This corpse's slightly misshapen head appears to be held together by a number of narrow metal bands bolted directly onto the skull. A rusting iron plate over its left eye has the number "475" etched into it. Its mouth is bolted shut, and it reeks of embalming fluid.
6585 The corpse continues to stare at you.
6586 The corpse makes no reply. It looks like it is too far gone to answer any of your questions.
6587 "So... seen anything interesting going on?"
6588 "So... seen anything interesting going on?"
6589 "I know you're not a zombie, you know. You're not fooling anyone."
6590 Use your Stories-Bones-Tell ability on the corpse.
6591 "It was great talking to you. Farewell."
6592 Leave the corpse in peace.
6593 Leave the corpse in peace.
6594 Leave the corpse in peace.
6595 The skeleton turns to face you. "42" 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.
6596 At the sound of your voice, the skeleton suddenly straightens up. It crosses its arms over its chest, and its fingers hook into its rib cage.
6597 This skeleton makes no reply. It looks like it is too far gone to answer any of your questions.
6598 You're amazed this rack of bones is still in one piece. Its yellowed bones are smeared with plaster and several layers of foul-smelling glues... what little you can see of the bones reveals hundreds of hairline fractures. Although someone has taken care to bind this skeleton with leather straps and bolt its joints together, the straps are frayed and the bolts look like they are about to fall out.
6599 In response, the skeleton drops its arms to its sides. The leather cords securing the skeleton's torso snap, and the rib cage folds outward like a pair of double doors.
6600 To your surprise, your hand vanishes as you reach inside the rib cage... you have a strange feeling it's somewhere *else.* As you reach inside the rib cage, your hand bumps against an invisible object. It's about the size of a fist and seems to be attached to the skeleton's spine.
6601 The bolts slide easily out of the skeleton's joints. The skeleton collapses, some of its bones still twitching.
6602 As you pull the item out, the skeleton suddenly disintegrates, and the iron bolts securing its joints clatter to the floor. Whatever this item was, it seems to have been the only thing holding it together.
6603 It looks like an unremarkable lump of iron. You can't imagine why someone would hide it inside the rib cage of a skeleton.
6604 In response, the skeleton drops its arms to its sides. The leather cords securing the skeleton's torso snap, and the rib cage folds outward like a pair of double doors. You can't explain why, but you have a sudden urge to reach inside the rib cage.
6605 The skeleton's arms drop to its sides.
6606 It looks like an unremarkable lump of iron. Your previous incarnation must have had a reason for hiding it here.
6607 The skeleton crosses its arms across its chest again.
6608 The skeleton crosses its arms across its chest again.
6609 "Whoa, chief. That's vandalism. Those bolts are probably the only thing holding that bag of bones together. Necromancy only goes so far with these old fellas, y'know?"
6610 "Hmmmm. Wonder if this graybeard would mind if *I* borrowed his body..."
6611 "Would you cut that out? His arms are gonna snap off."
6612 "I *think* this is the corpse I had that memory about..."
6613 "Pardon me, have you seen any skeletons walking around here?"
6614 "I have to ask: Why the smock? I mean, it's not like you have anything to be modest about."
6615 "I have to ask: Why the smock? I mean, it's not like you have anything to be modest about."
6616 Use your Stories-Bones-Tell ability on the corpse.
6617 Examine the skeleton carefully.
6618 Try and pry out the skeleton's joint bolts.
6619 Try and pry out the skeleton's joint bolts.
6620 Try and pry out the skeleton's joint bolts.
6621 "How about this skeleton, Morte? Will it do as a body?"
6622 Leave the skeleton in peace.
6623 Leave the skeleton in peace.
6624 Leave the skeleton in peace.
6625 Cross your arms over your chest.
6626 Mimic the gesture... see what happens.
6627 "Uh..."
6628 Leave the skeleton alone.
6629 Leave the skeleton in peace.
6630 Leave the skeleton in peace.
6631 Leave the skeleton in peace.
6632 Try and pry out the skeleton's joint bolts.
6633 Try and pry out the skeleton's joint bolts.
6634 "Mind if I borrow some of those straps and bolts?"
6635 Leave the skeleton in peace.
6636 Leave the skeleton in peace.
6637 Leave the skeleton in peace.
6638 Reach into the rib cage, feel around.
6639 Leave the skeleton alone.
6640 Take the item out.
6641 Leave the skeleton alone.
6642 "Sorry about that, Bones..."
6643 Examine the item.
6644 Examine the item.
6645 Examine the piece of iron.
6646 Reach into the rib cage, feel around.
6647 Leave the skeleton alone.
6648 "Uh... hello?"
6649 "Uh... hello?"
6650 Examine the skeleton carefully.
6651 Leave the skeleton alone.
6652 Examine the piece of iron carefully.
6653 Cross your arms over your chest.
6654 Mimic the gesture... see what happens.
6655 "Uh..."
6656 Leave the skeleton alone.
6657 The old man gazes up at you without fear, and says, "So you're the one they're making all the fuss about, eh? Get along, then. I have nothing to say to you."
6658 "So?"
6659 "Oh... I didn't want to cause any permanent damage."
6660 "All right then, never mind. Maybe some other time."
6661 "'Graybeard'?"
6662 "I don't think he's in any position to object."
6663 "Something tells me you would be twice as annoying if you had arms. Let's go."
6664 Cross your arms over your chest.
6665 Mimic the skeleton's gesture... see what happens.
6666 "Uh..."
6667 Leave the skeleton alone.
6668 Leave.
6669 The old man blinks at you a time or two, and says, "I can't help you here. You'll have to go with the guards." He turns back to the device he holds in his hands.
6670 Leave.
6671 "And do you really think that I'm going to want to help you after you've threatened me? You're a bigger leatherhead than I thought. I want an apology. Now."
6672 "To the Nine Hells with you, old man."
6673 Lie: "I apologize. My temper got the better of me. It won't happen again."
6674 "I apologize. My temper got the better of me. It won't happen again."
6675 "No. Farewell."
6676 "The gears are out of true, friend. I suppose since that Bedai-Lihn berk is dead that I'll have to give you the hints you need to fix it. Now, here's how you do it..." He begins to spill information. You're not sure if you caught it all.
6677 "I think I got that. In other words, I just remove the primary cog, clean it with grease, sharpen the dull teeth, and replace it?"
6678 "I think I got that... what was the part about the primary motivational unit's ...no, wait. I didn't get that at all."
6679 "Sure enough. Now can I continue with my design, or are you going to pester me with other questions?"
6680 "Well, actually, I'm going to ask you some more questions."
6681 "No, that was all. Farewell."
6682 "It's clear you're not going to be able to fix this thing. I suppose I'll have to go ahead and do it myself." He grunts and heaves himself to his feet. "Some berks make it too hard on us greybeards," he mutters.
6683 "Before you go, I wanted to ask you some more questions."
6684 "Yeah, well, some of us have other skills. Berk."
6685 "Any time you're ready for the dream key, scarred man, give the word and I'll pass it to you."
6686 "Give me the key."
6687 "No. Not yet. Answer some other questions for me."
6688 "Forget it."
6689 He pauses, as if gathering errant thoughts. "Close your eyes and stretch out your hand," he says. "You have to feel this key before you see it or it won't function."
6690 Do as he says.
6691 Peek.
6692 You feel a touch in the palm of your calloused hand. At first you can barely feel it, but it rapidly grows in solidity in moments, until you finally hear Xander's voice. "Open your eyes." When you do, you see a simple black feather in the palm of your hand. "My work is finished." Xander nods. "Use that key on the leftmost door of the Foundry and the Dreambuilder will open to you. I must go now... I have work to attend to."
6693 "A feather? All that work for a feather?"
6695 "My thanks, Xander. Farewell."
6696 You peer through a slit in your eyes as Xander concentrates for a moment and holds his hand in the air above yours. Nothing happens. Xander opens his eyes, gazes upon your empty hand, and explodes. "I said to close your eyes, berk! This ain't a game! Do you think I've enjoyed wasting my life for your stupid contraption? Do you think I want to feel your doubt in my work? Close your eyes, berk, and keep them closed, or you'll not be getting the key!"
6697 "Give me the key, old man. Now."
6698 Do as he says.
6699 "Forget it. I have better things to do than wait on a barmy's ravings." Leave.
6700 "It's the final safeguard on the Dreambuilder, sod. D'ya think I'd want just anyone waltzing in? I ain't stupid. Do you want something else or can I get back to work now?"
6702 "Go back to work."
6703 "Go back to work, with my thanks."
6704 He turns bright red as he contains a flood of expletives. He releases a breath and says, in a tone of controlled fury, "Berk, the key is locked away in belief. Either you trust me and close your eyes, or you don't, and never find your dreams. Your choice. Friend."
6705 Do as he says.
6706 "Forget it. I have better things to do than wait on a barmy's ravings."
6707 "I need just one more item from you, and we can begin the final process of the Dreambuilder. I need a pillow that has lain inside a coffin - it will stimulate a sleep so profound that you may as well be dead. It opens your mind to the emanations of the Dreambuilder. It is, if I say so myself, a touch of inspiration on my part."
6708 "A coffin pillow, eh? You'll have it. First, answer a few more questions for me."
6709 "I don't think I really want to continue fetching these items for you."
6710 "I have the pillow for you. Let's get on with it."
6711 "I'll get it."
6712 "You don't, eh? Then maybe you ought to remember that you're fetching these items for a design YOU funded, for a project YOU wanted created in the first place, for a device so impractical that the solution to it consumed the lives of four generations of my family, all for YOU. If you want to see this project complete, you'll finish the final stages and stop your endless whining."
6713 "Old man, don't take that tone of voice with me or you'll find they're the last words you utter."
6714 "Fine. All right. I'll do it. Just stop yelling at me."
6715 "You'd throw away all that time and effort? You'd lose your dreams because you don't like it when someone calls you stupid? You're a leatherhead, all right, if you think you could finish this project without my knowledge. And you're an even bigger leatherhead to think that a pert tongue is worth a death sentence. Do you really think that you can solve your problems by threatening everything that gets in your way? The planes don't work that way, my scarrish friend."
6716 "I've killed for less."
6717 "I am going to leave now. Before I make a mistake we'll both regret."
6718 "Pike it, sod. You will never recover your dreams. Your precious Dreambuilder is defunct."
6719 Done.
6720 "I'm sure you have, you brainless sod. Your stupid tough-basher pose is the final straw. You and your Dreambuilder both can go straight to the Abyss." He looks as though he is ready to summon the guards.
6721 Snap his neck before he can finish.
6722 Snap his neck before he can finish.
6723 Flee.
6724 Your hands blur as you wrap them around the old engineer's neck. You snap it like a twig, and he dies, gape-eyed, at your feet. You've certainly shown him. Unfortunately, you've also shown all the other people present in the Hall. The alarm is raised.
6725 "All right, then."
6726 He nimbly dodges your outstretched hands and bellows for the guards.
6727 "Damn."
6728 "The machine requires a birdcage, adorned with razors, fine-wrought, to mimic the destructive power of dreams, and their ability to capture our hearts and imaginations. Search in the Siege Tower for a cage I have commissioned."
6729 "How do I get in there?"
6730 You ask the dabus several questions, trying to get a feel for the rebuses that appear above its head. It is extremely patient throughout your 'discussion,' giving you easy sentences to translate. After a few minutes, you start to get the hang of it... it feels like you've done this before.
6731 You ask the dabus several questions, trying to get a feel for the rebuses that appear above its head. Although it is extremely patient throughout your 'discussion,' you can't seem to get the hang of it. Eventually, the dabus stops floating symbols and simply waits.
6732 The dabus bows slightly. Symbols swirl around its head, then it turns away.
6733 A series of symbols appear above the dabus' head. It then bows and turns away.
6734 The dabus waits.
6735 The dabus inclines his head slightly, and a stream of symbols appears above his head. You think he's saying he's a dabus.
6736 A batch of symbols appears above the dabus' head. You think he's saying he's attending to his duty... or duties.
6737 The dabus inclines his head slightly, and a stream of symbols appears above his head. (I am a dabus.)
6738 A batch of symbols appears above the dabus' head. (I attend to my duties.)
6739 The dabus inclines his head slightly, and a stream of symbols appears above his head.
6740 A batch of symbols appears above the dabus' head.
6741 The dabus inclines his head slightly, and a stream of symbols appears above his head. You think he's saying he's a dabus.
6742 A batch of symbols appears above the dabus' head. You think he's saying he's attending to his duty... or duties.
6743 The dabus inclines his head slightly, and a stream of symbols appears above his head. (I am a dabus.)
6744 A batch of symbols appears above the dabus' head: (I attend to my duties.)
6745 A lone symbol appears above the dabus' head. This one shows a metallic female mask, with blades coming out of the sides. Just looking at the ghostly image makes you uncomfortable.
6746 A lone symbol appears over the dabus' head. It is a white oval split by a black lightning bolt. The dabus floats the symbol for a few seconds, then turns away, ignoring you.
6747 You see a dabus. It is dressed in long flowing robes and is floating slightly above the ground.
6748 It turns to face you, and a series of symbols appear around its head. The symbols have a slight glow about them, and they just... hover there.
6749 "I don't know that I want to fetch these items for you."
6750 "I've got it right here. Now give me my dreams."
6751 "You have proven yourself to be resourceful. Find a way."
6752 "Fine. Then answer me some other questions."
6753 "I will. You'll see me again."
6754 "What I need to begin the final stages of the Dreambuilder is a piece of your skin immersed in your blood, so the machine can familiarize itself with your physical essence. It must be in a blue-green bottle, to symbolize the dream sea on which you will float."
6755 "I've got it right here. Take it. Show me my dreams."
6756 "I don't know that I want to fetch that for you."
6757 "Flesh and blood, hm? I've given enough of that lately. Answer a question for me, first."
6758 "Just answer me a question or two, will you? I'm not interested in your Dreambuilder."
6759 "Flesh, blood, bottle. Right. I'll be back."
6760 Xander looks as if you have struck him in the gut... hard. "You are not interested? But... it has taken four generations of my family... my great-grandfather said you seemed so anxious... he had this scroll..."
6761 "Your great-grandfather? What? Tell me what you know about me."
6762 "No. I'm not interested. Just answer some questions for me."
6763 "You came to my great-grandfather Xero and told him that you could not dream. You said you wished to dream again. You offered him a tremendous sum of money to build a machine that'd recover the dreams you'd lost. You said you'd come back within a few years to speak to him again, but never did." You can feel a memory coming on.
6764 Repress it.
6765 Accept it.
6766 Accept it.
6767 By force of will, you keep the memory from filling your head. "The work on the machine continued when Xero died. My grandmother Nula took the studies in a more esoteric vein, using herbs and mosaic stones to create magical patterns that would summon fragments of dream from the Astral and Ethereal Planes. My uncle went a step further, obtaining both fiendish and celestial aid in constructing the device. As for me... I have created the rituals that will unlock its potential... and then you can have your dreams back."
6768 "All right. You've convinced me. What do I need to do to regain my dreams?"
6769 "It's not something I want now. Just answer some other questions for me."
6770 "Interesting. Perhaps I'll speak to you about this again. Farewell."
6771 "She runs this city. You'll know if you see her: She's got these blades around her face, she's about the size of a giant, and she floats off the ground, just like these guys." Morte nods at the dabus, who is looking at you both. "Nobody knows much about her... she doesn't speak much. All you need to know is that you don't want to make her angry. If you see her, my advice: run."
6772 The memory of the young artificer Xeno Xander overwhelms the words of his descendant, and you recall the brash young wizard showing off a spell of his own creation. "I call it 'Pacify'." The young Xeno smiles as the two of you watch magical particles settle gently around you - and you feel a great peace in your heart. "Effective." You hear your voice in your mind. "Let's just hope you can work as well with this dream constructor." Nihl Xander pauses in his telling. "Are you listening to me?"
6773 "What? Of course. Could you repeat that?"
6774 "No, I'm not. Farewell."
6775 He looks a little irritated, but swallows it. "The work on the machine continued when Xero died. My grandmother Nula took the studies in a more esoteric vein, using herbs and mosaic stones to create magical patterns that would summon fragments of dream from the Astral and Ethereal Planes. My uncle went a step further, obtaining both fiendish and celestial aid in constructing the device. As for me... I have created the rituals that will unlock its potential... and then you can have your dreams back."
6776 "All right. You've convinced me. What do I need to do to regain my dreams?"
6777 "It's not something I want now. Just answer some other questions for me."
6778 "Interesting. Perhaps I'll speak to you about this again. Farewell."
6779 A small frown of concentration creases his already-wrinkled forehead. "What would you like to know?"
6780 "You mentioned a Dreambuilder before. Tell me more about that now."
6781 "Tell me what you know about the murder of the smith."
6782 "I've been asked to fix those gears in the Foundry. Can you tell me how?"
6783 As he reaches for the coins, you try to grab his arm. He yanks his arm back inside the gate quickly, and roars, "You'll pay double for that, scum! Get out of my sight!" He turns away from you.
6784 Morte scoffs. "I'd sooner be strained through a tanar'ri's bowels than unravel what these floating goat-heads are trying to say. You want a translator? Find a Sigil native."
6785 "Who are you?"
6786 "Oh, they *have* names. I'm sure of it."
6787 "What can you tell me about the Godsmen?"
6788 "Tell me about your coworkers."
6789 "What do you do here?"
6790 "So *you* say, fiendling."
6791 "It is both machine and ritual. It is a state of mind and a construct of steam and blood. It grants dreams to those who enter its confines. It was built for you, and it's waiting for you. Are you ready to finish it off? It has been waiting for you for decades."
6792 "How do you know it was built for me?"
6793 "Yes."
6794 Morte scoffs. "I'd sooner be strained through a tanar'ri's bowels than unravel what these floating goat-heads are trying to say. You want a translator? Get the fiendling chit here to do it." He nods at Annah. "She's a Hive native."
6795 "No. Maybe I'll get back to it. Answer some other questions."
6796 "No. Farewell."
6797 Morte scoffs. "I'd sooner be strained through a tanar'ri's bowels than unravel what these floating goat-heads are trying to say. You want a translator?" He nods at Dak'kon. "Get holier-than-thou-and-twice-as-silent here to translate."
6798 "Because my great-grandfather, Xeno Xander, set your face in stone so that we would know you when you returned for the work you commissioned. He always thought you'd return, but no one else truly believed you would. Our family completed it because we said we would... and now, here you are."
6799 "Do you still have this stone?"
6800 Morte scoffs. "I'd sooner be strained through a tanar'ri's bowels than unravel what these floating goat-heads are trying to say. You want a translator? Get the tanar'ri to do it." He nods at Fall-from-Grace. "She's probably had to trade the chant with these guys all the time."
6801 "I must have had a reason for it, then. Let's finish it."
6802 "I'm not interested. Answer me a different question."
6803 "No. It was stolen from me a year ago. I saw only a shadow flitting away. It was the only item taken from my home. I have no idea who'd take it, but I'd memorized the features."
6804 "All right. Let's finish the Dreambuilder."
6805 "I'm not interested in this right now. I'd like to ask some other questions, though."
6806 "I'm not interested in the Dreambuilder. Maybe later. Farewell."
6807 "Eh..." Annah looks at you oddly. "He's a dabus, he is."
6808 "Go talk to Bedai-Lihn. She'll know. She concerns herself with the trivialities of this place. She's not a real dreamer. She pays attention to what makes this place tick. She doesn't design."
6809 "All right, I will. I had some more questions."
6810 "All right, I'll do that right now."
6811 Annah's voice drops. "Dabus is one o' *Her* kin - they take care o' the city, fixin' it and tearin' it down and buildin' it back up n' all. They talk in symbol-puzzles in the air - yeh gotta piece 'em together t'figure out the chant." Annah looks irritated. "Gives yer head pains, so it does."
6812 "What I know is nothing. I've been here working on my construct and concentrating on my work. I haven't paid attention to what the workers do - they do their job and I do mine."
6813 "The Lady of Pain." Annah makes a semicircle in the air in front of her. "They work for her, an' she protects them. Don't be mucking about wit' em, or yeh might draw her gaze."
6814 "Hsssst!" Annah draws a finger across her throat. "Don't yeh be rattlin' yer bone-box 'bout her. She has ears *everywhere,* so she does, so don't be bandyin' her name 'bout, aye?"
6815 She pauses for a moment. "Aye... I can."
6816 "I... see. Answer some other questions, then."
6817 "I see. Farewell."
6818 Annah shakes her head. "Nay, I'm not about ta walk with yeh into the Lady's shadow, so's I'm not. Let's not linger, aye? Nothin' ta be gained except drawing the Lady's gaze by talking ta her kin."
6819 "I am Nihl Xander, great-grandson of the artificer Xero Xander, engineer, dreamer, creator. And I have finished his work - the work that you commissioned - the Dreambuilder! Are you ready to claim the use of it now?"
6820 "A Dreambuilder? What's that?"
6821 "No. I have other questions for you."
6822 Annah nods. The dabus continues to stare at the two of you, arms folded in its sleeves.
6823 "No. I have other questions for you."
6824 "No."
6825 "He jest said he was one of the dabus." She shrugs. "They don't have names."
6826 "He jest said he was one of the dabus." She shrugs. "They don't have names."
6827 "Bah. They do not possess a true fire. They speak of creation, and they boast of their potentials, but they do not create anything beyond the mundane. Their imaginations are poor, limited, obsessed with the small details. A true dreamer, I say, creates a grand scheme and then concentrates on the details. Starting with details is for the ants of the imagination... the small insects who aspire only to be fed."
6828 "Well, this one dinnae give 'is name, now *did* he, skull?!"
6829 "That's very charitable of you. Answer some other questions for me, if you would."
6830 "I see... With that insight, I must be off. Farewell."
6831 He sighs, and collects himself. "That's a long subject. Let's get started on it. Now, all creatures want something, don't they? They create, they build, they tear down, they dream, they fight, they fornicate... they do all these things because they want something beyond what they have. Even on the basest level of existence, every iota strives to be something greater. Some achieve this. Some fall by the wayside."
6832 "Go on."
6833 "Forget it. I'd rather ask you some other questions."
6834 "On the other hand, forget it. Farewell."
6835 She shrugs. "He says he's doin' his work. Y'know - tendin' ta th' city an' all."
6836 "Factor Keldor's right up there on the dais. Talk to him. Or else find that suicidal berk Sandoz and talk to him. Are you done pestering me yet?"
6837 "Not yet."
6838 "Yes. Farewell."
6839 You see a bushy-haired man, clad in the height of fashion - if you consider fashion to have died fifty years ago. His clothing seems to consist of tattered street urchin rags, and he seem to affect a disdainful manner toward those around him - or that might be his actual manner. He doesn't even glance at you until you speak to him, and then his eyes begin searching your face carefully. "D'ya want something?"
6840 Annah shakes her head. "Nay, I'm not about ta walk with yeh into the Lady's shadow, so's I'm not. Yeh'll only draw the Lady's gaze if yeh rattle yer trap about her ta her kin."
6841 "Tell me what you know about the murder of the smith."
6842 "I've been asked to fix those gears in the Foundry. Can you tell me how?"
6843 "I've been asked to fix those gears in the Foundry. Can you tell me how?"
6844 "Farewell, then..."
6845 Annah shakes her head. "Nay, I won't."
6846 "Who are you?"
6847 "What can you tell me about the Godsmen?"
6848 Annah crosses her arms, and her tail begins to lash back and forth.
6849 "Tell me about your coworkers."
6850 "What do you do here?"
6851 "Nay, I won't be askin' Fell's ol' kin 'bout him, so I won't. It's bad blood, an' it don't do nobody no good ta bring up such things."
6852 He explodes: "I can help her by steering her clear! Immortality is one of the greatest curses of the human imagination - every berk thinks they want it, and none of them bargain for what they get. It's a fool's gift, and only a fool'd take it!" He resumes in a calmer tone. "And besides, I still haven't found a way to do it with my machines yet."
6853 "I see. Answer some other questions, then."
6854 "I see. That's no help to me, however. Farewell."
6855 Dak'kon nods.
6856 "It says that it is a dabus."
6857 "It says that it is attending to its duties."
6858 Fall-from-Grace nods. "Yes, of course."
6859 "It says that it is a 'dabus.'" Grace pauses. "I have rarely encountered a dabus who has ever given a name... at least, something we would recognize as names. They seem like they would be more prone to use symbols."
6860 "It says that it is attending to its duties." She turns to you. "They spend most of their time repairing and dismantling portions of the city. In many ways, they are the city's caretakers."
6861 "I suppose a definite answer would have been a little too much to hope for."
6862 Grace frowns. "I'm not certain it would be wise to ask that question. It may offend the dabus as Fell is no longer a member of their community..."
6863 Leave the creature in peace.
6864 Try and strike up a conversation, see if you can translate what the dabus is saying.
6865 "I've got it right here. Now give me my dreams."
6866 "A cage. How prosaic. Very well. Answer me some questions, first."
6867 Try and strike up a conversation, see if you can translate what the dabus is saying.
6868 "A cage with razors. I'll be back."
6869 Try and speak to the dabus, see if you can understand it.
6870 "I had some questions for you..."
6871 "Morte, can you translate what he's saying for me?"
6872 "Morte, can you translate what he's saying for me?"
6873 "Morte, can you translate what he's saying for me?"
6874 "Morte, can you translate what he's saying for me?"
6875 "Annah, can you translate what he's saying for me?"
6876 "Dak'kon, can you translate what he's saying for me?"
6877 "Fall-from-Grace, can you translate what he's saying for me?"
6878 "I'm sorry, I don't understand you."
6879 "Uh... farewell."
6880 "Maybe you can help me..."
6881 "Just wanted to brush up on my rebuses. Farewell."
6882 "Morte, can you translate what he's saying for me?"
6883 "Morte, can you translate what he's saying for me?"
6884 "Morte, can you translate what he's saying for me?"
6885 "Morte, can you translate what he's saying for me?"
6886 "Annah, can you translate what he's saying for me?"
6887 "Dak'kon, can you translate what he's saying for me?"
6888 "Fall-from-Grace, can you translate what he's saying for me?"
6889 "I'm sorry, I don't understand you."
6890 "Uh... farewell."
6891 Leave.
6892 "Uh... farewell."
6893 "Who are you?"
6894 "What are you doing?"
6895 "Who are you?"
6896 "What are you doing?"
6897 "Can you tell me about the Lady of Pain?"
6898 "Can you tell me about Fell?"
6899 "Farewell."
6900 "I had another question for you."
6901 "That is all I wished to know. Farewell."
6902 "I had another question for you."
6903 "That is all I wished to know. Farewell."
6904 "I had another question for you..."
6905 "Very descriptive. Thanks. Farewell."
6906 "That is all I wished to know. Farewell."
6907 "I had another question for you..."
6908 "Very descriptive. Thanks. Farewell."
6909 "That is all I wished to know. Farewell."
6910 "What did he say, Annah?"
6911 "What did he say, Annah?"
6912 "What did he say, Dak'kon?"
6913 "What did he say, Grace?"
6914 "What did he say, Annah?"
6915 "What did he say, Dak'kon?"
6916 "What did he say, Grace?"
6917 "What did he say, Annah?"
6918 "What did he say, Annah?"
6919 "What did he say, Dak'kon?"
6920 "What did he say, Grace?"
6921 "What did he say, Annah?"
6922 "What did he say, Dak'kon?"
6923 "What did he say, Grace?"
6924 "What did he say, Annah?"
6925 "What did he say, Annah?"
6926 "What did he say, Dak'kon?"
6927 "What did he say, Grace?"
6928 "What did he say, Annah?"
6929 "What did he say, Dak'kon?"
6930 "What did he say, Grace?"
6931 "Uh... not quite the answer I was expecting."
6932 "Uh... I see. Dak'kon, can you ask it another question?"
6933 "Uh... I had another question for you..."
6934 "Uh... that's all I wanted to know. Farewell."
6935 "Uh... farewell then."
6936 "Greetings."
6937 Leave the dabus in peace.
6938 Leave the dabus in peace.
6939 Try and strike up a conversation, see if you can translate what the creature is saying.
6940 Try and strike up a conversation, see if you can translate what the creature is saying.
6941 Try and speak to it, see if you can understand it.
6942 "I had some questions for you..."
6943 "I'm sorry... I can't understand you."
6944 "Morte, can you translate what he's saying for me?"
6945 "Morte, can you translate what he's saying for me?"
6946 "Morte, can you translate what he's saying for me?"
6947 "Morte, can you translate what he's saying for me?"
6948 "Annah, can you translate what he's saying for me?"
6949 "Dak'kon, can you translate what it's saying?"
6950 "Fall-from-Grace, can you translate what he's saying?"
6951 "Never mind. Sorry to disturb you. Farewell."
6952 "'Lady of Pain'? Who's that?"
6953 "What can you tell me about the Lady of Pain?"
6954 "I see."
6955 "I see."
6956 "Stow it, Morte - can you ask him some other questions, Annah?"
6957 "Forget it. Let's just go."
6958 "Maybe I will..."
6959 "Maybe I will..."
6960 "Maybe I will..."
6961 "What's a 'dabus'?"
6962 "'Her' kin? Who?"
6963 "I see."
6964 "Can you tell me about the Lady of Pain?"
6965 "I see."
6966 "Oh."
6967 "All right, all right."
6968 "Will you?"
6969 "Will you?"
6970 "Will you?"
6971 "Then do it."
6972 "Then do it."
6973 "Never mind. Let's just leave."
6974 "Never mind. Let's just leave."
6975 "I see."
6976 "Ask him who he is."
6977 "Ask him who he is."
6978 "Ask him who he is."
6979 "Ask him what he's doing."
6980 "Ask him what he's doing."
6981 "Ask him what he's doing."
6982 "Ask him to tell us about the Lady of Pain."
6983 "Ask him to tell us about Fell."
6984 "Never mind. Let's just leave."
6985 "Can you ask it another question?"
6986 "That's all I wanted to know. Let's get out of here."
6987 "Can you ask it another question?"
6988 "That's all I wanted to know. Let's get out of here."
6989 "Look, just ask it about the Lady, all right?"
6990 "All right. Could you ask them another question for me?"
6991 "Forget it, then. Let's just leave."
6992 "Look, *do* it. I'm warning you."
6993 "All right. Could you ask them another question for me?"
6994 "Forget it, then. Let's just leave."
6995 "Let me try then..."
6996 "Forget it, then. Let's just leave."
6997 "Look, just *ask* the damn question, all right?"
6998 "Can you ask it another question for me?"
6999 "Forget it, then. Let's just leave."
7000 "Ask him who he is."
7001 "Ask him who he is."
7002 "Ask him who he is."
7003 "Ask him what he's doing."
7004 "Ask him what he's doing."
7005 "Ask him what he's doing."
7006 "Ask him to tell us about the Lady of Pain."
7007 "Ask him to tell us about Fell."
7008 "Never mind. Let's just leave."
7009 "Can you ask it some more questions?"
7010 "That's all I wanted to know. Farewell."
7011 "Can you ask it some more questions?"
7012 "That's all I wanted to know. Farewell."
7013 "Ask him who he is."
7014 "Ask him who he is."
7015 "Ask him who he is."
7016 "Ask him what he's doing."
7017 "Ask him what he's doing."
7018 "Ask him what he's doing."
7019 "Ask him to tell us about the Lady of Pain."
7020 "Ask him to tell us about Fell."
7021 "Never mind. Let's just leave."
7022 "Can you ask it some more questions?"
7023 "That's all I wanted to know. Farewell."
7024 "Can you ask it some more questions?"
7025 "That's all I wanted to know. Farewell."
7026 "Can you ask it some more questions?"
7027 "That's all I wanted to know. Farewell."
7028 "Can you ask it anyway?"
7029 "Enough with the lecture, just ask him."
7030 "Can you ask it some more questions?"
7031 "Never mind, then. Let's leave."
7032 "Show me 'Tavern1,' please."
7033 An oil painting of a young woman.
7034 Vines with black leaves... The stems look extremely sharp.
7035 Mountains of trash are piled here... it looks like a big dumping ground for the city.
7036 Test Drink for Inn 1
7037 "Show me 'Temple1,' please."
7038 "Never mind. Take me back to the main menu."
7039 "I want out of this dialogue."
7040 As you turn away, you notice Morte staring at you. "Eh? Eh?"
7041 "Did you *see* the way that cadaverous beauty was staring at me?" Morte's teeth chatter, as if in anticipation. "She was looking for some lucky cutter to thaw her coffin."
7042 Morte ignores you and becomes thoughtful. "I don't really mind the attention, actually... it's just that I like to be seen as something more than just a skull, y'know? I have feelings that go beyond my base animal instincts. I want courtship, not some fortnight fling around the mausoleum."
7043 "Whoa, chief..." Morte backs slightly out of arm's reach. "Women, they appreciate lovers, not fighters."
7044 "Yeah, well, I may be just a skull, but I've got a big heart."
7045 "What, were you dumped into my life to spit on my dreams and aspirations?! Fine, be that way, then. I don't have a heart, but I *do* have a soul."
7046 "If you had half the sense you died with, you'd know better." Morte's voice rises to new heights of smugness. "When it comes to the annals of love, I wrote 'em all."
7047 "It was great talking to you. Farewell."
7048 Leave the corpse in peace.
7049 "It was great talking with you. Farewell."
7050 Leave the corpse in peace.
7051 "All right then. Great talking to you. Farewell."
7052 "All right then. Great talking to you. Farewell."
7053 Leave the corpse in peace.
7054 Leave the corpse in peace.
7055 "What is it?"
7056 "*Please* don't start this again."
7057 "What are you *talking* about?"
7058 "What, that blank-eyed beyond-the-grave stare?"
7059 "Keep it up, and *I'm* going to fling you somewhere."
7060 "Morte, you *are* a skull. Nobody can help but see you as a skull. Accept it."
7061 "I understand. Now let's get out of here, all right?"
7062 "You are perhaps the *last* person I would ever take romantic advice from."
7063 "Whatever, Morte. Let's go."
7064 "Actually, you *don't* have one of those."
7065 "Whatever, Morte. Let's go."
7066 "Well, actually, I'm betting you d... forget it. Let's go."
7067 "Whatever, Morte. Let's go."
7068 "Whatever, Morte. Let's go."
7069 Someone has taken care to bind the bones of this skeleton with leather straps, woven around the body in such a pattern that they resemble muscles and tendons. The straps are secured to iron bolts punched into the skeleton's joints. This skeleton is in good condition; its bones, freshly coated in whitewash, have had all traces of its former body scrubbed off of them.
7070 Much like the skeletons in the Mortuary, someone has taken care to bind the bones of this skeleton with leather straps, woven around the body in such a pattern that they resemble muscles and tendons. Unlike the Mortuary skeletons, however, there are no bolts in this skeleton's joints... you can't quite see how the joints are connected. Overall, this skeleton is in good condition; its bones, freshly coated in whitewash, have had all traces of its former body scrubbed off of them.
7071 Morte studies the skeleton for a moment, then shakes his head. "Nah... this one's too clean... there's barely any meat left on him at all. Plus, I'd never be able to get all that whitewash off the bones."
7072 "How about this skeleton, Morte? Will it do as a body?"
7073 "Farewell."
7074 Leave the skeleton in peace.
7075 Leave the skeleton in peace.
7076 "I don't know if it's 'too clean'... you could stand to learn a thing or two about cleanliness."
7077 "All right then. Let's go."
7078 This Dustman is dressed in long dark robes, and his hands are folded into his sleeves. His head is bowed, and he is chanting at a measured pace with the other Dustmen around him.
7079 "Greetings."
7080 This Dustman is dressed in long dark robes, and her hands are folded into her sleeves. Her head is bowed, and she is chanting at a measured pace with the other Dustmen around her.
7081 "Greetings."
7082 "I am one of the mourners that chant outside the Dustman kiosk in AR0200 (Hive B). We 'mourn the living' and the player can ask us to mourn for those who have lost loved ones."
7083 "Thanks for the information."
7084 "I am one of the mourners that chant outside the Dustman kiosk in AR0200 (Hive B). We 'mourn the living' and the player can ask us to mourn for those who have lost loved ones."
7085 "Thanks for the information."
7086 "Need to send another report to the Hall of Records..."
7087 "Well, well, lessee if there's any over 'ere, eh?"
7088 "Feh! Thrice-cursed foot rash..."
7089 "Feh! Thrice-cursed bottle!"
7090 "Hnnnh..."
7091 "Distill, else a chamber pot you'll be! Feh!"
7092 "Those little blighters have seen their last days...!"
7093 You examine Ingress' teeth. You can't shake their resemblance to ivory bugs... You get the feeling that they are looking at you expectantly, awaiting some command.
7094 "Hey, Morte. Come here for a minute."
7095 "Aieee! Guards! The intruder be here!"
7096 Done.
7097 "Sahr, you'll have to be leavin'. If you're t'be escorted away, I don't want to be keepin' you here."
7098 Leave.
7099 "What can I do for ye, sahr?"
7100 "I need to use the forge. Can you give me some ore?"
7101 "I need to use the forge. Can you give me some ore?"
7102 "Tell me about your predecessor."
7103 "Tell me about your predecessor."
7104 "Tell me about your predecessor."
7105 "Nothing. Farewell."
7106 "I'm sorry, sahr. The supervisor tells me that ye've spent too much time at th' forge. We need to allow some others at it. My apologies, sahr."
7107 "Tell me about your predecessor."
7108 "Tell me about your predecessor."
7109 "Tell me about your predecessor."
7110 "All right. Farewell."
7111 "Ye want some ore? Very well. Use it well, sahr. It wants to be treated kind."
7112 "I will. Farewell."
7113 "Whatever. Farewell."
7114 "It were the strangest thing! Once Saros got locked up, Thildon just disappeared. No note, no explanation... nothing. Just up and left. He was a right bastard, so no one were too sad he were gone."
7115 "I need to use the forge. Can you give me some ore?"
7116 "I need to use the forge. Can you give me some ore?"
7117 "I see. Farewell."
7118 "Well! Once he got arrested and locked up, we did our level best to make sure he got vanished from memory. We always hated that berk, we did, and it were a relief to have him gone."
7119 "I need to use the forge. Can you give me some ore?"
7120 "I need to use the forge. Can you give me some ore?"
7121 "I see. Farewell."
7122 "'T'were a damn shame to see Saros gone. As a trade-off for that leatherhead Thildon, though... that's a bargain with a fiend, that's for sure. Y'love Saros, but Thildon? He's gone. It's good enough."
7123 "I need to use the forge. Can you give me some ore?"
7124 "I need to use the forge. Can you give me some ore?"
7125 "I see. Farewell."
7126 "Nothing. Farewell."
7127 "It's just south and west of the Mortuary, n' just south of the Gathering Dust, that Dustie bar."
7128 "The mistress o' Sigil? Ye've not *heard* o' her? Ye must be blessed or more cluel... eh, know little about Sigil, indeed." He laughs weakly. "Lady's word's law here in Sigil." He thinks for a moment. "'Cept she don't say much. Dead silent she is, actually."
7129 He looks at you warily. "Don't want ta be talkin' too much about her, cutter... ye don't want ta cross her shadow nor be singing her praises, all right? Now, let's say no more about it. Rattlin' yer bone-box about the lady is dim, dim indeed."
7130 "Yeah!"
7131 "Nothing. Farewell."
7132 "Never mind. Farewell."
7133 "Thanks. Farewell."
7134 "I had some other questions..."
7135 "I see. Thanks for the information. Farewell."
7136 "I've heard enough. Farewell."
7137 "What are those 'Keys' you mentioned?"
7138 "Where do all these doors in the city go to?"
7139 "I had some other questions for you..."
7140 "That's all I wanted to know. Farewell."
7141 "I had some other questions..."
7142 "All right then... farewell."
7143 "I had some other questions..."
7144 "Never mind. Farewell."
7145 "I see. I had some other questions..."
7146 "Never mind. Farewell."
7147 "Never mind. Farewell."
7148 "I see. Farewell."
7149 "Never mind. Farewell."
7150 "Farewell."
7151 "I had some other questions..."
7152 "Thanks. Farewell."
7153 "Some law."
7154 "What else can you tell me about this Lady?"
7155 "Never mind. Farewell."
7156 "Farewell then."
7157 This gate leads back to the Mortuary area.
7158 Gathering Dust Bar
7159 A huge monument... there is no name or plaque identifying what it is honoring.
7160 This obsidian monument has names chiseled on it.
7161 This obsidian wall has thousands of names carved into it.
7162 The Mortuary window... It's so dirty and stained with soot that it lets no light through.
7163 This looks like a mirror... but there is no reflection of the bar in it.
7164 These gates are made of a featureless black metal. There doesn't appear to be any way to open them.
7165 The bar is made from a green stone that seems to evaporate any liquid that touches it.
7166 This appears to be the equivalent of an undead spittoon... body parts lie discarded in the sandy bottom.
7167 This barrel is filled with a murky liquid that smells strongly of brine.
7168 These bubbling tanks are dispensing their contents into wooden kegs. There is a faint smell of vinegar in the air.
7169 This brazier has long since run dry of oil. Only ashes remain in the bottom.
7170 This sarcophagus appears to have been here for centuries. There is no lid... the exterior seems to be made of solid stone.
7171 A barred metal gate. It looks extremely old, but unlike other gates in the city it is free of rust.
7172 This window... if that's what it is... seems to be made from a blue stone that shifts and bends as you look at it. It glows softly in the dim light of the city.
7173 A crude wooden cart. It looks like it would fall apart if anyone tried to use it.
7174 An old shopkeeper's cart.
7175 The wooden slats of these boxes are warped allowing you to see inside. The boxes hold rotting sacks of grain.
7176 This huge box appears to double as a podium.
7177 These barrels are empty. The hoops binding the wood are almost completely rusted through.
7178 This bench looks like it is ready to collapse.
7179 This looks like an entrance but there is no handle or means of opening it.
7180 The symbol above this door identifies this as 'The Office of Vermin and Disease Control.'
7181 This gate looks like it leads to the Mortuary area.
7182 Oddly enough, this grillwork appears to have been grown... not forged.
7183 Annah simmers down slightly, but her tail is still lashing back and forth. "Yeh'd best watch yerself if yeh want ta stay breathin' an' in one piece."
7184 Annah makes a gesture with her tail... evidently meant to be obscene.
7185 Annah nicks the woman with the edge of her blades, drawing a thin line of blood. "Yeh're marked, yeh are," she hisses. The woman looks paralyzed with fear, unable to move.
7186 Grace nods, as if to give you privacy. "I will return shortly." She then turns and leaves.
7187 "Mimir's a talking encyclopedia. That's me, chief."
7188 Morte stares, hypnotized, as the harlot lets loose a stream of obscenities. At the end of the verbal avalanche, Morte is silent for a moment, then turns to you. "Wow, chief. Got a few more taunts for the ol' arsenal." He turns back to the harlot, who is catching her breath. "I'm also in love."
7189 A white oval with a black lightning bolt through it is inscribed on the keystone of the entrance to this building.
7190 "Greetings."
7191 Pass on by.
7192 "Oh?"
7193 "I'm missing a journal."
7194 "Maybe you can help me find what I'm missing."
7195 "Actually, I had some questions..."
7196 "Not today, thanks."
7197 "Forget the journal. Maybe you can help me find what I'm *really* missing."
7198 "I'm not missing anything, but I did have some questions..."
7199 "Never mind. Farewell."
7200 "I see. How much?"
7201 "Forget it, then. I had some questions..."
7202 "Never mind. Farewell."
7203 "Done."
7204 "Forget it. I had some questions, instead..."
7205 "Never mind. I'll find what I'm looking for on my own, thanks."
7206 "Never mind. I'll find what I'm looking for on my own, thanks."
7207 "Never mind. I'll find what I'm looking for on my own, thanks."
7208 Follow her...
7209 This appears to be a gutter of some sort. It looks as though it has seen little use.
7210 Scratched above the doorway are the words 'Smoldering Corpse Bar.'
7211 Follow her...
7212 Follow her...
7213 "Uh... farewell then."
7214 "Uh... 'mimir'?"
7215 "Don't sweat it, Morte. From the looks of her, I'm probably saving you from dying twice."
7216 These furnace pipes are pumping hot air out of the building.
7217 "Never mind then. Farewell."
7218 "Uh..."
7219 "I can pay you. How much?"
7220 These barrels are probably here to catch rainwater. The only thing that fills them is dust.
7221 The vines on this building have withered from the heat emanating from the walls.
7222 This sagging platform looks as if it is about to collapse.
7223 "I can pay you. How much?"
7224 "I can pay you. How much?"
7225 "Never mind then. Farewell."
7226 "Sounds fair. Here's ten commons."
7227 "Never mind."
7228 "I'll keep that in mind. Farewell."
7229 "I'll keep that in mind. Farewell."
7230 "I'll keep that in mind. Farewell."
7231 "There were some things I wanted to know..."
7232 "Can you tell me about this city?"
7233 "Can you tell me about Sigil?"
7234 "Something wrong?"
7235 "'Hello,' indeed." The armoire gives another *hmph!* "So, what have we here? A rogue after some lady's frilly undergarments, hmmmnn?"
7236 "Can you tell me what's of interest around here?"
7237 "Can you tell me about the factions?"
7238 "What can you tell me about the Lady of Pain?"
7239 "I'm looking for someone named Pharod."
7240 "I'm looking for a journal."
7241 "Actually, never mind. Farewell."
7242 "What is it?"
7243 "What is it?"
7244 "Actually, I had some other questions..."
7245 "Never mind. Farewell."
7246 "Never mind. Farewell."
7247 "Never mind. Farewell."
7248 "Where exactly is Sigil?"
7249 "Actually, I had some other questions..."
7250 "Never mind. Farewell."
7251 "Never mind. Farewell."
7252 "Never mind. Farewell."
7253 "Why is it 'wash'?"
7254 "Actually, I had some other questions..."
7255 "Never mind. Farewell."
7256 "Never mind. Farewell."
7257 "Never mind. Farewell."
7258 "Hmmmm. I had some other questions..."
7259 "Thanks for the information. Farewell."
7260 "Thanks for the information. Farewell."
7261 "Thanks for the information. Farewell."
7262 "They gather bodies? Why?"
7263 "What else is around here of interest?"
7264 "Fine... I had some other questions..."
7265 "Never mind. Farewell."
7266 "Never mind. Farewell."
7267 "Never mind. Farewell."
7268 The subject of this portrait is only vaguely humanoid.
7269 "What else is around here of interest?"
7270 "Fine... I had some other questions..."
7271 The underbelly of this platform is thick with razorvine. It looks like it is holding the platform together.
7272 "Never mind. Farewell."
7273 "Never mind. Farewell."
7274 "Never mind. Farewell."
7275 "Not even the Dustmen?"
7276 "Fine... I had some other questions..."
7277 "Never mind. Farewell."
7278 "Never mind. Farewell."
7279 "Never mind. Farewell."
7280 "I see... I had some other questions..."
7281 "Enlightening... farewell."
7282 "Enlightening... farewell."
7283 "Enlightening... farewell."
7284 "I had some other questions..."
7285 "Never mind. Farewell."
7286 "Never mind. Farewell."
7287 "Never mind. Farewell."
7288 You see a Dustman with a crooked smile frozen on his face. Despite the smile, his eyes are as dull as stones. His right arm is shorter than the left, and he keeps it tucked to his side, as if cradling a small child.
7289 "Greetings."
7290 Leave the man alone.
7291 The Dustman's eyes slide over you. "Name." The way he speaks the word, it sounds like the tolling of a bell.
7292 "I... I don't know."
7293 "Uh... sorry to disturb you."
7294 "No name, no name, can't help you." The Dustman speaks in a curious sing-song voice. "Need to give a name if you want to see where it's died."
7295 "What?"
7296 "Given a name when you're born, give it back when you need it no more. Death-of-Names, Death-of-Names." His eyes swim across the monolith, then the walls of the area. "Buried many names here, Death-of-Names has. Tell me a name, I'll show its grave."
7297 "Xachariah."
7298 "Deionarra."
7299 "Dhall."
7300 "Dhall."
7303 "Quentin."
7304 "Uh... I don't know. Try 'Adahn.'"
7305 He shakes his head. "Not dead yet, that name is. Not buried here. Not time, not time."
7306 "Let me try another name..."
7307 "Can you bury a name for me?"
7308 "Very... well. Sorry to disturb you."
7309 He nods, then unfolds his small hand from where it is cradled on his side. It looks atrophied... it is the size of a child's hand. "Costs jink to bury a name. Three coppers, three."
7310 "Xachariah."
7311 "Deionarra."
7312 "Dhall."
7313 "Dhall."
7317 "Quentin."
7318 "Fair enough. Here's thirty commons."
7319 "Fair enough. Here's twenty-one commons."
7320 "Fair enough. Here's nine commons."
7321 "Hmmm. Don't have enough. I did have some other questions, though..."
7322 "Hmmm. Don't have enough. I did have some other questions, though..."
7323 "Hmmm. Don't have enough. I did have some other questions, though..."
7324 "Forget it, then... I had some other questions..."
7325 "Never mind. Farewell."
7326 "Never mind. Farewell."
7327 "Never mind. Farewell."
7328 "At *that* price, anything you can tell me about him."
7329 "What can you tell me about him?"
7330 "Forget it, then... I had some other questions..."
7331 "Never mind. Farewell."
7332 "Never mind. Farewell."
7333 "Never mind. Farewell."
7334 "Where can I find him?"
7335 "Where can I find him?"
7336 "Never mind about Pharod... I had some other questions..."
7337 "Never mind. Farewell."
7338 "Never mind. Farewell."
7339 "Never mind. Farewell."
7340 "Ragpicker's Square?"
7341 "I see... I had some other questions..."
7342 "Thanks for the information. Farewell."
7343 "Thanks for the information. Farewell."
7344 "Thanks for the information. Farewell."
7345 "What's a Collector?"
7346 "I see... I had some other questions..."
7347 "Thanks for the information. Farewell."
7348 "Thanks for the information. Farewell."
7349 "Thanks for the information. Farewell."
7350 The coppers fall into Death-of-Name's hand, and he tucks his arm back to his side. His eyes, now suddenly alive, roll to the back of his head, then snap forward and begin scanning the monolith and walls of the memorial area.
7351 Wait...
7352 He catches sight of a spot on the wall, and he quickly scuttles over to it, hunches down, then begins to chip at the wall. He stops a few moments later, hops up, then returns to you. "Buried." The word has a finality about it that makes you uncomfortable.
7353 "I'd like you to look for a name for me..."
7354 "I'd like to bury another name."
7355 "Thank you. Farewell."
7356 You see Death-of-Names. He is standing at the monument with the same crooked smile, his arm cradled against his side.
7357 "Greetings."
7358 Leave him alone.
7359 Once again, his eyes seem to slide over you. "Name." The way he speaks the word, it sounds like the tolling of a bell.
7360 "I... I don't know."
7361 "I'd like to bury a name."
7362 "Xachariah."
7363 "Deionarra."
7364 "Dhall."
7365 "Dhall."
7366 "Xixi."
7367 "Xixi."
7368 "Quentin."
7369 His eyes roll to the back of his head, then pop back. With a wild gleam, his eyes run across the walls of the monument, scanning the names at inhuman speed. He then points at a section of the wall. "Buried."
7370 Examine the spot he is pointing at.
7371 "I had another name..."
7372 "I'd like to bury a name."
7373 "Just checking. Farewell."
7374 Chiseled into the black stone, in tiny cramped writing, is the name you requested. It is almost lost beneath the sea of names around it.
7375 "I had another name..."
7376 "I'd like to bury a name..."
7377 "Just checking. Farewell."
7378 He shakes his head. "Buried."
7379 "I'm looking for a good time."
7380 "I had another name..."
7381 "I'm looking for work."
7382 "I'd like to bury a name..."
7383 "Just checking. Farewell."
7384 His eyes roll to the back of his head, then pop back. With a wild gleam, his eyes run across the walls of the monument, scanning the names at inhuman speed. He then points to the base of the monument. "Buried."
7385 "Never mind. Farewell."
7386 Examine the spot he is pointing at.
7387 "I had another name..."
7388 "I'd like to bury a name."
7389 "Never mind. Farewell."
7390 "Just checking. Farewell."
7391 Chiseled into the black stone, in tiny cramped writing, is Quentin's name. Unfortunately for Quentin, it doesn't look like his name was sufficient to split the monument as he had hoped.
7392 "I had another name..."
7393 "Never mind. Farewell."
7394 "I'd like to bury a name..."
7395 "I see... I had some other questions..."
7396 "Thanks for the information. Farewell."
7397 "Thanks for the information. Farewell."
7398 "Thanks for the information. Farewell."
7399 "I see... I had some other questions..."
7400 "Thanks for the information. Farewell."
7401 "Thanks for the information. Farewell."
7402 "Thanks for the information. Farewell."
7403 "Just checking. Farewell."
7404 The coppers fall into Death-of-Name's hand, and he tucks his arm back to his side. His eyes, now suddenly alive, roll to the back of his head, then snap forward and begin scanning the monolith and walls of the memorial area.
7405 Wait...
7406 He turns to the base of the monolith, and he quickly scuttles over to it, hunches down, then begins to chip at the monument. Unfortunately for Quentin, the monument does not budge when his name is entered. Death-of-Names stops a few moments later, hops up, then returns to you. "Buried." The word has a finality about it that makes you uncomfortable.
7407 "I'd like you to look for a name for me..."
7408 "I'd like to bury another name."
7409 "Thank you. Farewell."
7410 The man before you looks to be middle of height and years. He is stout with a thick, bullish neck, and his shoulders are hunched, as if a great weight was pressing upon them. He wears an impatient look as he stares at the black monolith in front of him.
7411 "Greetings."
7412 Leave the man alone.
7413 The man throws you a glance. "There's room, cutter. No need to ask my leave to stand here."
7414 "Actually, I wanted to know what this monolith was."
7415 "Very well. Sorry to disturb you."
7416 "It's a tombstone for the planes." He scoffs. "Graveyards of names are scratched on that rock. Can only hope my name's the one that'll split this stone in 'twain." He points at the base of the monolith. "'Quentin,' right there, hammered in just hard enough to send the damned thing crashing down."
7417 "'Tombstone for the planes'?"
7418 "I see. Farewell."
7419 "Aye." Quentin smiles ruefully. "The Dusties scratch the names of the dead on this monument here..." He gestures around him. "And on the walls of this place. Not enough space by my reckoning, but no matter... they do their best. Can barely read half the names."
7420 "What are you doing here?"
7421 "I see. Farewell."
7422 "Reading the new arrivals. Try and find a new one every day, try and remember if I knew 'em, nothing more."
7423 "The Dustmen record the names of all that have died on this monument?"
7424 "I see. Farewell."
7425 "Aye, they scratch 'em on this rock... and scratch 'em on the walls in this place, too." Quentin scoffs. "I don't know why they take the trouble to take a counting of the dead... the Dusties have more care for the living."
7426 "The living?"
7427 "The living?"
7428 "I see. Farewell."
7429 "Aye... y'know about the Dustmen mourners that come to this place? They aren't mourning the dead, see, they're mourning the living. You can barely get a word in them edgewise without 'em asking to mourn some poor *living* berk for ye."
7430 "Why do they mourn the living?"
7431 "I see. Farewell."
7432 "You got me there, cutter." He shrugs. "Might want to put the question t'them. Seems to me the dead are thrice-worth the pity of any poor sod living in this pit." He nods at the monument. "Every name on there is blest in my book, it is."
7433 "Ever know anybody who came back after their name was put on there?"
7434 "Can you tell me who that crazy Dustman is on the other side of the monolith?"
7435 "I see. Thanks for speaking with me. Farewell."
7436 You see Quentin. He's still studying the rock, as if he could topple it with his gaze.
7437 "Greetings, Quentin."
7438 Leave him alone.
7439 "Eh?" Quentin throws you a glance, then nods. "Well met again, cutter. You come to claim a slice of this rock fer yer name?"
7440 "Not yet. I had some questions for you..."
7441 "No, just passing through. Farewell, Quentin."
7442 Quentin smirks. "Not the sanest bird in the cackle-house, is he? That barmy's 'Death-of-Names.'" Quentin scoffs. "Though 'Death-of-Sense' might fit him better."
7443 "What does he do here?"
7444 "I see. Thanks."
7445 "He's the keeper of the memorial area. Knows where all the names are around here, and he can point one out if you need him to. He's a little addled to be sure, but he's helped me a few times." He shrugs. "He's also got the duty of carvin' new names in when their owners pass on."
7446 "I had some other questions for you..."
7447 "I see. Thanks."
7448 "You mean come back from death?" Quentin shakes his head. "Not a one, cutter. Everything that lives dies, and that's the way of things." He shrugs. "Still, considering the planes go on forever n' all, I suppose anythin's possible."
7449 "I suppose so. Say, I had some other questions for you..."
7450 "I see. Thanks."
7451 "No harm in asking, cutter."
7452 "Can you tell me what this monument is again?"
7453 "What are you doing here?"
7454 "Ever know anybody who came back after their name was carved here?"
7455 "Can you tell me who that crazy Dustman is on the other side of the monolith?"
7456 "I see. Thanks."
7457 "Fine... I had some other questions..."
7458 "Never mind. Farewell."
7459 "Never mind. Farewell."
7460 "Never mind. Farewell."
7461 "I had some questions for you. Well... now that I can concentrate."
7462 "Thanks. Farewell."
7463 "Thanks. Farewell."
7464 "Thanks. Farewell."
7465 "Sounds fair. Here's seven commons."
7466 "Never mind."
7467 "Sounds fair. Here's three commons."
7468 "Never mind."
7469 "Whoa! Calm down, Annah!"
7470 "Put those damned blades away!"
7471 Watch, see what happens.
7472 "'Trimmin' my stem'? Do I have to pay for that?"
7473 "Stop threatening the woman, or I'll trim *your* tail, understand?"
7474 "I didn't ask for your views on the matter, Annah."
7475 "All right, all right... calm down."
7476 "Don't *threaten* me, Annah. You're the one with one life, understand?"
7477 "I didn't ask for your views on the matter, Annah."
7478 "All right, all right... just calm down. Your fiend blood's gonna boil over."
7479 Cranium Rat Charm
7480 "Heh. Nice work."
7481 "Calm down, Annah..."
7482 Follow the harlot...
7483 "I see. Well, don't sweat it, Morte. From the looks of her, I'm probably saving you from dying twice."
7484 "Let's just get out of here. Farewell, miss."
7485 Leave.
7486 "Are you okay?"
7487 "Farewell."
7488 "Farewell."
7489 "Farewell."
7490 "Farewell."
7491 "You offering?"
7492 "Yeah, anyway. Look, maybe you can help me. I had some questions..."
7493 "Farewell."
7494 "Farewell."
7495 "Farewell."
7496 "Farewell."
7497 "No thanks. I had some questions, though..."
7498 "No thanks."
7499 "Sure."
7500 "Farewell."
7501 "Farewell."
7502 "Farewell."
7503 "Farewell."
7504 "Farewell."
7505 "Farewell."
7506 "Farewell."
7507 "Farewell."
7508 "All right, then. I had some questions..."
7509 "I see... Farewell, then."
7510 "I see... Farewell, then."
7511 "I see... Farewell, then."
7512 "I see... Farewell, then."
7513 "Can you tell me about this city?"
7514 "Can you tell me about this area?"
7515 "I'm looking for a journal. Have you seen it?"
7516 "I'm looking for someone named Pharod. Do you know where I could find him?"
7517 "Never mind. Farewell."
7518 "Never mind. Farewell."
7519 "Never mind. Farewell."
7520 "Never mind. Farewell."
7521 "Yes, what?"
7522 "I had some other questions..."
7523 "Never mind. Farewell."
7524 "Never mind. Farewell."
7525 "Never mind. Farewell."
7526 "Never mind. Farewell."
7527 "Uh... I had some other questions..."
7528 "Never mind, then."
7529 "Never mind, then."
7530 "Never mind, then."
7531 "Never mind, then."
7532 "Can you tell me about this city?"
7533 "Can you tell me about this area?"
7534 "I'm looking for a journal. Have you seen it?"
7535 "I'm looking for someone named Pharod. Do you know where I could find him?"
7536 "Never mind. Farewell."
7537 "Never mind. Farewell."
7538 "Never mind. Farewell."
7539 "Never mind. Farewell."
7540 Grab her hand.
7541 Grab her hand.
7542 "Hey! What do you think you're doing?!"
7543 Bait the woman into pick pocketing you again, and observe her technique.
7544 "Greetings."
7545 Bait the woman into pick pocketing you again, and observe her technique.
7546 Bait the woman into pick pocketing you again, and observe her technique.
7547 Attack her.
7548 Ignore the incident, leave.
7549 Quietly: "Stop screaming, or I'll remove your lungs."
7550 "Be quiet! Dammit, woman, be silent!"
7551 Snap her neck with your free hand.
7552 Let her go.
7553 "All right then..."
7554 "All right then..."
7555 Attack her.
7556 Snap her neck with your free hand.
7557 Let her go.
7558 Attack her.
7559 Snap her neck with your free hand.
7560 Let her go.
7561 Grab her hand.
7562 Grab her hand.
7563 "Hey! What do you think you're doing?!"
7564 Bait the woman into pick pocketing you again, and observe her technique.
7565 Leave him in peace.
7566 Bait the woman into pick pocketing you again, and observe her technique.
7567 Bait the woman into pick pocketing you again, and observe her technique.
7568 Attack her.
7569 Ignore the incident, leave.
7570 Grab her hand.
7571 Grab her hand.
7572 Grab her hand.
7573 "Hey! What do you think you're doing?!"
7574 Attack her.
7575 Ignore the incident, leave.
7576 "Return what you stole from me. Now."
7577 Snap her neck with your free hand.
7578 Let her go, then leave.
7579 "We're even. Now, I never want to see you again. Understand?"
7580 Bluff: "Give me everything else you have, and I'll let you live."
7581 Truth: "Give me everything else you have, and I'll let you live."
7582 Nod your thanks, then snap her neck with your free hand.
7583 Let her go, then leave.
7584 "I meant *everything,* so give me *everything.*"
7585 "I never want to see you again. Understand?"
7586 Nod your thanks, then snap her neck with your free hand.
7587 Let her go, then leave.
7588 "Fair enough. Now, I never want to see you again. Understand?"
7589 Nod your thanks, then snap her neck with your free hand.
7590 Let her go, then leave.
7591 Snap her neck with your free hand.
7592 Let her go, then leave.
7593 Drop her.
7594 Drop her.
7595 Leave.
7596 Leave.
7597 "Dammit..."
7598 "What's the matter?"
7599 "What do you-?"
7600 "Uh... are you sure, Annah?"
7601 "Put away those damned blades before *I* lose my temper, all right?"
7602 "Sorry, woman, I'd believe the tiefling over you any day. Give the money back."
7603 "Let her go, Annah. She's not worth it."
7604 "Put away those damned blades before *I* lose my temper, all right?"
7605 "Let her go, Annah. She's not worth it."
7606 "I won't let you hurt her unless you can prove she's done something wrong."
7607 "Last time. Put down the blades, let her go."
7608 "So what if she has? She's not worth it."
7609 "Get out of here, woman. We better not see you around here again."
7610 "Woman, you'd better leave."
7611 "Looks like you were right, Annah. All right, woman, return what you stole."
7612 "Doesn't matter. Forget about it, Annah."
7613 "Get out of here, woman. I don't want to see you again."
7614 "Farewell."
7615 "Farewell."
7616 "Farewell."
7617 "Farewell."
7618 You are about to turn away, when you suddenly have a feeling that something is amiss. Suspicious, you glance at the man again, just in time to see him withdrawing his hand from your purse... you can't be sure, but you think he might have taken something from you.
7619 Grab his hand.
7620 Grab his hand.
7621 "Hey! What do you think you're doing?!"
7622 Bait the man into pick pocketing you again, and observe his technique.
7623 "I said, 'Greetings.'"
7624 Bait the man into pick pocketing you again, and observe his technique.
7625 Bait the man into pick pocketing you again, and observe his technique.
7626 Attack him.
7627 Ignore the incident, leave.
7628 Your hand snaps out and wraps around his wrist in a crushing grip. The man gives a yelp, and desperately tries to yank it free.
7629 Quietly: "Stop struggling, or I'll keep your hand."
7630 "Stop struggling, dammit!"
7631 Attack him.
7632 Let him go.
7633 You are not fast enough; he yanks his hand back before you can grab it. With a yelp, he bolts, running down the street.
7634 "All right then..."
7635 The man jumps in surprise, then starts running.
7636 "All right then..."
7637 He continues to struggle in your grip. It's getting difficult to hold him.
7638 Attack him.
7639 Punch him with your free hand, get his attention.
7640 Let him go.
7641 Maybe it is your own pick-pocketing skill that causes you to be on your guard, but as you turn to leave, you instinctively check your purse... and notice the man removing his hand from it. He doesn't seem to know you saw him, however.
7642 Grab his hand.
7643 Grab his hand.
7644 "Hey! What do you think you're doing?!"
7645 Bait the man into pick pocketing you again, and observe his technique.
7646 Let him pass.
7647 Bait the man into pick pocketing you again, and observe his technique.
7648 Bait the man into pick pocketing you again, and observe his technique.
7649 Attack him.
7650 Ignore the incident, leave.
7651 You engage the man in light conversation and secretly study his movements. This man seems to rely on two things: one, pretending to be a high class citizen out of his element to lower the target's guard, and two, distracting the mark by having the victim point out directions... when the victim turns to point at a street or landmark, the man skims the mark's purse and tucks items into his (conveniently long) sleeves. You make a mental note of his technique... just as he makes another grab for your purse.
7652 Grab his hand.
7653 Grab his hand.
7654 "Hey! What do you think you're doing?!"
7655 Attack him.
7656 Ignore the incident, leave.
7657 There must be *something* in your tone, because he stops struggling instantly. He seems to wilt beneath your gaze.
7658 "Return what you stole from me. Now."
7659 Let him go, then leave.
7660 He nods and begins to empty his pockets. He gives you a handful of coins, far more than he stole from you... the total must come to a few dozen copper commons.
7661 "No, you keep the rest... I only want what you stole from me."
7662 "We're even. Now, I never want to see you again. Understand?"
7663 Bluff: "Give me everything else you have, and I won't kill you."
7664 Truth: "Give me everything else you have, and I won't kill you."
7665 Nod your thanks, then attack him.
7666 Let him go, then leave.
7667 He looks at you in surprise, as if you are tricking him. Then he shrugs, and he puts the excess back into his pockets.
7668 "We're even. Now, I never want to see you again. Understand?"
7669 Attack him.
7670 "Eh..." He swallows. "Cutter, that's it. Nothing more."
7671 Let him go, then leave.
7672 "I meant *everything,* so give me *everything.*"
7673 "Fine. I never want to see you again. Understand?"
7674 "Then your life's run out. Prepare to die."
7675 Let him go, then leave.
7676 He nods.
7677 Punch him, make sure he understands.
7678 Attack him.
7679 Let him go, then leave.
7680 Your punch smashes into his jaw and sends him sprawling across the cobblestones. Cupping his jaw with his hand, he groans and staggers to his feet. It looks like you knocked some of his teeth out.
7681 "Now get out of here."
7682 The left hook snaps his neck to the side, and he yelps again. Slightly unsteady now, he turns around to look at you, holding the side of his face with his free hand.
7683 "Have I got your attention?"
7684 He nods, dumbly.
7685 "Give me back everything you stole from me."
7686 "I don't care that you stole from me... as long as I never see you again. Ever. Understand?"
7687 He nods again.
7688 Punch him, make sure he understands.
7689 Attack him.
7690 Let him go, then leave.
7691 You see the same man as before... he still looks lost and is mumbling as he looks at the buildings.
7692 "Greetings."
7693 Pass him by.
7694 He jumps as you speak to him; he looks nervous. "Eh... well met again, sir." He looks hopeful. "I don't suppose I could I prevail upon you to direct me?"
7695 "Direct you where again?"
7696 "No, not today."
7697 "I mean it! I don't have anything more!"
7698 "Fine. I never want to see you again. Understand?"
7699 "Then your life's run out. Prepare to die."
7700 Let him go, then leave.
7701 As you turn away, Annah suddenly steps close to you and rubs up against you.
7702 "What are you doing?"
7703 Annah nods back at the man who is still standing around, staring at the buildings. "That Sig bastard peeled yeh, he did." Annah smiles. "Yeh'd best take care when rattlin' yeh bone-box or yeh might be short of jink at the end."
7704 "What are you talking about?"
7705 She holds out a handful of coins, which she hands to you. "All yeh jink, back ta its owner, aye?" She throws another glance back. "Ee's a piss-poor blighter, he is, cannae pick a berk's pocket without ringin' alla bells o' Sigil. Ee peeled yeh, I peeled it back." She smiles. "Aye?"
7706 "Uh... are you sure he stole from me, Annah?"
7707 "Hey... thanks."
7708 "Eh?" Annah frowns, and her tail begins to lash. "Am I *sure?!*" She steps back from you. "Yeh don't believe me?" She spits. "No matter."
7709 "It matters to me. If that money isn't ours..."
7710 "Never mind, then."
7711 "Eh?" Annah hisses like a cat. "Are yeh *daft?!* He peeled yeh, he did. If yeh were too blind ta see it, then yeh deserved it, yeh did!"
7712 "Can you prove it?"
7713 "Never mind, then."
7714 Annah is silent for a time, then she snatches the money from your palm and hurls it. You watch the coins scatter into the street, some of them splashing into puddles, others falling into gutters and drains. "Let him have it, then!" Annah spits at your feet. "Yeh dinnae deserve ta keep yer jink *anyway!*"
7715 "Keep your voice down. Let's go."
7716 Annah nods and gives an evil smile. "Aye, it was my pleasure, so it was."
7717 "All right. Let's go."
7718 Leave the creature alone.
7719 The creature slowly turns its head down to look at you. Its scaled forehead wrinkles into a frown, then it opens its mouth, giving a low, rasping hiss. You notice that the heat radiating from the creature begins to rise.
7720 "I would speak with you for a moment."
7721 "I would speak with you for a moment."
7722 "I would speak with you for a moment."
7723 Leave the creature alone.
7724 The creature opens its mouth, displaying a row of blackened fangs. Fire begins to dance around the shoulders and arms of the creature as it gives a long, low hiss.
7725 "Calm yourself! I just want to talk to you."
7726 Hiss back.
7727 Leave the creature alone.
7728 The creature roars, then it launches itself at you!
7729 "I told you I wasn't going to do it!"
7730 Defend yourself...
7731 The creature speaks in a rasping hiss; its voice sounds like two rough stones being scraped together. It hisses for a few moments, its gravelly voice rising and falling.
7732 "Uh... what?"
7733 Leave the creature alone.
7734 The creature snarls. "NOTHING to sssay to you, do I." The fiend's eyes narrow to slits. "If ssstay, your warm blood will cover the ssstones."
7735 "I just wanted to ask you some questions..."
7736 "Just try it, and we'll see whose blood covers the street when we're done."
7737 Back off and leave the creature alone.
7738 The creature suddenly sniffs the air, then turns away from you with a strange hiss. It seems to have caught some unpleasant scent.
7739 "I said, I would speak with you."
7740 "I said, I would speak with you."
7741 Leave the creature alone.
7742 The creature's eyes focus on Annah, then narrow to slits. It opens its mouth, displaying a row of blackened fangs as fire begins to dance around the shoulders and arms of the creature. The heat emanating from it begins to rise.
7743 "Hey! I'm talking to you!"
7744 Leave the creature alone, take Annah and leave.
7745 The creature's eyes focus on Fall-from-Grace, then narrow to slits. It opens its mouth, displaying a row of blackened fangs as fire begins to dance around the shoulders and arms of the creature. The heat emanating from it begins to rise.
7746 "Hey! I'm talking to you!"
7747 Back away, taking Fall-from-Grace with you and leave.
7748 The creature roars, then it launches itself at Annah!
7749 "Dammit...!"
7750 The creature roars, then it launches itself at Fall-from-Grace!
7751 "Dammit...!"
7752 This black-scaled fiend towers to a height of eight feet - its great height, however, is offset by its thin, snake-like frame. A long prehensile tail drags behind it, and its leathery wings are hooked behind its back. A strong vinegary smell emanates from the fiend... as well as a certain amount of heat. It seems to be ignoring you.
7753 "Greetings."
7758 Leave the abishai alone.
7759 The Dustman appears to have heard you, but he does not look up.
7760 All the Dustmen carry the exact same tone and rhythm. The chant rises to a near shout every few minutes, then slowly fades in a way that reminds you of an echo. Once it fades completely, the Dustmen speak several lines praising the 'True Death,' then begin their chant again.
7761 The Dustman lifts his head. He does not stop chanting, keeping the same pace and tone as the other Dustmen about him.
7762 The Dustman ignores you, instead bowing his head and resuming chanting.
7763 The mourner suddenly stops, and he studies you. "Do you feel anguish over the one that has died?"
7764 "We will mourn your pain and that of her father, if it does not give offense."
7765 "We will mourn your pain, if you so desire."
7766 "We will mourn your pain, if you so desire."
7767 "We will mourn her pain, if she will not take offense."
7768 "We will mourn his pain, if he will not take offense."
7769 The Dustman nods and resumes chanting.
7770 The Dustman bows his head and resumes chanting.
7771 "We are in mourning."
7772 "We mourn not for the dead. We mourn the living."
7773 "We mourn the living that feel loss for the departed."
7774 "The passing of a soul into the True Death frequently leaves a troubled wake. When the departed is loved, anguish and a sense of loss often accompanies the passing."
7775 "Whoa, chief." Morte cuts in before you can speak to the creature. "Bar that. You don't want to be rattling your bone-box with any fiend on the street. Leave be."
7776 "I wanted to ask it some questions..."
7777 Leave the creature alone.
7778 "No you don't." Morte glances at the creature, then turns back to you and lowers his voice to a whisper. "They're touchy. Let's just go."
7779 "I'll risk it."
7780 Leave the creature alone.
7781 "Anguish and loss are strong emotions. Such emotions anchor the living to this existence, preventing them from reaching the True Death when death comes for them. We mourn the living stricken with such emotions."
7782 "It is sometimes called the final death. The True Death is the freedom from this shadowy, painful existence. It is freedom from emotion. Freedom from reason. Freedom from these shells."
7783 The Dustman nods. "Some have called it that. It is not entirely accurate."
7784 The Dustman waits.
7785 All the Dustmen carry the exact same tone and rhythm. Unlike the chanting you heard when you first approached the memorial, however, this chant cycles, like the cresting and receding of waves on a shoreline. With this thought, your memories stir...
7786 You remember vaguely standing on a distant shore... in someplace else, somewhere far from here. There is someone with you, a woman. She is standing to your left just past your peripheral vision, and you can't make her figure out. As you try to flesh out the memory, it fades...
7787 ...and you are once again standing with the Dustmen mourners. Their chant has dropped to near-silence. They stop, speak several lines praising the 'True Death,' then begin their chant again.
7788 All the Dustmen carry the exact same tone and rhythm. Unlike the chanting you heard when you first approached the memorial, however, this chant has a much higher pitch, like the whistling of an arrow, or a wind screaming through a canyon. This chant begins and ends quickly - when the Dustmen fall silent, they speak several lines praising the 'True Death,' then begin their chant again.
7789 All the Dustmen carry the exact same tone and rhythm. Unlike the chanting you heard when you first approached the memorial, however, this chant has a certain energy and randomness about it - the chant is unpredictable, the tone seeming to change even as it passes their lips. No matter how much the chant changes from moment to moment, the Dustmen match each other perfectly. When the chanting finally drops to near-silence, the Dustmen speak several lines praising the 'True Death,' then begin their chant again.
7790 Unlike the chanting you heard when you first approached the memorial, this chant is but a single note, drawn out for several minutes... it reminds you of the tolling of a great bell. The Dustmen remain silent for a moment after ending the note, speak several lines praising the 'True Death,' then begin the 'chant' again.
7791 Unlike the chanting you heard when you first approached the memorial, this chant is more subtle; at times, the chant is so low it seems to blend in with the noise from the streets. The Dustmen fall completely silent after a minute or so, speak several lines praising the 'True Death,' then begin the 'chant' again.
7792 The Dustman looks at you blankly. "Our chanting has not changed. We have carried the same chant since we began."
7793 The Dustman shakes his head. "Perhaps it is you who has changed."
7794 "I mourn Iannis. He has been wounded by the loss of his first and last daughter, Deionarra."
7795 "We mourn your anguish over the departed."
7796 "We mourn the Wife-of-Angyar, who feels anguish over the departed."
7797 "We mourn Adahn, who feels anguish over the departed."
7798 The Dustman nods, then bows his head and resumes chanting.
7799 The mourner suddenly stops, and he studies you. "Does the one you speak of feel anguish over the one that has died?"
7800 "We will mourn your pain, if you so desire."
7801 "The events surrounding her death are not known to me."
7802 "We will mourn their pain, if it will not give offense."
7803 Unlike the chanting you heard when you first approached the memorial, the tone of this chant is harder to discern. As you listen, you realize it sounds strangely muted, as if the air itself was absorbing the chant. The Dustmen's chanting drops off after a minute or so, they speak several lines praising the 'True Death,' then they begin the chant again.
7804 "We mourn the one you spoke of who feels anguish over the departed."
7805 Morte sighs as you are about to speak to the creature.
7806 "Yes?"
7807 "Oh, nothing... life is the best teacher, you know." He nods at the creature. "Go ahead."
7808 "I will."
7809 "All right, never mind. Let's go."
7810 Leave.
7811 "I would speak with you for a moment."
7812 Listen to their chanting.
7813 Listen to their chanting.
7814 Listen to their chanting.
7815 Listen to their chanting.
7816 Listen to their chanting.
7817 Listen to their chanting.
7818 Listen to their chanting.
7819 Leave.
7820 "Greetings."
7821 Leave them to their chanting.
7822 "Nay!" Annah looks terrified. "Nay, don't be rattlin' yer bone-box wit one o' 'em! Those fiends'll gut yeh alive!"
7823 "What are you doing?"
7824 "I mourn for one dead."
7825 "I am here for one who has lost another."
7826 "I wanted to ask it some questions..."
7827 "All right, never mind, then. Let's move on."
7828 "Sorry to trouble you. Farewell."
7829 Annah shakes her head. "It'll gut yeh fer sure, it will."
7830 "I'll risk it."
7831 Leave the creature alone.
7832 "Are yeh *daft?!*" Annah breaks in, her tail lashing back and forth. "Have yeh heard nothing I've said t'yeh?! Don't be rattlin' yer bone-box with fiends!"
7833 "I'll risk it."
7834 "All right, then. I'll leave it alone... let's go."
7835 "Yeh're a right royal eejit, yeh are!" Annah spits. She looks furious. "Yeh'll run out of lives soon enough and then I'll take me leave of yeh, I will!"
7836 "And I'll be the more blessed for it. Now let me talk."
7837 "I'll just be a moment. Calm down."
7838 "All right, then. I'll leave it alone... let's go."
7839 "I would speak with you."
7840 Listen to their chanting.
7841 Listen to their chanting.
7842 Listen to their chanting.
7843 Listen to their chanting.
7844 Listen to their chanting.
7845 Listen to their chanting.
7846 Listen to their chanting.
7847 Leave him in peace.
7848 "No. The death does not stir my emotions."
7849 Truth: "Yes... I believe I am to blame for the death of an innocent woman, Deionarra. Not only am I troubled over this, but I feel guilt over the grief I have caused her father."
7850 Truth: "Yes... I am to blame for the death of an innocent man, Xachariah. His passing has troubled me."
7851 Truth: "Yes... I am to blame for the death of many innocents across the planes. The anguish caused by this revelation is almost more than I can bear."
7852 "It is not I. There is a woman, Wife-of-Angyar, who has lost a son. Anguish hangs heavy upon her."
7853 Lie: "No, uh, I'm speaking for a friend, uh... Adahn - he's the one who feels anguish over the person who died."
7854 "Yes, this recent death brought me a great deal of anguish and pain."
7855 "Well, uh, before I get into that, I had some questions for you..."
7856 "If you could, it would ease her father's pain and my pain greatly."
7857 "No, there is no need. Farewell."
7858 "If you could, it would ease my pain greatly."
7859 "No, there is no need. Farewell."
7860 "If you could, it would ease my pain greatly."
7861 "No, there is no need. Farewell."
7862 "If you could, it would ease her pain greatly."
7863 "No, there is no need. Farewell."
7864 "If you could, it would ease his pain greatly."
7865 "No, there is no need. Farewell."
7866 Listen to their chanting.
7867 Listen to their chanting.
7868 Listen to their chanting.
7869 Listen to their chanting.
7870 Listen to their chanting.
7871 Listen to their chanting.
7872 Listen to their chanting.
7873 Leave.
7874 Leave.
7875 "Who has died?"
7876 "Who are you mourning in particular?"
7877 "Who are you mourning in particular?"
7878 "Who are you mourning in particular?"
7879 "Who are you mourning in particular?"
7880 "Who are you mourning in particular?"
7881 "Who are you mourning in particular?"
7882 "That is all I wished to know. Farewell."
7883 "The living?"
7884 "Who are you mourning in particular?"
7885 "Who are you mourning in particular?"
7886 "Who are you mourning in particular?"
7887 "Who are you mourning in particular?"
7888 "Who are you mourning in particular?"
7889 "Who are you mourning in particular?"
7890 "I... see. I had some other questions..."
7891 "I think I've heard enough. Farewell."
7892 "Why?"
7893 "Who are you mourning in particular?"
7894 "Who are you mourning in particular?"
7895 "Who are you mourning in particular?"
7896 "Who are you mourning in particular?"
7897 "Who are you mourning in particular?"
7898 "Who are you mourning in particular?"
7899 "I... see. I had some other questions..."
7900 "I think I've heard enough. Farewell."
7901 "Which is natural..."
7902 "So you mourn the living because..."
7903 "True Death?"
7904 "Who are you mourning in particular?"
7905 "Who are you mourning in particular?"
7906 "Who are you mourning in particular?"
7907 "Who are you mourning in particular?"
7908 "Who are you mourning in particular?"
7909 "Who are you mourning in particular?"
7910 "I... see. I had some other questions..."
7911 "I think I've heard enough. Farewell."
7912 "True Death?"
7913 "Who are you mourning in particular?"
7914 "Who are you mourning in particular?"
7915 "Who are you mourning in particular?"
7916 "Who are you mourning in particular?"
7917 "Who are you mourning in particular?"
7918 "Who are you mourning in particular?"
7919 "I... see. I had some other questions..."
7920 "I think I've heard enough. Farewell."
7921 "Sounds like oblivion."
7922 "Is that why you mourn the living?"
7923 "Who are you mourning in particular?"
7924 "Who are you mourning in particular?"
7925 "Who are you mourning in particular?"
7926 "Who are you mourning in particular?"
7927 "Who are you mourning in particular?"
7928 "Who are you mourning in particular?"
7929 "I... see. I had some other questions..."
7930 "I think I've heard enough. Farewell."
7931 "Who are you mourning in particular?"
7932 "Who are you mourning in particular?"
7933 "Who are you mourning in particular?"
7934 "Who are you mourning in particular?"
7935 "Who are you mourning in particular?"
7936 "Who are you mourning in particular?"
7937 "No matter. I had some other questions..."
7938 "I think I've heard enough. Farewell."
7939 "What are you doing?"
7940 "Why has your chanting changed?"
7941 "I mourn for one dead."
7942 "I petition for one who has lost another."
7943 "I would listen to your chant."
7944 "Sorry to trouble you. Farewell."
7945 Try to remember...
7946 Try to remember...
7947 Try to remember...
7948 Try to remember...
7949 Shake off the memory.
7950 Regain your bearings.
7951 Regain your bearings.
7952 Listen again.
7953 Leave them to their chanting.
7954 "I have some questions for you..."
7955 Leave them to their chanting.
7956 "I have some questions for you..."
7957 Leave them to their chanting.
7958 "I have some questions for you..."
7959 Leave them to their chanting.
7960 "I have some questions for you..."
7961 Leave them to their chanting.
7962 "Your chanting has changed... I can hear a difference in the tone and rhythm."
7963 "Very well, never mind."
7964 "I have other questions..."
7965 "Perhaps so. Farewell."
7966 "Deionarra? I have heard of her. Do you know how she died?"
7967 "I had some other questions..."
7968 "Thank you. That is all I wished to know."
7969 "I have recovered. The one you mourned before we spoke is more in need than I."
7970 "I had some other questions..."
7971 "Thank you. That is all I wished to know."
7972 "She has recovered. The one you mourned before we spoke is more in need than she."
7973 "I had some other questions..."
7974 "Thank you. That is all I wished to know."
7975 "Uh... Adahn has recovered. The one you mourned before we spoke is more in need than he."
7976 "I had some other questions..."
7977 "Thank you. That is all I wished to know."
7978 "I had some other questions..."
7979 Listen.
7980 Leave.
7981 "No. It does not stir their emotions."
7982 "Yes. A woman, the Wife-of-Angyar, has lost a son. Anguish hangs heavy upon her."
7983 Lie: "Uh, yes... my friend, uh... Adahn... just lost someone close to him. He feels anguish over the person who died."
7984 "Yes, this recent death brought them a great deal of anguish and pain."
7985 "I apologize... I misspoke. Farewell."
7986 "If you could, it would ease my pain greatly."
7987 "No, there is no need. Farewell."
7988 "I had some other questions..."
7989 "Very well. That is all I wished to know."
7990 "If you could, it would ease their pain greatly."
7991 "No, there is no need. Farewell."
7992 "I have some questions for you..."
7993 Leave them to their chanting.
7994 "The person has recovered. The one you mourned before is more in need than the one I spoke of."
7995 "I had some other questions..."
7996 "Thank you. That is all I wished to know."
7997 "I understand."
7998 "No. Forget it."
7999 "Very well. Kel'lera, I had some questions for you..."
8000 "That's quite a chain of speculation. Is she correct, Kel'lera?"
8001 "Interesting. I'll keep that in mind. In the meantime, Kel'lera, answer some more questions for me."
8002 "That's quite a chain of speculation. Is she correct, Kel'lera?"
8003 "Interesting. I'll keep that in mind. In the meantime, Kel'lera, answer some more questions for me."
8004 This cowled figure is hunched by the Mortuary gate. His face is obscured by the shadows of his hood... what little you can see is his chin, which is covered with stubble and what appears to be a foul green and purple rash. The rash seems heaviest around his neck, fading as it crawls up to his chin.
8005 "Greetings."
8006 The figure doesn't budge... there is a moment of silence, then he responds in a high-pitched voice that sounds more suited to a girl of ten years than a man. "Hai?"
8007 "Hai?"
8008 "Pox am I, hai."
8009 "Wait for deaders, do I, hai."
8010 "Find a deader, take him through the gate, get some jink, then again I wait, hai."
8011 "A deader's to a Dust-man what copper's to a Collector, bring them the dead, they give you copper at the gate, they do, hai."
8012 "Streets clean, deaders put in their place, streets don't stink, dead aren't lost, kept inside gate, all happy, hai."
8013 "Haul deaders inside gate, put them on slabs, cut them up, bury them, or make them walk, hai."
8014 "Hai, they make some get back up, if the deader gives the Dustmen leave to, and the deader become a skels or a zoms."