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1 Why hast thou disturbed me here? Hast thou no manners? Get out! |
2 So, <CHARNAME>, you have sullied your father's name by defiling his home and bringing ruin to a peace that has lasted for centuries. I spit on you and all of your friends. Your transgressions will be punished in the most severe form. I formally accuse you of the murders of Brunos Costak and Rieltar Anchev. |
3 Why have I accused you? You were seen fleeing the murder scene. Koveras found the identifying ring of a Shadow Thief assassin in your personal effects, and gold minted in Amn. I feel that it is strong enough proof to accuse you. |
4 You were seen fleeing the site of the murder by the guest known as Koveras. |
5 From everything we have seen and found, it is not hard to figure what your purpose was. From what I have been told, you have been trying to place all the misfortune of the Sword Coast squarely on the shoulders of the Iron Throne. I assume you and your friends are assassins in the employ of Amn. Perhaps you were sent up north to create discord in the region before an Amnian invasion. It matters little; you and your friends are to be sent to Baldur's Gate where an appropriate punishment will be administered. |
6 But I have done nothing wrong! Why have you accused me of such a thing? |
7 Fine. Do your worst, you old coot. |
8 But I have done nothing wrong! Why have you accused me of such a thing? |
9 I am pleased to see thee again. Hast thou come to collect the inheritance from your father? He left thee several items, all of which are within his old room. Please forgive my abrupt nature, but much requires my attention this day. It is important that we later speak of your foster father, but not now. Meet me in the outer grounds later today. |
10 Surrender to the guard, young one. Thou wouldst only make it worse for thyself. |
11 Hello, young one. I am sorry to see thee in such terrible circumstances. I know thee well enough to see that you have been falsely accused. Tomorrow Ulraunt will most likely sentence thee to be sent to Baldur's Gate. There, thou wouldst receive the death penalty for these actions. I know that Gorion would not want to see his only child killed a scant few weeks after his own death. 'Tis as a favor to his memory that I will help thee escape. Make thy way through the catacombs beneath the library, but disturb them not. I have your possessions with me. You must take them and go with haste. |
12 I know of no one named Koveras, but Koveras is the reverse of Sarevok, a young man who accompanied the leaders of the Iron Throne when they first came. I know not where he has gone. |
13 Do you know anyone by the name of Koveras? |
14 Thank you for helping us. |
15 Gorion has been looking for thee, young one. |
16 First off, let me introduce myself. I'm Scar, second-in-command of the Flaming Fist. Though it is not necessary for you to reveal your names, please answer me this: Are you the group that was involved in the trouble at the Nashkel mines? |
17 Ah, nope. |
18 Yes, that was us. |
19 I hope you're telling the truth, though it doesn't really matter. You're free to go. If you ever have any trouble or change your minds about your identity, you can find me outside of the Flaming Fist compound. |
20 Well, I have to say you've made quite the commotion up here in Baldur's Gate. I can't really put my finger on a single source, but there have been many strange happenings going on within the city. It's been getting harder and harder for me to put trust in someone. I need outsiders to do some investigations, people with no connections to anyone within the city. Would you be interested in working for me in such a capacity? |
21 We really don't have the time or the inclination. |
22 If it pays well, sure. |
23 I'm sorry to hear that. You're free to go. If you ever have any trouble, or if you change your mind about helping me, you can find me outside the Flaming Fist compound. |
24 All right then. What I'm about to tell you must be held in the strictest confidence. Do you understand? I need you to begin an investigation of the Seven Suns trading coster. The Seven Suns leadership has been acting strangely of late. They've been selling off valuable assets and neglecting many of their more profitable trading ventures. Considering the importance that the trading coster holds over the economy of the city, the Grand Dukes are noticeably upset. I've gone to talk to the coster's head, Jhasso. He rudely rebuffed me, telling me to mind my own business. I've known Jhasso for many years, and this isn't his usual behavior. I can't start up an official investigation, as there is no real reason for doing so. That's why I need you. |
25 We're ready to start, tell us what we need to do and how much money you'll pay us to do it. |
26 We're ready to go for it, but there's something you need to know first: We think that the Iron Throne may be behind recent events along the coast. At the mines in Nashkel and in Cloakwood, we've learned much about the goals and methods of the Iron Throne, and it doesn't bode well for the future of this region. |
27 Well, that sheds new light on things. There's nothing I can really do about it now, but I'll make sure to look into it. |
28 I want you to break into the Seven Suns compound and find out what's wrong. Use stealth in your investigations; I don't want this operation to cause too much fuss. The most important person to watch for is Jhasso. Once you've found out as much as possible, report back to me at the Flaming Fist compound. I'll pay you 2,000 gold for this favor. |
29 The estate is located on the southwest side of town. I wish all of you the best of luck. Remember, once you're done at the Seven Sun's estate, it's imperative that you meet me at the Flaming Fist barracks, which are just west of the Seven Suns. |
30 abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*() -_=+\|]}[{;:'",<.>/?– |
31 I am glad to see you have returned. So what news do you bring me? |
32 We didn't learn anything, sorry. Do you have anything else for us to do? |
33 According to one of the merchants we met, the Seven Suns has been infiltrated by some sort of shapeshifter. I don't know what kind of monsters they are, but the merchants are fearful. |
34 Doppelgangers had taken over many of the higher echelons of the coster. The monsters are all dead now, slain by us. |
35 That's too bad. Hopefully it only means that my fears were misplaced. I want to discuss some of the fears I have about the Iron Throne. I'll be waiting just outside the doors of the Flaming Fist barracks. Whenever you have time, come talk to me. |
36 This is very serious news. I must ask you another favor. If you were to return to the compound and destroy this infestation of monsters, I would be willing to double your wage. |
37 Sorry, we've had enough to do with the Seven Suns. If you have any information about the Iron Throne, we'd like to discuss that instead. |
38 Sure we can go back, but the reward better be worth it. |
39 All right then, if you'd rather discuss the Iron Throne, then I'm perfectly willing. I have some paperwork to do, then you can meet with me outside of the Flaming Fist barracks. |
40 I must thank you once again; you're doing a great service to this city. |
41 You have done very well! I will be doubling your wages for the heroic service you have provided to this city. We must keep in touch; I may need your help in investigating the Iron Throne. |
42 Back so soon! How did your battle fare? |
43 We don't think we will be able to defeat all of the doppelgangers. |
44 The doppelgangers are all dead. Jhasso is back in control of the business. |
45 We killed all the doppelgangers, but we weren't able to save Jhasso. |
46 That's understandable. The creatures you have described are a very dangerous breed, IF they are the monsters I think they are. You'll still get an extra 2,000 gold, and you need not worry about retaliation from these creatures; I'll be sending in a detachment of the Flaming Fist to deal with them. Unfortunately, using this kind of strong-arm tactic on the city's premier merchant coster will bring down a lot of trouble on my head. |
47 I'm impressed! You are as good as your word and obviously very deadly in your work. I'll give you the wage you deserve, triple our original agreement. I want to keep in touch with you, especially if the Iron Throne is up to what you say it is. |
48 It is sad that a good man like Jhasso had to die, but I am impressed that you defeated all of those horrible creatures. You are a fine group of warriors and worth every bit that I'm about to pay you. We have to keep in touch, especially if the Iron Throne is as underhanded as you say it is. |
49 Hello, <CHARNAME>. I have another job for you. This one involves a group you have dealt with in the pastâ€â€the Iron Throne. Duke Eltan himself wishes to speak to you about this. Will you come with me? |
50 Sorry, we have other things on our mind right now. |
51 Of course we'll come, especially if we have an audience with the Grand Duke. |
52 Greetings, I am Scar, second-in-command of the Flaming Fist. My commander, Grand Duke Eltan, has expressed an interest in meeting with you. It has to do with your previous involvement with the Iron Throne. |
53 We can't come at the moment. There are other, more important, matters at hand. |
54 Show us the way to this "Grand Duke." |
55 Perhaps you don't understand the importance of your invitation. One of the Grand Dukes has requested an audience. It would be embarrassing for both of us for you not to show up. |
56 Well, now that you put it that way, I guess we'll come along. |
57 Sorry, our minds are made up. |
58 If you change your minds, you can find me here. |
59 Just follow me, I'll take you to the Flaming Fist compound. The Grand Duke is waiting for us. |
61 Have you changed your minds about seeing the duke? |
62 We hold by our earlier decision. |
63 Okay, take us to your Duke. |
64 The duke really wants your assistance in these matters, so I'll wait here in case you decide to be more reasonable. |
65 Let me introduce you to Grand Duke Eltan, one of the lords of the city, commander of the Flaming Fist, and member of the Lord's Alliance. |
66 I have another job you might be interested in. You'll be well paid for your services. Care to hear more? |
67 We don't have time for another job right now. We'd rather discuss the Iron Throne. Do you have any information on them? |
68 We're always interested in more work. What does it entail? |
69 Greetings, mercenaries. I'm Scar, second-in-command of the Flaming Fist, the city's standing army. You haven't been in our city for too long, have you? Well, if you're looking for a job, I have one that might get your interest. Do you want to hear more? |
70 We're not interested. |
71 Sure, tell us some more. |
72 All right then, meet me outside of the Flaming Fist barracks and we can discuss the Iron Throne. |
73 The problem is this: Every night people have been disappearing from the streets of the city. My men have been scouring the city trying to find the culprit, but so far to no avail. People have begun to get scared, and very few are willing to leave their homes at night. Something has to be done, and quickly. Would you be willing to take the job? I'd pay you 300 gold in advance with a 1,000 gold bonus if you discover what's been happening with the disappearing citizens. What do you say? |
74 We have other things to do. |
75 We agree to your terms. |
76 Your job is really simple. All I want you to do is patrol the east of the city and find an entrance to the sewers. Perhaps you'll get lucky and find out what's been happening. If you do find out what's been happening, come to see me at the Flaming Fist barracks. Our only clue so far has led us to the sewers, so if you want to explore them first, it would probably be a good idea. Also, we've found tracks of some many-legged creature, perhaps a centipede-like monster. |
77 It's good to see you again. How have things gone? |
78 Sorry, we failed to learn anything. |
79 We learned that an ogre mage holed up in the sewers was responsible for all the disappearances. He had several carrion crawlers that would steal out at night to carry off random victims. The crawlers used their hapless prey as food, while the ogre mage took any valuables they might have. |
80 A crazed ogre mage was sending off his pet carrion crawlers to kill innocent victims. For what purpose, we cannot say. |
81 You've done a good job and earned your bonus in full. Do you have any of the items possessed by the ogre's victims? I'm sure their families would like to have something to remember of their loved ones. We know for a fact that the Sashenstar family lost a daughter to those creatures. She had a signet ring, a ring inset with a ruby. |
82 Sorry, we didn't find anything. |
83 Yes, we did. We'll happily return it. |
84 That's too bad. Well, I'm going to need some people to do some investigating of the Iron Throne. I'm just going to finish up some paperwork, then I'll be just outside the main doors of the Flaming Fist compound. If you wish to discuss the Iron Throne, just come talk to me there. |
85 I thank you for your honesty. I'll throw in a 3,000 gold bonus for the return of the items. Anyway, I'm going to need some people to do some investigating of the Iron Throne. I'm just going to finish up some paperwork, then I'll be just outside the main doors of the Flaming Fist compound. If you wish to discuss the Iron Throne, just come talk to me there. |
86 All those poor people. I'm glad you were able to stop the ogre mage. You have earned your bonus. Anyway, I'm going to need some people to do some investigating of the Iron Throne. I'm just going to finish up some paperwork, then I'll be just outside the main doors of the Flaming Fist compound. If you wish to discuss the Iron Throne, just come talk to me there. |
87 Well, what are you doing here? Keep on your nightly patrols and come back once you've found something. If you feel that you're having no luck, then come and talk to me, and I'll reassign the mission to someone else. I have something else of importance that you might be interested in. It involves the Iron Throne. |
88 That's okay, I'll send one of my squads to see if they can find anything out. Anyway, I have another mission for you. I'm going to need some people to do some investigating of the Iron Throne. I'm just going to finish up some paperwork, then I'll be just outside the main doors of the Flaming Fist compound. If you wish to discuss the Iron Throne, just come talk to me there. |
89 Before you leave, I must congratulate you. It takes brave people to battle the foul denizens you have described. As well, I'm going to need some people to do some investigating of the Iron Throne. I'm just going to finish up some paperwork, then I'll be just outside the main doors of the Flaming Fist compound. If you wish to discuss the Iron Throne, just come talk to me there. |
90 Go to Gorion and listen well, for without knowledge, life is a mere shadow of death. |
91 Uhh, yes, son, it certainly has been a long time. How are you doing, my boy? |
92 Um, yes... it's Mom, and I want you to stop all this zombie foolishness and come to Beregost with me. Surely someone there can help you. |
93 Uuuuuuuuuhhhh... |
94 I am pleased to see that you have taken time to pay tribute to wise Oghma. |
95 Hhhhhhhhhhhh... |
96 It's madness! By what logic do you steal mine parents' visage and attack my family?! You shall die for this! |
97 No matter. I've not seen you since, um, Zhentil Keep. Thank the gods we all got out safely. |
98 No matter. I've not seen you since, um, Zhentil Keep. Thank the gods we all got out safely. |
99 But these are not our kin! What madness has your eyes? Zombies all! |
100 I am disappointed in you, son. These are not your family, and it's an abomination to suggest it! |
101 It's not I who lies, but you to yourself! You rob others of THEIR loved ones to replace those you betrayed long ago! |
102 Indeed. I can offer you healing potions, if you wish, as a token of goodwill. |
103 You do not trust us? |
104 Now Montaron, had I just been attacked I might be leery as well. So be it, I shall not heal you. |
105 Stop a second there, young'n, 'cuz I heard what you gone and done for old Brun. It made me ashamed that I didn't try to help him myself. Good to know there's still someone willin' ta go the extra mile, even for a stranger. I want you to have this heirloom of mine, because of what you did. Now my heirs didn't loom so big, but you ought to get more use out o' it than my mantle does. Folks like you make a jaded old man think there's still decent people out there. |
106 Stop a second there, young'n, 'cuz I heard what you gone and done for old Brun. It made me ashamed that I didn't try to help him myself. Good to know there's still someone willin' to go the extra mile, even for a stranger. I want you to have this heirloom of mine, because of what you did. Now my heirs didn't loom so big, but you ought to get more use out o' it than my mantle does. Folks like you make a jaded old man think there's still decent people out there. |
107 An interesting piece o' material you got there. Ankheg, if I'm not mistaken. Been a while since I seen the like, but if I remember correctly, it makes a fine set of armor. If properly treated it's comparable to full plate with half the weight! If you're willing to part with your shells I'll give you 500 gold for the lot of them. No more can I offer with business as slow as it is. Iron shortage hurting us all. |
108 Hold, Montaron, this young wayfarer is in need. Someone has set about thee, stranger, and you have barely escaped with your life. |
109 A child wandering the wilderness? Surely you must be none too bright to be traveling these roads. |
110 An exhausted whelp in the forest? |
111 You should find your father, for he wouldst speak with you. |
112 Heh heh. |
113 It is good to see you again. The libraries are yours to use for the duration of your stay. Let me show you to your hostel room. |
114 Greetings, I hope you find the resources at our library to be adequate. Let me show you to your hostel rooms. |
115 Before I take you to your hostel rooms you should understand that I want no trouble. I hope that is understood. |
116 There are several rules that need be adhered to, of which you are no doubt aware. First, you are prohibited from taking any of the books from their respective rooms. Second, certain rooms will be inscribed with a rune, and are not to be entered. Third, you are not to stay within the confines of Candlekeep for more than ten days. Now follow me; I'll take you to your quarters. |
117 Hey ho there, fellow travelers! You look to be wanderers of the adventuring sort. Tell me, what direction calls you? |
118 Stop and surrender yourself. You are accused of murdering the men Brunos Costak, Thaldorn Tenhevich and Rieltar Anchev. If you give yourself up now, you will be assured of a fair trial. |
119 I am proceeding in a northerly direction this day. |
120 I am heading south for a time, though that may change. |
121 I am heading south for a time, though that may change. |
122 I am heading south for a time, though that may change. |
123 It is the same for me! Surely this lends us a familial bond of sorts. The smart move would be to travel as one, especially with the number of bandits in the area. You probably need the counterbalance of my intelligence as well. |
124 Ah, my loutish friends, that is my direction too. Fate has crossed our paths, and we could all benefit by traveling together. It will be the classic pairing of you, the stalwart adventurers, and I, the intelligent one. How could you refuse? |
125 Oh no, not my way at all. Nevertheless, since you are so obviously in need of guidance from someone with not quite so much orcish heritage, I shall alter my course and come with you. Don't bother to thank me; just grunt approval. |
126 Well, I suppose I'll be on my way then you idi You said YES! I mean, of course I'll come with you. My intellect and skill as a cleric will undoubtedly make your group much better than it is. Onward. |
127 I should have guessed by your knuckle-dragging gait and minuscule nose, you're a complete and utter moron, aren't ya? |
128 I suppose there would be no harm in your joining me. |
129 No, and don't call me Shirley. |
130 Whatever. Come if ye must, but watch your mouth. |
131 How could I refuse? Watch me. Taketh thou a hike! |
132 Uh HUH. If you must. |
133 Thou art a dink, to be sure. Get lost. |
134 I am proceeding in a northerly direction this day. |
135 I am proceeding in a northerly direction this day. |
136 If it's your business, east is my direction. |
137 If it's your business, east is my direction. |
138 If it's your business, east is my direction. |
139 Westward till dawn, if plans stay unchanged. |
140 Westward till dawn, if plans stay unchanged. |
141 Westward till dawn, if plans stay unchanged. |
142 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
143 Please, will no one help me? Anyone? I've nowhere else to be turnin'. I beseech thee, kind <SIRMAAM>, please help. It's strange happenings at my farm, and I've not the strength I once had. I've nothing to offer, and even if I did I doubt such as you would have need of it. Please. |
144 Will no one help me? Anyone? I've nowhere else to be turnin'. Please, you're young and strapping, can you lend a neighbor a hand? There's somethin' going on at my farm, and I can't afford to hire help. I've nothing to offer you, save my gratitude. |
145 Will no one help me? Anyone? I've nowhere else to be turnin'. I'm not the kind to be hiring mercenaries, and neither can I afford it, but I need your aid. Please, out of the goodness of your hearts, can you help an old man? |
146 16 |
146 Because of this damnable iron shortage, it cost the last of my savings to repair the plow. I've nothing left but my son Nathan, and now he is missing. By Chauntea, it was hard enough just asking for help! Please! |
147 You need look no further for aid. What can I do? |
148 You need look no further for aid. What can I do? |
149 You need look no further for aid. What can I do? |
150 I could help, but surely you must be able to pay something. |
151 I could help, but surely you must be able to pay something. |
152 I could help, but surely you must be able to pay something. |
153 This is not my concern, old man. |
154 This is not my concern, old man. |
155 This is not my concern, old man. |
156 You'll not come? Then I've no hope. Nothing left... |
157 There's nothing I can do. Nothing... |
158 Oh, by the Great Mother, thank you! My son Nathan and his friends went looking for our missing cattle, then they just up and disappeared! Been gone for days now and, with all the bandits around, who knows what's happened. I don't know where they were heading, but I saw some sort o' tracks to the west. Please find Nathan. I can't afford to keep the farm without my son. |
159 I've not been able to find your son, but I'll not stop till I do. |
160 I can't find him at all. It's beyond me. |
161 Have you found my son? Is he well? |
162 Please keep looking. He's out there somewhere, and I must know his fate. |
163 No, my only son... It is a black day. He died for this farm, but I am too old to work it and too poor to hire someone else. I've lost him AND the land. At least now I know. Thank you for your help but... I wish to be alone now. |
164 You need look no further for aid. What can I do? |
165 Save your breath, your words fall on deaf ears. I've no interest if there is no money involved. |
166 This is not my concern, old man. |
167 I am afraid Nathan is dead, sir. He died defending your farm from a nest of strange beasts. |
168 Pssst! We should give Brun the treasure. He needs it more than we do. There's always another dungeon for us. Be tactful though; he's a proud man. |
169 Brun, this is the hoard that the creatures had. It's more than we can carry, and more than we could use. Do us a favor and take it off our hands, will you? |
170 Brun, we have all we need. In fact, you'd be doing us a favor if you would take this extra off our hands. It's a burden for us to carry. |
171 Hey, old man, we can spot you some gold till you're on your feet again. |
172 Tough luck I guess. See ya. |
173 Well, if it's causin' you strife to hang on to it, I suppose I could... hold it for ya. Thank you, strangers. I don't believe I'll see the likes of you again. |
174 Thanks, but no thanks. I'll not be takin' yer pity money. I've lost a lot, but not my dignity. |
175 What am I to do...? |
176 Brun, this is the hoard that the creatures had. It's more than we can carry, and more than we could use. Do us a favor and take it off our hands, will you? |
177 Brun, we have all we need. In fact, you'd be doing us a favor if you would take this extra 100 gold off our hands. It's a burden for us to carry. |
178 Hey, old man, we can spot you some gold till you're on your feet again. |
179 Tough luck I guess. See ya. |
180 Ah, this will make a fine suit of plate for a governor or better. Nobility like exotic materials and don't care much about the price. Probably close to 20,000 gold for a tenday's work when I'm finished. I may survive this iron shortage after all. |
181 Whoa! Iron is not so scarce as to make me that desperate! 500 gold or nothing, and you can take it or leave it! |
182 Suit yourself, but whatever you do with it, I'd do it quick. If not properly dried and cured it will rot in less than a tenday. Be no use to anyone beyond that. |
183 Hello again! Still have that ankheg shell I see. Have you reconsidered my offer for it? 500 gold is fair. |
184 It's you again. I am afraid I'm no longer interested in the ankheg shell ye possess. I can tell by the sight of it that it's begun to rot. You'll not get 1 gold for it now, let alone 500. What a shame. |
185 A shame it is. It could bring quite a bit once finished. How about this? For 4,000 gold I'll make it into plate for you instead. It's half my normal rate for working on an exotic, but, as I mentioned, business is slow. |
186 Good on you. Now it will take me a while to finish, but you will soon have the finest armor in Beregost, if not the entire Sword Coast. Come back in three days, and I'll have it ready for you. |
187 It's not ready yet. Perhaps another day or two. Be patient; quality takes time. |
188 Ah, you have returned. And here be what I promised you. Beautiful isn't it? A finer set of armor I have not made for some time. Wear it well. |
189 And gold would be cut like cheese in battle, if you catch my meaning! Bah! Come back with the gold or don't come back! I'll not suffer lip such as this in my own smithy! |
190 If it be gold you're short of, you may want to try for the bounty on the cleric Bassilus. I hear it already nears 5,000, so you would have change to spare. Be quick about it though. That shell will rot in a tenday if not cured. |
191 Back again, are you? Well, which will it be? Sell me the shell for 500, or do I make you armor for 4,000? |
192 I'm not interested in selling it just now, though it would be to you if I do. |
193 You have just bought yourself some ankheg, sir! A pleasure doing business with you. |
194 Hardly a fair price for the trouble I went through to get it. Double your offer, and consider it done. |
195 I suppose I will take it. |
196 Well, I'll just have to leave it then. |
197 I'm not interested in selling it just now, though it would be to you if I do. |
198 You have just bought yourself some ankheg, sir! A pleasure doing business with you. |
199 Hardly a fair price for the trouble I went through to get it. Double your offer, and consider it done. |
200 Though your offer is generous, it is more than I can afford right now. |
201 A fair price for the workmanship of Taerom Thunderhammer. 4,000 gold it is. |
202 4,000 gold is ridiculous! It would be cheaper to make it from the gold itself! |
203 I'll sell it to you. I'm sick of carrying it around. |
204 Here's your 4,000. Make me a suit of armor to be proud of. |
205 I'm not interested in either. |
206 Heee hee he ha! You no fight! You fight, you die! Give all gold and iron or you die! 'Tis simple choices! What I say, or die! Die die DIE! |
207 You no join Chill! Not even funny! 'Tis insult you die for! |
208 Your hearts are brave! We rip them out and show you! Chill, attack! |
209 You smart coward! You live to run away again! No move no follow, or Chill kill! |
210 We'll never surrender to you cut-rate marauders! |
211 We'll not fight you. In fact, we want to join your group. |
212 We don't want any trouble. Take what you want and leave us be. |
213 Fists |
214 Chain Mail |
215 Medium Shield |
216 Chain Armor of Darkness |
217 Neither shall I hold thee to a debt of honor for slighting my good intentions, though your conscience may. |
218 Nothing to fear from these simple potions, and I'll not even hold you in debt, though your conscience knows otherwise. |
219 Perhaps as payment you would go with us to Nashkel. It is a troubled area and we mean to investigate some disturbing rumors surrounding the local mines. Some acquaintances are very concerned about the iron shortage. Specifically, where to lay blame in the matter. You would be useful, though I'll not hold you to it. We are to meet the mayor of the town, a man named Berrun Ghastkill, I believe. |
220 My compatriot and I go to Nashkel. Our business is not your concern. Suffice it to say that some acquaintances of mine wish us to look into this iron shortage. If you follow, I'm sure we'll find a use for you. |
221 Goody good good! We should make haste to Nashkel, just a short ways south of here. Onward, intrepid friends. |
222 You won't do this for me? You're bad, and I'll have someone hurt you! You'll see! That one's a meany, Monty, not a nice child at all! |
223 We've precious little time, but it's best to travel accompanied. |
224 Silly! Your friends are no concern of ours. Go as you wish by yourself. Hopefully you fare better than you have so far. |
225 I've no wish to strain our relationship, but you did promise to go to Nashkel. Our delay is making me rather... tense. I'm not nice when I'm tense. |
226 Much as I truly care about your needs, I would prefer that we forgot your petty travels and went to Nashkel! |
227 Ooo... Subtle, yet insulting. |
228 You said we would go to Nashkel! You did! I don't wanna be your friend no more! Wahhhhhh! |
229 Aye Xzar, looks to have been roughed up quite well. |
230 And ye look a bit scuffed, too. A fine pair of troubles all your own. |
231 We've not the time for your troubles, though we may have a purpose for ye. |
232 I'll not be insulted by this whelp! |
233 Refuse if ye wish. |
234 Just like all good people. |
235 Your conscience be your guide. |
236 Aye, we'll go wit' ye. Ye owe us fer our time though. |
237 The night be not kind to fools. Luck be with you. You'll need it. |
238 Abela the Nymph |
239 Now you've gone and set him off! Blasted mage will blither for hours! Off wit' ye! I'll not suffer the both of ye! |
240 Rein it in, wizard! I canna stand the way your senses flit about. Could we just travel in peace? |
241 I'd be grateful for any assistance. |
242 I prefer to manage on my own. |
243 I know you not and want none of your help! |
244 Well, I never! Hmph! |
245 There is little else for me to do. I may as well go with you. |
246 Go on your way and leave me be. I would go my own path. |
247 I would join with you, but I must meet someone first. Perhaps you will go with me? |
248 I would join with you, but I must meet someone first. Perhaps you will go with me? |
249 There is little else for me to do. I may as well go with you. |
250 Go on your way and leave me be. I would go my own path. |
251 I would join with you, but I must meet someone first. Perhaps you will go with me? |
252 I would join with you, but I must meet someone first. Perhaps you will go with me? |
253 I apologize, but I cannot allow you to leave. Gorion wishes to see you as soon as possible. |
254 Hold, travelers! Before you will be allowed entrance, you must donate a tome of great value to our libraries. |
255 I am sorry, friend. I know that you are the child of Gorion and have dwelt here all your life, but I cannot exempt anyone from the sanctions of the most high Ulraunt. |
256 Don't lie to me, child. You do not possess the proper book. When you do, you may return, and I will allow you entry. |
257 You have met the requirements to gain entry to our most holy library. It is fine to see the child of Gorion once again within these hallowed grounds. Please have your less civilized friends refrain from causing trouble. We are very strict with the letter of the law, as you well know, <CHARNAME>. |
258 I hope your time here was fruitful. |
259 You are accused of murdering the leaders of the Iron Throne. Give yourselves up and stand a chance of a fair trial! |
260 We don't have a book, but I used to live here. |
261 You may not enter the store at this time. |
262 We have the book you require. |
263 What brings thee here, child of Gorion? I am very busy and must ask thee to visit another time. |
264 Thou wouldst do well to stop avoiding your foster father, he needs to speak with thee urgently. |
265 Hold, travelers! Before you will be allowed entrance, you must donate a tome of great value to our libraries. |
266 Citizens, please step forward. |
267 Plate Mail |
268 Xan |
269 Shar-Teel |
270 Alora |
271 Edwin |
272 It was unbearable, waking each morn to the mud and rock instead of the rising sun. I am Xan, a Greycloak of Evereska, and as proficient in the ways of magic as any man can be. If you be enemies of Mulahey, I would join your cause, hopeless though it is. |
273 At last I am free of my dreary prison. Five and eighty days are far too long for one of the Fair Folk to live as a dwarf. You look no better off than I, but my appreciation for my liberty bids me add my spells to your cause. I am Xan. Shall we face the impossible together? |
274 Alas, I was sent to investigate the strange goings-on about this area and I landed caged for seemingly hopeless weeks on end. I have not seen the sun almost as long as I have not seen my home. |
275 I thank you for my rescue but I must leave quickly. I wish you well in your struggle, though it is surely lost. |
276 I understand your decision, for the odds are surely insurmountable. I shall return unto Evereska and report of these dire straits. |
277 I thank you. However ineffective our actions be, I shall not rest until I have made payment to you. If you have searched through Mulahey's treasure, you may have found a sword among his documents. The sword is a moonblade, and it is my most valued possession. |
278 Certainly you are welcome to join with me. Another pair of hands can only help, especially when they are proficient in the ways of magic. |
279 Certainly you are welcome to join with me. Another pair of hands can only help, especially when they wield powerful magic. |
280 It's hard enough trying to keep our hopes up without you to bring them down. I'd rather you didn't join us. |
281 It's hard enough trying to keep our hopes up without you to bring them down. I'd rather you didn't join us. |
282 How did you come to be trapped in such an inhospitable place? |
283 How did you come to be trapped in such an inhospitable place? |
284 Certainly you are welcome to join with me. Another pair of hands can only help, especially when they wield powerful magic. |
285 It's hard enough trying to keep our hopes up without you to bring them down. I'd rather you didn't join us. |
286 If that is the case, I don't want you in my group. How effective can you be if you were captured by this lot? |
287 There is no need to be rude. I will go back to my home in Evereska and leave you to your hopeless quest. |
288 It's not I who lies, but you to yourself! You rob others of THEIR loved ones to replace those you betrayed long ago! |
289 I'm a dork. |
290 I was good for days 'n days and now I can go to the fair! |
291 Poppa was in the mines, but Momma says he's with the Mommy of All now. |
292 Mother said not to talk with strangers. |
293 You funny lookin'. |
294 Good day, friend! You are the child of Gorion, are you not? I recognize you from his letters, for he writes of you often. Forgive my manners; I am Jaheira and this is Khalid, my husband. |
295 Greetings. You... you look familiar, though it's not your looks. I am not sure what I expected, but I believe you are Gorion's child. I am Jaheira; this is Khalid. |
296 It is almost a slight on him, but I see it too. |
297 We are old friends of your adopted father. He is not with you? I must assume the worst. He would not permit his only child to wander without his accompaniment. |
298 Gorion often said that he worried for your safety, even at the expense of his own. He also wished that Khalid and I would become your guardians, if he should ever meet an untimely end. However, you are much older now, and the choice of your companions should be your own. |
299 It would be a fitting last service to Gorion, though we should first go to Nashkel. Khalid and I look into local concerns, and there are rumors of strange things happening at the mines. No doubt you have heard of the iron shortage? You would do well to help us. It affects everyone, including you. We are to meet the mayor of the town, Berrun Ghastkill. |
300 Well, good! We'll leave as soon as you're ready, though it should be soon. |
301 It seems Gorion was a bit generous in his assessment of you, but it's your decision, and I wish you luck on your way. |
302 Indeed? Interesting. In that case I think we should definitely travel as one. You can never be too careful about the dangers of the open road. Wherever they may spring from. |
303 Abela |
304 Albert |
305 G-good to know you. |
306 Something about you is f-familiar, child. Your manner reminds me of a sage I know, b-by the name of Gorion. |
307 If... if he has passed, we share your loss. |
308 We could t-travel with you until you get settled, help you find your l-lot in life. |
309 Jaheira! M-mind your m-m-manners! This must be the child that Gorion wrote of so often. |
310 Alvanhendar |
311 I fear I must d-depart as well. Jaheira and I are inseparable. |
312 Your company would be welcome. |
313 I would rather choose my own future and leave Gorion's past behind me. I'll find my way on my own. |
314 I'm already going to Nashkel. My current companions wish to visit there as well. |
315 I am a wanderer of the realms not unlike thyself, and thou hast caught my notice. I would ask thee a riddle, just as a point of interest for me, and I have a gift if thy answer is correct. My simple test of logic is thus: You have a mother who had four children. Two were twin girls of quiet demeanor, to be named Spring and Summer. The third child, a hellion of a boy, was named Autumn. What was the given name of the fourth and final child? |
316 Oh, dear. Well then! Don't dawdle in the woods too long, my young friend. It is dangerous out at night, and I would think that thou would like a FRIENDLY ARM to help GUIDE thee. Yes, <SIRMAAM>, a FRIENDLY ARM IN-deed would be useful. Here's a little something for thy trouble... that thou will undoubtedly encounter. I shall possibly see thee again in thy travels. Goodbye and, well, good luck. |
317 Excellent! Basic sensibilities in abundance! I'll not delay thee any longer, for thou art quite capable of the task at hand. Take this potion, though thou may not need it, and go with haste to thy destination. Remember, do not turn down the help of a friendly arm's guidance. I shall see thee again, my friend. |
318 I congratulate your wise decision. I wish you well for whichever endeavor you now embark upon. However, I must warn you, this woman among you, she is a member of the Shadow Druids. I would not think it prudent to trust such an individual. The Shadow Druids believe in the violent suppression of all forms of civilization. |
319 Hello again, friend! Thy current path may lead thee to great peril. Be sure that thou hast experienced enough to brave the challenges before thee. |
320 I'll not go down the mines again! 'Tain't natural what's down there! I just don't understand how adventuring fools like you go and put yourselves in harm's way. I do whatever I can to avoid trouble. |
321 A dozen men have been lost to the mines. Surely it is a cursed place. I don't believe any of the foreman's excuses, and I don't care about any extra pay. I ain't going near it. You're fools if you go there. |
322 I paid 35 gold for a sword from Beregost and it "rotted" in my hands! What can disease metal so? Has your gear done the same? Even if you got your blades out of some dank old dungeon, just bringing them near tainted metal makes them weak. Seems like only magic weapons don't degrade, but who has those? No one I know. |
323 I hear tell of adventurers in town, but they're all talk and no action. If you see them, give 'em a kick and tell 'em to get moving. We need help, and we need it fast. |
324 Move aside, and I'll be on my way. I have no time to waste on idle blathering. Hard enough making a living without you slowing me down. |
325 The guard is pathetic! Why, if I had my way, that Brage would have been quartered by now! He's just a man, like any other. A blade delivered in the proper fashion will drop him as simply as his victims! |
326 <<The player must manually enter the answer. The correct response is their own name.>> |
327 Incorrect response. |
328 Today we forget about the mines and enjoy the festival as a family. You would do well to take a break as well. Too much death in the air lately. |
329 If the guard cannot protect the miners, the least they could do is find my husband's body! He's been missing for days now, and I just keep getting the runaround. Someone ought to go down there and show them how to take care of business. |
330 My sister was due from Beregost days ago. I hope she arrives soon. The soldiers say there might be an ogre about. Nasty things, they are. Thankfully they are usually dumb as a sack of hammers. Not that I would say that to one's face, mind you. |
331 I must speak with the guard. I commissioned a work from the sculptor, but I have not seen him, nor my advance, for over a month. A nice fellow, that Prism, but he should be a little more concerned about the needs of his customers. |
332 Please, leave me be. |
333 I'm in no mood for the fair. How can they celebrate after that awful Brage did what he did? I knew that whole family! To think he was captain of the guard. |
334 That blamed fool merchant wants 30 gold fer a simple iron plow! Never in me born days have I heard the like! |
335 The blacksmith is all but closed for lack of ore. Ain't nowhere to get my horses shod. |
336 I've no time fer ta talk to ye now. |
337 Business is on the wane today, what with the fair just east of town. So, would you like a drink? |
338 If the mine production slows any more, we'll all be in the poorhouse. So, would you like a drink? |
339 Beware the woods to the west, friend, for I hear tell of ogres and madmen. So, would you like a drink? |
340 Volo's blasted review cut my business in half! I'll take him for a chat out back when next I see him! So, would you like a drink? |
341 What are you doing in our sacred home? Your trespass will not be tolerated. I am the archdruid of this wood, and such as you must be stamped out before they cause further harm to Cloakwood. |
342 The commander was friend to many before he found that sword. He's not the man he was, by Helm. |
343 The reward for the commander's head is a king's ransom, but I'll not be lifting MY sword against a brother soldier. |
344 An entire unit went west after Brage to try to talk some sense to him. It's been a week, and none have returned. |
345 I am sorry for my mood. All the guard are still grieving the loss of Commander Brage. |
346 I'll not believe a man of Brage's rank could kill his own family. 'Twas evil magics of some sort. |
347 Why are you not at the fair, citizen? 'Tis but a moment's walk east of Nashkel. |
348 My sword is chipped and tarnished, but we'll not be given new until prices come down. |
349 We don't have the manpower to patrol the mines, what with the problem of bandits up north. |
350 If ye be a bounty hunter, rewards can be collected with Oublek, just outside of the garrison. |
351 Travel lightly, wanderer. The woods harbor strange things. |
352 Move along, citizen. |
353 Even if we find the captain, a court would surely have his head for his crimes. Such a waste! |
354 The ore shortage closed me shops. Spare a copper till I be on me feet? |
355 Alms, alms for the poor? |
356 I've nothing of value, p-please let me be. |
357 It's odd for the sculptor Prism to miss a festival, though he's always been rather driven in his work. Even though he's been missing a month, I thought he would come to the festival. |
358 The local sculptor has not been the same since his trip to Evereska. |
359 Prism carves with unnatural speed; 'tis surely unhealthy. |
360 My muse shall not speak to such as thee. |
361 Interested in a little business on the side, friend? I've a man who swears by his grandmother he glimpsed a white wolf up in the Cloudpeak ice fields. It was but a short ways south, and she be easy pickings for a smart sword. I'd pay you good money for its pelt, so it's a guaranteed sale if you go. Keep it in mind on your travels. Can I interest you with anything here in my humble shop? |
362 A lot of missing livestock lately, but it's puzzling. It's not the bandit's style to be raiding farms. |
363 I advise you to seek lodging here in Beregost, friend. The roads out are treacherous at best, but the bandits make travel suicide. |
364 Officially, if you're attacked by any of the raiders, you should give 'em whatever they want. We get fewer leads off of corpses. |
365 Off the record, if I was attacked by those thieving bandit bastards, I'd shaft 'em good with about three feet o' steel! That would get me a heroes' tombstone! |
366 Move along, citizen. |
367 Never have I seen a highwayman that was more interested in iron than gold. Certainly there are strange plans afoot. |
368 The bandits roaming the Coastway road are more organized than mere thieves. I'd almost say mercenary, but such talk will get me sacked. |
369 My blade and armor are so worn, they are just this side of useless! |
370 If this iron shortage goes on much longer, I will be reduced to wearing leather and swinging a club! This guard is crippled! |
371 5,000 gold! It's a soldier's wage for a lifetime! |
372 Zombies ain't usually much of a fight for a seasoned group o' fighters, but I hear tell that Bassilus keeps 'em well organized. What ye need is time to position for advantage. |
373 I've lost ten head of cattle in the last month alone! Gall-derned raiders must be gettin' into rustling I figure. |
374 I swear I saw something moving out back o' my place, so I keep a pyre burning all the time now. As long as that keeps it out of my backyard, I don't care what it was or where it went. |
375 Three o' mah hired hands a run off in the last month! Disappeared right in the middle o' the work day! Ya just can't get good help these days. |
376 If the city watch cannot protect us from raids, what am I paying tax for?! I would be better off hiring mercenaries than trying to rely on the city guards. Nobody is fool enough to want to guard my caravans though. Cowards all. Guess I'll just wait out the crisis here. |
377 A right evil man, that Bassilus! He don't just kill people, he makes them into zombies and pretends they're his family. What would make a man do that, exceptin' evil? |
378 Where did Bassilus come from? No one's sure, but I heard he may have lived at Zhentil Keep before it was destroyed. I thought everyone died when it crumbled. I curse the fates that he lived through it. |
379 I hear that to prove you have actually taken his head, you have to produce Bassilus's holy symbol. Not that I would ever touch it of my own free will. He's one of Cyric's boys. They are just not right in the head. |
380 About time someone dealt with the monster Bassilus! He has killed so many! It's disgraceful he has been allowed to continue so long! Hopefully the reward will speed his capture. |
381 It was but a short ways from here, this tragic event I tell. A score of men lost when their boats swamped. Worst tragedy the fishing community's had in years. |
382 [no text] |
383 A more puzzling thing I've never heard. I was left for dead by the raiders, and a stranger healed me. Had the worst visage I ever hope to lay eyes on, but his bearing I cannot question. |
384 I'll call no man coward who commands the dead, but most of those that stayed and fought at Zhentil Keep perished when it fell to the siege. |
385 I was attacked outside the city last week. Weren't by bandits, but by a man who dissolved into slime when he died! It's enough to make a man never leave the house! |
386 Blasted halflings talk in circles! I know not which is more treacherous, Firewine Ruins or Gullykin north of it. Keep an eye on your purse strings if you wander through that area. |
387 I still feel their arrows' sting in my haunches! Mind you be polite to the small folk, lest you limp home as I did! Halflings may look small, but they sure hurt when they attack in numbers and keep their distance. |
388 Those halfling fools sit not a day's travel from the Firewine Bridge ruins, and never pay it a second glance! Had I a stout blade and time from the farm, I'd sack it for all the treasure it's worth! |
389 It will be a cold day in the lower planes before I risk my neck in the elven ruin o' Firewine! Who knows what lurks around in those tight passages. You can barely stand two abreast in there. Tight enough to be a tomb, and for many a man it is a tomb. |
390 Firewine be an elven trading town destroyed in a fool's duel some two hundred odd winters bygone. Ask the rubble if it cares who the winner was. |
391 It's your neck, and if you be wanting to stick it into the dungeons, it be your loss as well. |
392 Many a fighting too-tall has come through Gullykin, and always the same question with them. Here be the answer that always replies: None of halfling height know where the key to ward lock be! |
393 Aye, we choose to leave the ruins be. Who is more the fool, the man who sits idle in his old chair enjoying the sunshine, or the man who labors long for a fine new chair that he might sit in someday? |
394 There may well be great wealth beyond our dear Gullykin, but Dallillia the provider gives what we need. What care we for anything more? |
395 We've stuck a few kobolds before, but in Firewine they seem more organized, not like their kind at all. Still stink like kobolds, though. |
396 I'll not go near places the dead walk, leastwise not since my uncle was possessed. He came out of a dungeon slathering mad, and the cleric in his group had not the experience to dispel the evil from his mind. It was a prayer to hold him still that freed him, but he'll not go near another ruin. |
397 That Ulcaster School was a storehouse of knowledge and magic, but them that haunt the place are no better for it. Being dead longer than you were alive must tend to addle the mind. |
398 Simple logic says there must be magic treasure in the ruins of a magician's school such as Ulcaster, but 'tis a treacherous task to get to it. Dead wizards are not known to sleep soundly, nor to wake jovial. |
399 Rumor tells of a magical gate in the bottom o' the school ruins, but no one knows where it leads. Anywhere is better than that accursed place, if ye ask me! |
400 'Twas some three hundred years hence, but folk still cringe at the mention of the destruction at Ulcaster School. I've not met a soul who claims to know why it occurred, and none that were there are alive to say. |
401 What takes you out this far from civilization? |
402 What foolishness takes city dwellers this far from civilization? |
403 I don't have time to waste on naive adventurers. |
404 Horse |
405 A strange coincidence! I have a quest similar to your own. I have been hunting the bandits in the region for the past few months. Perhaps if we worked together we would fare better. What say you to that? |
406 Perhaps our paths will cross some other day. |
407 I have been tracking a group of bandits for the past few days. If you desire, we can continue to track these brigands together. |
408 It is none of your affair. |
409 Their leader, an ogre named Tazok, took the life of someone very dear to me. |
410 Chicken |
411 It's none of your concern, stranger. |
412 We're adventurers, ready to smite any evil that darkens our path. |
413 It's none of your business. |
414 We're adventurers on the lookout for evil to smite. |
415 The ranger Kivan has told us that the leader of the bandits is named Tazok. |
416 Kolvar tells us that the Zhents aren't too pleased at their name being misused by the Iron Throne. |
417 Now, Jeb, maybe they're leery of the danger because the group of us can do nothing against the Umberlee bitch. We are but fishermen and not accustomed to fighting, while you are obviously better equipped. No doubt you shall change your mind? |
418 Well, then, we don't want you in our party! |
419 Well, I guess that's how you want it. We still need another good warrior, so why not join our party? |
420 We don't need some vengeance monger in our party. You can leave. |
421 Halt! Be you friend or foe? |
422 I am Ajantis, squire paladin of the Most Noble Order of the Radiant Heart, servant to Helm, son of the noble family of Ilvastarr. I am here to hunt down the vile brigands who assault those traveling these roads. What of you? |
423 I am Ajantis, squire paladin to Lord Helm. I have come down from the city of Waterdeep to fight against the brigands that make these roads unsafe to travel. What of you? |
424 I have not come across such rude travelers in a long time. Off with you. |
425 Well then, I wish you safety in your travels, for the roads are very dangerous. |
426 In that case, why do we not join forces against these contemptible lawbreakers? |
427 When I introduced myself, you perhaps heard when I referred to myself as a squire knight. I am on a quest to earn my right to be a full-fledged member of the Most Noble Order of the Radiant Heart. Perhaps we could join forces, for we both wish to see the end of this bandit threat. |
428 I will not take these insults to my honor. Draw steel! |
429 You... are correct. I apologize for my misbehavior. Goodbye and good riddance. |
430 We're friends. Who are you? |
431 Until you tell us who you are, how should we know? |
432 When was the last time someone answered "foe," tin head? Why don't you tell us who the hell you are? |
433 We share a similar goal. We too are after the bandits who have been raiding along the Coast Way. Why do you fight against these brigands, Ajantis? |
434 We are just travelers. |
435 We too want to put an end to the bandit raids. |
436 We're just travelers. |
437 Sorry we upset you, Mr. Garbage Can. We just want to ask you, is that your natural stench we smell or did you make a mess in your armor because our weapons scared you? |
438 Too bad. Goodbye. |
439 We apologize for our hasty words. Can we start over again? |
440 Sounds good to us. We're always on the lookout for another sword arm. |
441 Sorry, we don't have the need for another companion. |
442 Why not? We could use another warrior. |
443 Sorry, but we're not interested. |
444 If that's the way you want it, you armor-plated buffoon, then prepare to meet your god. |
445 I thought great knights only attacked evil, not weary travelers such as us. |
446 Greetings, I'm Kagain. What can I do for you? |
447 I run an escort business. I hire mercenaries to escort caravans on route from Amn to Baldur's Gate. Right now I'm lookin' for some strong sword arms, and I'm willing to pay high. It seems that one of the caravans under my protection never arrived at Baldur's Gate, and I need ta know what happened. You look like a strong group of warriors. Interested in a job? |
448 That's good. I've been having a lot of problems with bandit activity lately, but they've always only taken the cargo and let the caravan go afterward. I've been catching flak from the family of some of the passengers of this caravan, after all it was the job of my mercenaries to make sure everyone got safely to Baldur's Gate. Normally I wouldn't give one damn about some stupid whiner, but one of the passengers was the son of Entar Silvershield, and in this part of the world, his word is law. SO do you want the job or not? |
449 I'll pay each of you 30 gold per head, plus a share of any booty, if there's no one left alive to claim it. |
450 I'll pay 15 gold per head, as well as equal opportunity to loot any of the dead bodies the bandits may have left behind. |
451 I'll give each of you a share of whatever booty we take off the bodies of those poor caravan passengers. |
452 Well, that's fine, I can always find myself some more reasonable warriors. |
453 Hey, I'm glad you guys have some sense in your heads. I have an underling who can take care of business here while I'm gone, so let's get a move on. |
454 Well, if you're not here for a job and you don't need an escort, why don't you get the hell out of my face? |
455 Be'land |
456 Well, look what I found. This is the body of Silvershield's son. Guess I'm in a lot of trouble now. With him dead, I'll be a wanted dwarf. From what I've gathered so far, all of you are after them damnable bandits. Well, since my reputation is now mud how 'bout I help you gain revenge on those scumbags? |
457 Stupid chumps, your loss. |
458 Um, what kind of shop is this anyhow? |
459 Sorry, wrong shop. |
460 Sorry, we don't have the time. |
461 Sure, we always need more money, tell us more. |
462 Ah, on second thought, not really. |
463 Sure, as soon as you tell us how much we'll be paid. |
464 Sounds good to us. |
465 Too cheap for us. |
466 Sure. |
467 Shut up and stop trying to rip us off, we're out of here. Gods, I hate salesmen... |
468 Great! |
469 What do you take us for, stupid? |
470 Hey! We changed our minds, we'll take your offer. |
471 Bye, you greed-mongering shrimp. |
472 We don't want you around anymore, so hit the road. |
473 Sure, we could use your skills. |
474 Sure, as soon as you tell us how much we'll be paid. |
475 Sure, as soon as you tell us how much we'll be paid. |
476 I agree Boo, they look to be friendly. Greetings, we are Minsc and Boo. We have traveled far to explore this land, but now my charge Dynaheir has been taken from us. 'Twas gnolls, and once we have tracked them I will beat sense into their heads until they release her. Accompany us, and bards will sing the deeds of Minsc and Boo... and friends. |
477 Let us pass, strangers, for we have not much time to waste. What? Yes, I'll ask them. Boo and I go to rescue my charge, Dynaheir. You may aid in our victory, if you wish. There is glory enough for all! |
478 Boo is my faithful animal companion, and more than he seems. |
479 My hamster does not like your tone. Away with ye. |
480 You would leave an innocent to suffer with nary a twitch of your sword arm? RrraaaAAGHGHHH! |
481 Take heart, fellow adventurers, for you have curried the favor of Boo, the only miniature giant space hamster in the realm! My friend and companion ever since my h-h-head wound, he will lead us to victory! Onward to the gnoll stronghold in the west! Tarry not! We must go soon! |
482 We take too long! My charge is in desperate peril! If we do not go now, you are a coward! |
483 You agreed to help in my cause, yet now you break your word by your inaction! I'll have none of it! Feel the wrath of Minsc and Boo! |
484 Albert |
485 Aauughh! Dynaheir has been slain! For what purpose am I now? I cannot return home in disgrace; she was my responsibility! NOOOOO! What *sniff* what is it, Boo? Yes... No, I... Yes... Yes... YES! You there, may we join with you? You fought well, and it would lessen my shame to be in your company. My honor is yours. Will you accept it? |
486 *sniff* Yes. YES! A quest! I shall quest until my honor positively bloats! Minsc and Boo, roaming the realms for adventure! When the epic tales of us are written, I'll be sure to give you a footnote! Farewell! |
487 My sword is at your feet, and you would spit upon it?! That's just so... un-heroic! |
488 Hooray! We will honor the memory of Dynaheir with deeds that make grown men tremble! See? Boo trembles even now! |
489 The classic dilemma of the damsel in distress! How could anyone decline? |
490 It is not my problem. I'll not risk my skin for a stranger's neck. |
491 Excuse me, but are you speaking to a rodent? |
492 The classic dilemma of the damsel in distress! How could anyone decline? |
493 It is not my problem. I'll not risk my skin for a stranger's neck. |
494 Excuse me, but are you speaking to a rodent? |
495 The classic dilemma of the damsel in distress! How could anyone decline? |
496 That is not my problem. I'll not risk my skin for a stranger's neck. |
497 Oh, no! I'll not follow a loon into battle. My sympathies to your friend, but you're on your own. |
498 Hold, travelers! I challenge your best warrior to a duel. I don't fight women, so only men should step forward. |
499 I win, and you give me 20 gold. In the unlikely event that one of you bests me, I'll pledge my sword to your cause. |
500 Will your champion step forward? I only fight men, so your women will have to be satisfied with just watching. Don't entertain any thoughts about cheating. If any of the rest of you try to interfere in this fight, I'll kill them outright. |
501 Will your champion step forward? Don't entertain any thoughts about cheating. If any of the rest of you try to interfere in this fight, I'll kill them outright. |
502 Abjurer |
503 Do you want another try? If you've such a desire to have the snot beaten out of you, then I'll be happy to oblige. |
504 Conjurer |
505 I can't believe this. I'm beaten, by a man no less. I guess I must keep my word. I pledge my sword to your cause, however stupid it may be. |
506 When I first saw you, I took you for cowards. I guess I was right. Good riddance. |
507 If you're too stupid to see my worth, then that's your problem. |
508 Of course I'll prove my worth! It won't be too hard in this group. |
509 We don't have the time to waste on such stupidity. |
510 Sure, what are the rules and reward for winning? |
511 Not interested. |
512 Sounds good to us. |
513 We know when we're beaten. |
514 Sure, this time we won't be so easy on you. |
515 Sounds good to us. |
516 Sure, this time we won't be so easy on you. |
517 Actually, we don't need your assistance. |
518 Good, you had better prove your worth. |
519 Help me! If you don't help me, they'll kill me. |
520 My name is Viconia. I I'm not from around here. Thank you so much for helping. |
521 I should have expected that from craven surface-dwellers. May you rot in all the Hells. |
522 They lie. I've done nothing wrong. |
523 Just like surface-dwellers, traitorous scum! |
524 I thank you for risking yourselves on my behalf. I know what you are thinking: You see my dark skin and won't trust me for it. I am a dark elf, but I'm an outcast. I need your help. I no longer receive my powers from the spider gods you surface-dwellers fear so. The goddess Shar grants me wisdom, and she is a surface divinity. If you'd let me join your group, I would be most grateful. I have nowhere else to go. |
525 I thank you. I know you may not be willing to give me a chance because of my dark skin. I am a drow, but if you give me a chance, you won't regret it. Can I join with you? I need friends now more than ever. |
526 I thank you for your help, but more will be on their way. Perhaps our paths will cross again. |
527 You surface-dwellers are so weak. I should be glad that you turned me down. |
528 I won't disappoint you, I promise. |
529 Sorry, lady, it's not our business. |
530 Calm down, we'll help you. Just tell us who you are. |
531 Sorry, we can't harbor a drow. |
532 We don't judge someone by their race, we'll take you in. |
533 It has nothing to do with race, we just don't need another person along to worry about. Sorry. |
534 We'll never trust a dark elf. Get out of our sight! |
535 We need the extra help, so of course we'll take you in. |
536 We can't afford any dead weight. Sorry. |
537 Step aside, travelers. I am a member of the Flaming Fist. The woman you are harboring is wanted for murder of the foulest sort. She is a dark elf; it should be obvious that she is evil. |
538 Kill her, of course. |
539 Don't be foolish, I represent the law of this region. By protecting her, you'll be just as guilty as she. |
540 A wise choice, you may go on your way. |
541 A stupid decision! For harboring a murderer I sentence all of you to death! |
542 If you want her, have her. We won't get in your way. |
543 You'll have to get through us if you want her. |
544 What do you intend to do once you have her? |
545 We can't allow that. You'll have to go through us to get her. |
546 Well, if she's a murderer, that's what she deserves. You can have her. |
547 Hail, adventurers. I have a proposal for you. I have heard that you're an excellent group of warriors. How would you like a well-paying job as bodyguards for my mistress? |
548 I guess that's too bad for us. |
549 You're right, you can have her. |
550 I'm Garrick, and I work for Silke Rosena. She's the most skilled musician and actor along the Sword Coast. In fact, she's to play at the Ducal Palace before the month's done. However, she's been having some problems of late. Some thugs have been hired by Feldepost to hurt her bad because she didn't perform at his inn when she was supposed to. You can't blame her for not showing up, what with a villain like Feldepost running the place. She needs mercenaries to protect her until she's ready to go to Baldur's Gate. She's willing to pay about 300 gold. What do you say? |
551 I think you've made a good decision. Now just meet me outside of the Red Sheaf Inn. |
552 All right then, I'm sorry for taking up your time. |
554 This is my mistress, Ms. Silke Rosena. |
555 What are you doing Silke?! Have you gone mad? These are innocent men you're attacking! |
556 After seeing Ms. Silke's true nature, I don't think I could bear to work with her anymore. Could I come with you? I have many skills, and I know I'd be an asset. |
557 Silke's dead! I guess she had it coming; you can't be evil like her and expect to get away with it. I'm out of a job now. Would it be too much to ask if I could join up with you? |
558 I offered them 300 gold, just like you told me. |
559 Sorry, we don't hire out as mercenaries. |
560 We're always on the lookout for money. Tell us more. |
561 Sorry, kid, we're not interested. |
562 That sounds fair. Why don't you show us to this mistress of yours? |
563 You worthless sack heaps weren't worth any of the money I've already given you, so don't expect me to give you any more. |
564 [SAREVOK 1] You are indeed family. No other could have lived to oppose me in person. Of course, it will not matter in the end. Ultimately, I will prevail, and a new era will be born unto the realms. |
565 Sorry, but we don't have any need for another companion. |
566 Sure, the more the merrier. |
567 No problem. |
568 We don't need anyone else right now. |
569 Hello there! I see my Garrick has been rather busy. You look as if you're worth paying a little extra. What did my little helper offer you? |
570 So, Garrick, these are the only mercenaries you could find? I guess they'll have to do. You look to be worth about 300 gold, that's what my little Garrick offered you, isn't it? |
571 So, Garrick, these are the only mercenaries you could find? I guess they'll have to do. I'm sorry, but my less-than-brilliant helper, Garrick, seems to have forgotten his standards. He offered you 300 gold, did he not? Well, I must change that to 200 gold. |
572 I'll raise your wage to 400 gold. |
573 Well then, I assume that Garrick has explained what your duties are. You must simply dispose of the ruffians when they come to threaten me. They shouldn't be too hard to deal with, but I would advise you to strike fast. Whatever you do, don't speak with them. One of them is a mage whose mystic words can sway even the most wise of men. |
575 Here they are now: Feldepost's thugs. Strike when I tell you to. |
576 Don't try to threaten me! I won't be easy prey for you to beat on. I've brought friends! |
577 Shut up! There'll be no weaseling out of this one. STRIKE NOW! Kill them all! |
578 Attack them now! |
579 Our deal is off! In any case, you're probably too cowardly to be any good in a fight. I'll deal with them myself, after I deal with you! |
580 Your sniveling altruism has always made me sick, Garrick. Shut up and stay out of my way. |
581 You can't let her do this. Silke was lying about the whole thing! These are innocent men. You've got to stop Silke! |
582 You've done a good job. For all of your efforts, here is the money that I owe you. Perhaps we will meet again. |
583 We don't like to be cheated, lady. Goodbye. |
584 Sure, we're still in. |
585 They're as good as dead! |
586 Stop this madness. We won't murder those who are obviously innocent men. |
587 I have a problem that only you could help me solve. |
588 Well, good sirs, you may call me Safana. You'll have to excuse me if I sound startled, but in the south where I come from they don't grow their men as big as any of you. Anyhow, if you want, I have a way to make you all fabulously wealthy. In my possession I have a map that gives the location of an old pirate treasure trove. According to the writings on the map, it's where the legendary Black Alaric dumped his treasure before being captured by the Amnian fleets! You interested in hearing more? |
589 My name is Safana and I can make all of you richer than any of you could imagine. I know where the pirate Black Alaric dumped his greatest trove of treasure. Looking at the dynamic and intelligent men before me, I know you'd want to join me in a venture to get this treasure. |
590 You may call me Safana if it pleases you. I guess you could say I'm an archeologist, at least I fancy myself one. Along the coast is the burial place of one of my ancestors. I wish to find it in order to learn some of the secrets of my family's past. Recently, I have come across a map that may reveal its location. |
591 The reason I need so many heroic men is that the caverns where I wish to go are guarded by some sort of creature. Which kind, I couldn't tell you. If you help me, I'll let you share in the treasure. I may be grateful in other ways as well. |
592 Oh, thank you, you won't regret your decision. I know that powerful heroes like you will easily push through any obstacles in our path. Well, we should be off then. From what my map showed, the pirate cove is located somewhere along the coast, just south of Candlekeep. |
593 I guess I was wrong in my initial assessment, you're not men, but rather spineless, impotent cowards. |
594 What's taking you so long? Remember, we have an agreement. |
595 Specialist Mage |
596 Appearance |
597 abjurer |
598 Well, we have worked well together, wouldn't you agree? Perhaps we could continue this working relationship beyond just one treasure hunt, that is, if you'll have me. If you haven't guessed yet, my skills are of a thieving nature. |
599 If that's the way you want to be, then I guess this is goodbye. |
600 You've made the right decision, boys, but now we should talk about the leadership of this group, I think it needs overhauling. |
601 Nope, we're not falling for that lady-in-distress crap. |
602 Maybe if you told us your name and problem we could help you. |
603 We don't have time for treasure hunts. |
604 We're always interested in hearing about money. |
605 Sorry, lady, you guessed wrong. Goodbye. |
606 A lost treasure, huh? We're interested. |
607 You can find your own family heirlooms. |
608 Heirlooms sounds interesting, tell us more. |
609 Monsters! We've fought enough of those, we'll have to turn you down. |
610 We agree. |
611 We don't need another thief, not even an incredibly gorgeous one (Wait! what are we saying?) |
612 Sure, you can work with us any time. |
613 I am the wizard Edwin, and I require you! (Yes, they will do nicely.) I would have you kill a witch, the witch Dynaheir. She is treacherous, but with your participation I foresee no difficulty. Will you assist? |
614 (Is this what I have to work with? Pathetic, but it will have to do.) I am Edwin, and I would have you work for me. It is but the simple chore of killing the witch Dynaheir. Do you accept the task? |
615 (Hm, not the best specimens, but perhaps a more "bestial touch" is what my plan requires.) I would hire you to kill a treacherous enemy. Understand? She Dynaheir. She bad. You kill. Stomp your foot once for yes, twice for no. |
616 Frankly, yes. It is no concern of yours. You need but perform the act with no questions. What is your answer? |
617 The prize I offer would surely be beyond measure in your meager understanding. Either take the job or not! |
618 One would think that any reward is better than none at all. No matter, I shall seek out others who know their place. |
619 Hmm. Seems I shall have to find others more... accustomed to confidential work. Begone! I have no time for this! |
620 No? No matter, others will do just as well. Are you still here? Begone. |
621 Of course you will; it is as expected. (I will lead them to her and she cannot hope to prevail.) I will travel with you until the deed be done. Last I heard of her, she was traveling to the west of Nashkel, close to the gnoll stronghold located there. |
622 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
623 Greetings! I am Edwin and I wish to... Oh, my. (She has allies already!) It would seem that the quarry I would have hired you to find is already within your midst! Dynaheir is not to be trusted, and I urge you to cast her from your party. If you will not, at least allow me to join you as well. I am a wizard of some renown, and as such I will not fall prey to the deceitful guile of one such as she. |
624 My grievance with her is beyond you. Suffice to say that she must be watched by someone who understands her ilk. |
625 Wise, if cowardly. Begone, that the witch and I might settle our differences! (Now she is mine to be sure!) You'll have little protection now, witch! |
626 You shall be the harbinger of your own destruction. (Fools, they know not the danger.) |
627 A wise decision. One can never be too cautious dealing with her kind. (Yes, I shall watch her carefully.) |
628 So, the witch Dynaheir is dead! I would have thought her more formidable to be so far from her homeland. Why then was she here? Her demise is not the checkmate I had hoped for, merely the check. What? What do you want?! (Oh yes, the matter of payment, although I begin to doubt whether their input was all that vital. Still, something for their trouble is in order, if only to appease them.) As we never fixed a price, your payment shall be one year of my services as a wizard. I am sure you agree that my guidance will be far more valuable than any monetary sum. |
629 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
630 Why do you stay the killing blow?! Kill her! |
631 Listen not to the witch's lies! We had a deal! |
632 (If they'll not do the deed then our deal is forfeit!) You side with the witch, then you will die with her! Beware my return! |
633 Nothing changes with the distance! You are Wychlaran of Rashemen, I am a wizard of Thay! That you are here means I must be as well! |
634 (I'll not suffer her insults!) Die as you should! |
635 (Their desires lack vision and originality.) If simple coin be all you wish, perhaps I would rather travel with more "adventurous" adventurers. Take what I have, and remember your choice when it is long since spent. |
636 Glorious Cyric has foretold of our meeting when thou wouldst join with me. 'Tis thy dutyâ€â€nay, thy DESTINYâ€â€to stand by Tiax as the world kneels before him! Er, us. To this end, I would travel with thee and do thy bidding. Later, however, your power shall add to mine, and Great Tiax will ascend to the highest office in the land. What say you? Yea or nay to the grand scheme? |
637 Thou wouldst presume to speak to Tiax the Great? Thy bravery is oddly tempered with foolishness. Still, Cyric has decreed that I seek out the services of one such as thyself. Tiax himselfâ€â€myselfâ€â€will aid in your quest. In return, when the time is right, your might will forge the way for my ascension to power. Do you accept this honor? |
638 Have ye no ears to hear?! It is as Tiax said! DESTINY! Cyric himself will lift Tiax "on high," hurtling me to my rightful place when the time comes! You shall all be as ants before my grace, though slightly larger ants than the norm if you help me. |
639 Tiax the Grand has no time for your impudent prittle-prattle. |
640 What? Fate decrees the world to thine hands, and you flout her as a common wench? Are ye cup shot? Mutton-headed fool, you and your natty lads will be fallen away from a horse load to a cart load whilst Tiax puts the world to bed with a shovel! 'Twill be a squeak for your life then, ye duke of limbs; stir yer stumps and begone! |
641 'Twas fated by Cyric to be so. Let us go forth and make short work of your tasks, for greater things will need attendance. |
642 I thank thee for saving me. 'Twas courageous to follow the likes of Minsc into battle, if a touch foolish. I have naught to offer thee in return, save my services in battle. Mayhaps I could travel with thee awhile, and an opportunity may arise for repayment of my debt. Minsc is, well, Minsc, but he hath a strong sword arm, whilst I am practiced in the arcane arts. Shall we join? |
643 Thine efforts to save me are well appreciated, but I cannot help but be saddened. My guardian Minsc has left this life behind. His valor and mighty berserker wrath will not go unremembered. However, as I have lost my escort and 'tis not safe to wander these lands alone, perhaps I could join with thee. My knowledge of the arcane arts would no doubt be useful, while the strength of a group would benefit me as well. |
644 I am Dynaheir of Rashemen. 'Tis not a title; 'tis just where I am from. We two are indeed far afield of our home, but 'tis a necessary rite of passage. Minsc must make his dajemma by seeking adventure, while I must prove my worth to my... sisters in much the same manner. 'Tis an interesting time for the realms, with great things foretold for the Sword Coast. 'Tis therefore a likely place to look for what we need. What dost thou seek on this adventurous road? Mayhaps we can all find what we need together? |
645 Alas, we were ambushed in the night. Minsc was overcome by yet another blow to the head, and I was spirited away before he could recover. With but two eyes apiece there is naught more we could have done. Certainly 'twill be safer for all of us if we join together. What sayest thou? |
646 The choice thou makest doth puzzle me, but 'tis thine to make. So be it. |
647 As thou dost wish, though the logic of thy decision escapeth me. Come, Minsc, we depart forthwith. |
648 I have no doubt thou shalt make an interesting traveling companion. |
649 Thine assistance is most appreciated. 'Twas a dastardly fate thou hast saved me from. |
650 I see bravery was not all that motivates thee. I take it I am rescued from one death to die by another then? How can the cause be just? I urge caution; the likes of him are best kept at polearm's length. |
651 Put aside his paranoid goals; I make a far better friend than enemy. |
652 An unfortunate decision! Pardon me while I put up a fight! |
653 I knew intelligence would prevail. Simple common sense, the foil of every Red Wizard. |
654 I shall watch thee as well, though I expect to receive less pleasure from my task than thou from thine. |
655 They know enough to turn thee away. Crawl back to Thay and refine thy manners. |
656 We are nearly a season's travel from our northern homes, and yet still ye wish to dredge up the old battles? Fanatical fool! |
657 Thou knowest not even why I have traveled, only that thou must stop whate'er it is I've come to do?! Get thee a hobby; thou dost have too much time on thy hands! |
658 No, say not another word. I would not think of making you wait but a moment for your just reward. When council told me that they had procured GREYWOLF to rid the woods of the bandit Tonquin, I knew we could expect swift justice. I would not have predicted success this quickly, but who else could it be striding into town looking, ah, looking as you do? Please accept this meager sum of 200 gold pieces, as well as the heartfelt thanks of all of Nashkel. |
659 You are not Greywolf the bounty hunter? Oh, sweet Helm, I almost gave 200 gold pieces to a complete stranger?! The captain best not hear of this; he'd have my hide. Thanks be for your honesty, stranger. There are those who would not have done as such. |
660 Excellent doing business with you, Greywolf. We shall not hesitate to call upon you if any other thieving miscreants make their presence known. |
661 Well! The elusive Brage is caught at last! I don't imagine it will take long to sort out your punishment, eh, murderer?! And you who've brought him, you've done us a great service and earned your 1,000 gold. We may retain your assistance in the future, though I don't think Greywolf would like it. Still, results are what matter. Come on, Brage, you know the way. |
662 A 300 gold bounty for the emeralds! Well, you'll make quite a name for yourself among the bounty hunters if you keep this up. Whether it is for better or worse, I do not know. |
663 You'll have no reward here, you thievin' scoundrel! The Captain chewed my head off over you! It's only because you did us this service that I don't have you thrown in the stocks! Get out of my sight! |
664 I have neither time nor will to deal with you today. |
665 Nashkel has precious little patience for those who would cheat others of their hard-earned livelihood. |
666 Ah, the elusive Brage. Dead, as he should be! No matter, it would have been a short trial, and he'd have been executed anyway. Now as a last indignity he'll be put in an unmarked grave like some common thief. A great loss to the guard to be sure, but there's no room for those who don't respect the law. You've earned your 250 gold on this one. |
667 I don't take kindly to those who snag another man's wage. I've a whack of my own to split between ye! 200 gold has bought ye a box of the finest pine! It's my trade to deal with the likes of you, but this I do for free! |
668 I have come for you, Prism. |
669 Your sentiment is wasted on me, fool. You are but gold in my purse. Do you make your situation worse by hiring help to protect you? Who are you fools? |
670 Wait! I recognize you! It was you who stole a bounty rightfully mine! Prism will live a moment longer while I kill the lot of you! |
671 You are smart to move aside, though Prism will be going nowhere this day. My bounty is not for his capture, but the return of the gems. His fate is unimportant, so any justice done will come by the blade of my sword. Stand ye well back, this may be messy! |
672 You should be more worried 'bout the harm I can do! Never have I taken a bounty and not delivered! Now stand aside that I might dispense with this fool and claim my prize. Or would you rather I go through you to get him? Consider well if he be worth your lives! |
673 I'll sell your blades for scrap and make soup of your spell fixings! Pity you'll not live to realize the mistake you've made! |
674 Ah, beauteous creature! Never should I have stolen these emeralds, but there was nothing else that would capture the majesty of thine eyes! I did what must be done, for I have left my shop, forgotten all my commissions, and spent all that I had. I must complete thee! Wait, there is someone here! Who are you? 'Twas that relentless Greywolf who sent you, wasn't it? |
675 Thank Deneir, I thought I was done in. I am not cut out for a life on the run. Mayhaps you could help a foolish sculptor finish this epiphany? Please, guard this place, for surely Greywolf will come seeking the bounty on the gems. I will pay with my last possessions if you would do this one service for me. |
676 You'll not take me yet, I beseech thee! I admit I stole the gems, but better they are the eyes of a work of love than a fat woman's tawdry trinket. I will give you all else that is mine, if you would but forget my crime. |
677 I am no warrior, but I have little other choice. If you wish to stop my work, then it is my life that you must cease! I care not if I cannot finish my work! With my last breath I shall curse thee! May your soul know the same unrest as mine! |
678 I thank you, for I cannot run from this place until my task is done. I have been using potions of speed to aid my work, and have not slept for days. She is beautiful, is she not? 'Tis a monument to my foolishness. I saw her but once, on the outskirts of Evereska, and said nothing. I let thee pass from mine eyes, and mine heart hath cursed me for it! |
679 Then begone, for I've much work to do. She will be done this day! |
680 No! Not yet! My work is nearly done! Please, I implore you! |
681 Alas, my work is complete. Take what you will from my possessions, but leave the sparkle in her eyes. O sweet creature, my effigy to thee is done. Perhaps our paths shall cross in distant realms, and I shall find the courage to call thy name: Ellesime! |
682 Alas, I shall not rest, for 'twas all for naught. Ellesime! |
683 Stop! You go nowhere! This our bridge. You pay to walk it! |
684 100 gold for all heads, or lose heads! Pretty good deal! |
685 No! They pay 200 gold pretty quick! Maybe got more gold! Maybe rich! |
686 You got smart head, so you keep head! |
687 Your head so dumb you not miss it! |
688 Yeah, you pay... 200 for all heads, or lose heads! |
689 Okay, maybe 200 gold too much. Maybe you pay... 100 gold! |
690 Okay, you pass, right? |
691 Now go away, smart head, before we charge for standing! |
692 Yeah! We kill you, take stuff, and get gold anyway! Dumb head! |
693 Yeah, you smart! We take heads anyway, and get lots gold! |
694 Please, kind spirits, a wondrous ancient oak is in peril. It is about to be attacked by two who would defile the majesty of nature. They have avoided my charms and must be stopped before irreparable harm is done. Would you heed my plea? |
695 I have little need or use for treasure you would value. Please! There is little time! Help me? |
696 But I possess nothing but my knowledge of the wood! Wait, I could give you information! I have heard from the birds of a "shiny pile" not far from here! I do not know what is there because neither I nor the birds have ever cared to know. Will this be enough? |
697 I thank you, for although they seem dim of wit, they still could do much damage. This way. |
698 Greetings. I am Seniyad. I warn you now, these are my protected lands. If you disturb the balance the repercussions will be severe. Consider yourself warned. |
699 I shall find aid elsewhere. Do not tarry in my wood, for it will not be a restful stay. |
700 Leave at once foul creatures! Lay not a finger upon this place or suffer the consequences! |
701 Thanks be to you! Here is a potion that might help you on your journeys. |
702 I thank you, though grudgingly. Perhaps I have something to give you, though it is not much. Please, leave me to fix what damage was done. |
703 You have done as you said you would, and here is the price you have exacted: directions to the cache and a cold farewell. Do not stay long in my wood. You are not welcome. You will find the treasure cache in the wolf cave just 100 feet south of my tree. |
704 We think dis here's a magic tree, 'cuz it's all alone up here and so big. Probably got gnomes or pixies or sumthin' in it, so we're gonna bust it down and take any treasure! Ain't that right, Krumm? You wanna help? It's a big tree, probably got enough gold fer alluh us! |
705 I don't know who you are, but I'll not have you sneakin' about behind us while we work! We think there's treasure in this tree, and if you wanna get up front and help, do it! Otherwise, me 'n Krumm will do sumthin... uh... well, sumthin' really nasty! Ain't that right, Krumm? |
706 First or last, we probable go through you sometime! Get them Krumm! |
707 Leave now or I bust yer head! Dis our magic tree, an any treasure here is ours! Right Krumm? |
708 Fine! You wantta busted head, then you get one! |
709 Well, if ye're not gonna help, I'm not gonna let you sit and watch us do it! Yous were probably gonna rob us when we're done, weren't cha? Me an' Krumm don't cotton to bandits one bit! Do we, Krumm? |
710 Yeah! Beyond da average dreams for sure! We'll all go home richer today! You go 'round the back, an' me 'n Krumm will start bashin' the front. |
711 Treasure for all? No, just treasure for Caldo and Krumm! |
712 Uh... Yeah! |
713 What? |
714 Uhhhhmmmm... |
715 Huh? |
716 An explorer of the lands seeking wonders and oddities. Well, both I have. Unfortunately, I paid thrice the price for my iron wares, and not a piece is salable! Mayhaps the guard will take more notice when old swords wear and the new snap like twigs in autumn. Nevertheless, you came here to buy, and I do have something special just for you. These potions are strange magic from a distant shore. A swallow of the violet, and a titan's might shall possess you; ever after, exceptional strength is yours. Drink down the red mix, and your insights will rival Elminster's, your clarity of thought indefinitely enhanced. To you, I offer them at the bargain price of 50 gold apiece, as restitution for my depleted selection. If they do not perform as I have promised, your money I will courteously refund. Will you relieve my hands of the violet? |
717 No? Such a grand gift as this and you would refuse? Please confirm that I have not offended you by at least accepting the red elixir. Steal it from under my own eyes for 40 gold. |
718 Already you must feel stronger just holding it in your hand. Yes, your packs weigh lightly upon your shoulders. Will you convince me of your satisfaction by purchasing the red elixir? |
719 Your eyes grow wide with the light of knowledge. Go forth now and I will enjoy the satisfaction of future great deeds done with my assistance. Ample compensation for practically giving merchandise away. Out, everyone out! You have picked me clean! I can afford no more good deeds this day! |
720 No? Please say I have not offended you in some manner! Ah well, at least I will have the satisfaction of knowing that the glorious deeds you will surely accomplish are in some measure due to the goodwill I have shown today. Out, all of you, out! My coffers can ill afford any more charity! Thank you, everyone, for your patronage. Now out! |
721 You insult me by refusing my hospitality. I have done with you. Leave, and darken my humble tent no-longer with your sour presence. |
722 I permit no loitering in my place of business. Get yourself hence, lest I summon the local guard as an escort. |
723 I am Death come for thee. Surrender, and thy passage shall be... quicker. |
724 Struggle if you must, dead one, I do not mind working for my money. |
725 You are weak of spirit and not worth the money I was paid. I shall enjoy thee for a long, LONG time. |
726 Why NIMBUL has been hired to deal with the likes of you, I'll never know. |
727 By all means, fight on. 'Tis amusing, for thou art already dead. |
728 You cannot move, you cannot fight, you cannot even scream. NOW we will have SUCH fun! |
729 Hush little baby, don't say a word. Nimbul's gonna show you the big... black... bird. |
730 Taking reward for this easy a kill is almost a crime. Hee hee. |
731 I pray you left a trail of crumbs to lead us all back again. The others did not, so they have decided to stay. Shall we try to find the way home together? I pose to you a riddle, the answer to which I once knew but now cannot perceive. Remind me, and we shall all return unto the day. Fail, and stay with me in the dark, forgetting whence we came. It has neither mouth nor teeth, yet it eats its food steadily. It has neither village nor home, neither hands nor feet, yet it wanders everywhere. It has neither country nor means nor office nor pen, yet it is ready for fightâ€â€always. By day and by night, there is wailing about it. It has no breath, yet to all it appears. |
732 Thine eyes are as blind as mine! If thou art in the darkness with me, then we are of the same cloth! I'll not allow another to do as I have! Die, monsters, DIE! |
733 The end of night, where the light shines unto mine eyes and I can see clearly once again! What hath I wrought?! 'Tis horrible, HORRIBLE! I will welcome the block that must await me at Nashkel! How could I live with what I've done?! Please, thou must guide me to the town that I might pay for my crimes! I fear I can keep my senses for only so long, and I must not be allowed to do this again! Too many good people have lost their lives to me! Please... |
734 I suppose I am a murderer, as you hast said, though it's as though my mind were elsewhere. I can only assume this is an after-effect of my years wielding a blade. A life of fighting must have made me... unstable. Well, I'm done with it! Take all my gear and do with it what you will. I'll not be needing it in the gallows. Lead on. |
735 I fear I can do nothing for those I've wronged, whether I live or die, and I still know not what led me to this. It's like a foul presence in my mind! I can only imagine that I have finally succumbed to battle fatigue. Take my weapon that I might not harm another! Use it if thou wish, though I'd rather it be destroyed. Innocent blood on everything! I'd only just acquired the sword. Such a waste this has been. Take me to Nashkel, I can bear this no longer. |
736 Money-hungry bounty hunters! A hundred more I could have killed, and you would have done nothing if there were no price on my carcass! I've no wish to continue this life, but I'll not lay down for thy easy money! You fooled me, but in reality your eyes are as blind as I was! Die monsters! |
737 No, I cannot show my face here after what I've done! Just give me to the guard that I might take my punishment as I should! Do not disgrace me further in front of Helm! |
738 But my crimes... my family... I don't want to go on! |
739 Greetings, fellow traveler, for I see by your garb that you do not call this place home. Sit with me awhile and enjoy the atmosphere of this fine fair while we recant tales of lands far and far-seeming. I have wandered the width and breadth of Faerûn, but yet have I to find such hospitality, as that of a simple country festival. It's a shame that the festivities are marred by the events as of recent, though they certainly put up a brave face, do they not? You look confused, so perhaps you know not of the local trouble that continues to vex the most gracious people of Nashkel. If you have just arrived, I could, for the price of an ale and an ear, relate what I know. Shall I tell you of their mining difficulties or relate the tale of their unfortunate commander of the guard? |
740 Well, hello again, my inquisitive friend, I trust you are enjoying the local color. I wonder, have you come to hear more about my journeys? |
741 The word is that all across the expansive Sword Coast, from the Cloud Peaks to Baldur's Gate, an ore shortage is severely crippling local trade. Banditsâ€â€purportedly both human AND demihumanâ€â€raid caravans, whilst ore reaching its destination becomes brittle and useless following smelting, strangely afflicted by an odd, iron-weakening plague. As though this were not cause for alarm in itself, production at the mines outside of Nashkel has fallen, with the substantially lower yields being blamed on nervous workers. Mysterious disappearances of several miners have set the whole area on edge, where something must shift the balance to one side or the other. |
742 I hear that Commander Brage of the Amnian guard has been missing for some weeks now following a strange alteration in his behavior. Where once he was a well-thought-of family man, he has turned to senseless mayhem, effecting a rampage the likes of which I have never heard. His fellow soldiers noted nothing out of sorts that could trigger such a transformation, but one notable item seems relevant. If not for the iron shortage it would have gone unnoticed but, prior to his mad rage, the commander procured a new sword. The importance of this information, I have no way of verifying. |
743 Just let me finish my drink, and then we can carry on through the wee hours with our tales. |
744 I'm afraid that, although I have enjoyed our chat immensely, and it has heartened me to see the wandering spirit is still venerated, I must take my leave. I need some time to myself for reflection upon everything I have learned while here in Nashkel. |
745 There is no cause to be rude. It would be good for you to leave. |
746 If you will, <SIRMAAM>, the tab? Mr. Volo was here for some time. |
747 Stiff a hardworking girl out of her meager wage, will you? Don't look favorably upon that, they don't, and I'm well liked 'round here. Maybe you trip and "fall" a few times when you meet a stranger in an alley. What say you rethink your position? |
748 Thank you kindly. |
749 Have it how you will, though you have been warned. |
750 Ah, intrepid adventurers at our door. Helm guards over all the realms, and his servants are at your disposal. The Vigilant One stands ready to mend thy ailments and so divert the unyielding gaze of the Great Guide... for a suitable donation, of course. Just to demonstrate our mutual goodwill, you understand. |
751 You there, you have the look of hearty adventuring stock. I am Berrun Ghastkill, mayor of Nashkel. Might I offer you a proposition? I was expecting some people to help with our troubles, but they seem to have forgotten us. If you are up to it, I would ask that you take a look at the mines southeast of town. The miners claim there are demons or some such roaming about, but they are a superstitious lot and prone to exaggeration. I am more concerned with the state of our ore. All iron removed from the mines is tainted somehow, and useless for smithing. I would have you find out how it happens and who is behind it. You will be rewarded handsomely for your efforts. |
752 You there! What are ye doing in dis place? You better git outta here, 'less of course you know the password. |
753 Helm watch over you and our poor lost brother, Brage. A finer captain of the guard could nary be found this side of Amn. Such a strange change for one so devout as he. One does not usually change so drastically without nefarious help. If there be an evil influence on him, perhaps the harsh justice of the military should be stayed. He'll find no quarter at the garrison, but if he came to the temple... Well, his restitution need not be his life. Is there anything I can help you with? |
754 Poor Brage. It's a pity he could not have been recovered alive. He might yet have come to terms with his actions and repaid the debt he incurred. Now all we can do is say the proper prayers and make sure the way to the next world is well guided. May Helm have pity on his tortured soul. Thank you for bringing his body here. No doubt Oublek would have made much of his death and further despoiled his name. I shall match the bounty you would have received so that you have not risked so much for nothing. The temple is in your debt. |
755 Calm yourself, Brage. Helm sees all that he wishes and knows much of what you do not. It was your hands indeed that did many a foul deed, but it was not your will alone. Intent is vital, and yours was influenced without your knowledge. Justice will be done, but with atonement, not punishment. |
756 Password? Why would I need a password? What in the Nine Hells are you talking about? |
757 If you are returned to the garrison, yours will be the only willful killing that has occurred about this matter. It would be a waste of your life which, fractured though it is, can still contribute much. Helm will see you through. As for our intrepid friends here, I shall exceed the reward offered by Oublek. After all, it was the same task of bringing Brage to justice. The temple is in your debt for the return of its lost son. |
758 Ya, I know the password. |
759 You there, you don't belong here! Go see the foreman, or I'll call the guard! |
760 If ye no get the okay to be here, dem guards come and cut yer head from yer neck! |
761 Leave us be, there is much work to be done. |
762 Alvanhendar |
763 You there, you should not be here! You should see the foreman, Emerson. |
764 I wish you guys luck in there. Whatever's been causing all the trouble isn't something I'd wanna run into. |
766 So, you want to enter the mines? Well, I see no harm. Indeed, we could be using the help. There be problems in the lower level, where we lost some workers. The men talk of things a-movin below, but who's to say? The earth, she hides many things from sight. |
767 I really don't be needing adventuring fools wandering about me mines! Especially ones that think they can tromp about with nary a thought about askin' permission! Hmph! You've got one day. If I see you after that, I'll have a new shaft dug fer each of ya! Got that?! Good! |
768 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
769 Cattack |
770 Tazok must have dispatched you, and my traitorous kobolds let you pass, didn't they? I knew I could not trust them! Armed as such, you have obviously been sent to kill me! By Cyric, not a measure of ore leaves these mines unspoiled, and I am still to be executed?! I'll not lose my head over this! |
771 Tazok is unfair. I have no desire to cheat him, or thee! My letters will show, they are in that chest. Take them, take them and Tazok will see! |
772 Tazok did not send thee? Then thou art dead. Help, my minions, HEEELLLPPP! |
773 I yield, I yield to thee! Accept my surrender? |
774 You would not accept my surrender? Your heart is of the deepest black! |
775 I thank thee for thy mercy! There in the chest are all my letters. Take them and leave me be. I will bother you no more. |
776 Fools, you'll never have the chance to take anything! Minions, come forth and kill the intruders! |
777 Evil men have been defiling the woodlands with smoke and waste, all in a futile quest for the metal, iron. Would you join me in my task? I would destroy these men of the Iron Throne. Come with me. They dwell to the east within a fort. |
778 Move aside, city dwellers. I warn you now, if you have any connection with the men that defile this wood in search of iron, I will cause you much suffering. |
779 Your lack of concern for this forest's suffering is disappointing. |
780 You will help me?! Let us find the men who foul our forests. Quickly! Their punishment must be swift. We must travel east to their fort. |
781 Shut up old man. You and your kind's weakling ways have never helped the cause of balance. You have no claim to wisdom. |
782 Sure, we'll help you. |
783 No. |
784 Greetings, mercenaries. I am Silke, thespian extraordinaire. |
785 I offered them 300 gold, just like you told me. |
786 Greeting Silke. We're here as you've asked, and we have the... |
787 What are you talking about? We're here with the gems that... |
788 Help us, somebody stop this murdering witch. |
789 Ham it up no more, mighty warrior. Travel with me and there is sure to be opportunity to repair your damaged honor! |
790 You could not protect your own charge, so what use are you to me? I'll not have you. |
791 While I'm sure you would be an interesting addition to the group, I think it would be best if you left. Go on a quest of self discovery or something. |
792 It sounds but a simple task. I'll do as you ask. |
793 I'll have nothing to do with your murderous plans! |
794 Why would you have this woman dead? Am I to kill her without knowing? |
795 I would know the price you offer before I take the job. |
796 It sounds but a simple task. I'll do as ye ask. |
797 I'll have nothing to do with your murderous plans! |
798 It sounds but a simple task. I'll do as ye ask. |
799 I'll have nothing to do with your murderous plans! |
800 Why would you have this woman dead? Am I to kill her without knowing? |
801 I would know the price you offer before I take the job. |
802 Why would you have this woman dead? Am I to kill her without knowing? |
803 I would know the price you offer before I take the job. |
804 It sounds but a simple task. I'll do as ye ask. |
805 I'll have nothing to do with your murderous plans! |
806 I will not act without knowing the facts. I refuse. |
807 I would know the price you offer before I take the job. |
808 You're going to die, little guard. |
809 It sounds but a simple task. I'll do as ye ask. |
810 I'll have nothing to do with your murderous plans! |
811 Why would you have this woman dead? Am I to kill her without knowing? |
812 We give up. |
813 I'll not do the deed without knowing my reward! Find another stooge! |
814 You may join, though I wish no conflict amidst my group. |
815 I'll not risk having you with me. It is hard enough keeping out of trouble without inviting it. |
816 Why should I fear Dynaheir? State your case that I might understand. |
817 You can both stay away from me! I want no part of a fight not my own! |
818 You may join, though I wish no conflict amidst my group. |
819 I'll not risk having you with me. It is hard enough keeping out of trouble without inviting it. |
820 Your explanation is inadequate. Leave us be! |
821 You can both stay away from me! I want no part of a fight not my own! |
822 Maybe if you told us your name and problem we could help you. |
823 Maybe if you told us your name and problem we could help you. |
824 It is not often that I meet travelers in these parts of the wilderness. |
825 You would seem to require my skills once again. |
826 If you desire, I have the skills necessary to heal you. |
827 If that is your want, then I will leave. |
828 Lie still and allow me to do my work. |
829 You may call me the Surgeon. I heal others in penance for what I have done in my past. Many have died because of a foolish act of charity on my part. I have a brother, an evil man by the name of Davaeorn. He lives because I was too weak-hearted to kill him when I had the chance. Many have died at his hands, including... including our own father. I have heard that he has come to this region, and I hope to meet him one day, to rectify my previous mistake. Your group seem to be composed of adventurers. Perhaps you might come to fight my brother. This may be wishful thinking on my part, but take this. It would help you in any fight against magic users. |
830 We would appreciate that. |
831 We don't need any healing, old man. |
832 Certainly, we do need your healing. But first, could you tell us who you are? |
833 Iron's been pretty rare these days, what with the supply from Nashkel drying up. Trade routes are all but shut down from bandit activity. I ain't heard from Waterdeep for a month now. |
834 Our smith Taerom's been hit pretty hard by the iron shortage. His prices have only gone up because of it. Normally he is so reasonable, and better work you won't find anywhere. If ya need any weapons or armor, he's the man to see. |
835 I've heard that Amn is going to invade. Those damnable, war-mongering mutton-heads. Shoulda seen it coming too. This iron thing has to be all their doing. You ain't from the south, are ya? If you are, then I don't trust ya! |
836 My cousin from Nashkel tells me that Amn has a huge army gathered there. They'll get the fight of their lives if they press for Baldur's Gate. The Flaming Fist are among the best soldiers around. |
837 That's a load of bull, Matthew. Your cousin's a huckster who doesn't know his way around his own garden. |
838 Have you heard about the trouble down in Nashkel? The mines are supposedly tainted, and all the ore coming out is useless. I think Amn is just holding it back, trying to weaken our guards and troops. They've got another thing coming, they do. |
839 You look a lot like the bandits that raided my caravan! No, maybe it wasn't you. This crisis just has me on edge. I see bandits wherever I look. Hope it all ends soon, one way or another. |
840 Nashkel is a rotten town, run by a bunch of priggers. Betcha this iron shortage is just another Amnian plot. They would love to get a hold of Baldur's Gate, I just know it. |
841 Hey! Shut your potato trap and give your tongue a holiday. I don't want strangers in my business. Shove off before I take offense to your face. |
842 My damn shovel broke today, then my hoe, and then, to top it all off, my scythe. They're all new tools too, bought from that flam, Taerom. He's getting a piece of my mind. |
843 I hear the Zhentarim have been spotted about lately. I bet ya them riff raff are up to no good. Can't trust a single one of them, you can't. They'll step over their own mother just for the sake of doing it! |
844 All the iron that comes from Nashkel has been tainted. It's those Amnian, up to their bottle-headed tricks I bet. We should just march over that little mine of theirs. I bet they are just faking all the trouble so as to weaken our guards and soldiers. Well, we will be ready when they come. |
845 I bet those rank-ridin' bandits are hired by the Amnian. It'd be like those moneygrubbers to pull something so low. Got to the point where an honest man can't travel the roads. |
846 My son was on one of the caravans that didn't make it to Baldur's Gate. I pray to Tymora that he's all right. May the Lady guide him safely home, and may she make the bandits trip on their swords. It's more humane than they deserve. |
847 I cannot talk now; my children are waiting for me at home. Not good to leave them alone for long, but both the husband and me must look for a way to keep gold coming in. Hard to keep food on the table when there is no work to be had. |
848 Did you come from down south? Do you know anything about the rumors about Amn? My sister tells me that they're gonna invade. I don't like to believe it, but what else could be happening? |
849 Shush, Angela, you know Momma doesn't want us to speak to strangers. |
850 You're the adventurers who killed all them monsters at Nashkel, aren't you? You must be really brave. If we had more like you we'd never have to worry about things like this again. |
851 You're those mercenaries that the whole town's been talking about. Well, get out of my way. We don't need the likes of you causing trouble. Don't you go and irritate those bandits. It just makes them all the more vicious. |
852 Filthy mercenaries. They won't get away with their raiding. Duke Eltan will send the Flaming Fist, and that'll be that. Nobody with any sense wants to risk fighting with the Flaming Fist. They mean business, they do. You get an enforcer on you, and best you run like the dickens. |
853 Travelers, huh? You're the first group to come into town all day. Not many have braved the roads since all the trouble started up. We've seen only ten new faces in the last month. Found a lot of bodies, unfortunately. |
854 Damn it, my plow broke apart like it had rusted-out in a single overnight. How's a man supposed to get any work done and make his living? Can't keep prices down if I have to plant everything by hand. |
855 All those new tools I bought turned brittle as clay. I'm starting to believe the tales about this faulty iron that's been being sold. We're going to be in a sorry state when all our old tools and weapons wear out. |
856 I'm moving out soon, what with all the rumors about Amn going about. I hear they have an army down in Nashkel. Gonna use the Friendly Arm to launch against the Gate, I hear. Hopefully I'm gone by then. |
857 You don't go believing every little thing being bandied about. A lot of it is just people getting worried 'bout nothing. Those gossips in Beregost are always coming up with new rumors to tell travelers. Us here at the Friendly Arm, we should have more sense. |
858 Aren't you the one who came by a while back? I heard you've been cleanin' house down south. Good on you. |
859 I think it's those Zhentarim who've been causing all the problems 'round these parts. Amn don't have a real reason to invade, so it don't make any sense thinking they are behind it. Zhents don't need a reason though, and a lot of clues point to them too. |
860 I'm sorry, my husband doesn't like me to speak with strangers. |
861 Stay away, I bet you're those Zhentarim. I hear they turn women into goats at the snap of their fingers. I heard they were behind the trouble in Nashkel, and maybe other places too! Just you stay away from me! |
862 You aren't from Nashkel are you? I hope not, because we don't trade with them at all anymore. All the iron we get from the mines there is tainted. Weak as tissue it is. |
863 You're the adventurers from Nashkel I've heard all about. Wow, I've never seen real heroes before. I hope you busted some bandits over the head on your way here. That'll learn them something. |
864 I really don't feel like talking to you right now! I lost my husband to those bastard raiders. I hope they rot through all the Nine Hells! |
865 Not many come by the Inn since the raiding started up. It's good to see a new face about. I was getting pretty tired of the old ones. Maybe I'll chance the roads and try to get to Beregost one of these days. |
866 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
867 It is a surprise to find such beautiful people wandering these woods. All of you look rather weary, down on your times I might say. Why don't we all rest and I'll treat you to some refreshments, perhaps some Berduskan amber wine? |
868 Sorry if I seem out of breath, but I had to retreat from a battle. I was ambushed by a dozen gnolls farther back on the trail. I handily dispatched them but thought better of fighting their half dozen ogre friends. I think I've evaded them for now. Would any of you care for a drink of some fine Selgauntian brandy? |
869 I must take my leave now. |
870 Well, you needn't be so rude, I apologize for offering my hospitality. |
871 All right, let's go about this again. Join me for a drink. |
872 I hope you are enjoying your liquor; it is some of the best you can find. All of you are probably wondering why I'm being so generous, "obviously not from the kindness of his heart," you think. Well, in a way, I am. You look like the type to be on the outlook for ways to improve the quality of your life. Well, I have a proposal that could help you in that endeavor. You see, there's a girl, my lover in fact, who desires to escape her father and live on her own. Her father is Entar Silvershield, one of the dukes of Baldur's Gate. This, of course, makes her desires more difficult than that of the average city girl. However, with your assistance, we could help her escape the tyrannical clutches of Entar. Here's the punchline: Since Entar's going to be hunting us anyway, we can blackmail him for hoards of cash and not worry about our captive escaping. After all, we're doing it all for the sake of Skie. Now, we needn't go about this right away. In fact, I'll help you with whatever you're doing until you decide to head up to Baldur's Gate. Just think of it as one favor deserving another. |
873 You're missing the opportunity of your life. |
874 I'm glad you're all savvy enough to recognize a good opportunity when it comes. |
875 Do you remember our agreement? You had agreed to help me kidnap Skie from the estate of Entar Silvershield. Well, I think this is the perfect opportunity. I could take us to the estate right now. |
876 You had agreed. If you're not going to live up to your part of the bargain, I'll find someone else who will. |
877 Just follow me. |
878 Aren't you coming? |
879 This is the estate right here. Skie has told me that there is a secret door in the northern section of the wall. I'll find it. |
880 We should sneak in and find her room. Once there, we'll sneak her out through this secret door. We shouldn't kill any guards, as that will bring the wrath of the Flaming Fist down on our heads. |
881 When the word stupidity was introduced to the language, they must have had you in mind. I'm not going to be a part of this group. |
882 Skie! It's good to see you again, we're here to get you away from this place. These people with me are friends of mine. We're what you might call adventurers. |
883 Let's get out of this place as soon as possible. |
884 If you won't have Skie, then there's no place for me with you either. |
885 I have to make a visit to the Blade and Stars tavern to pick up the ransom money for this week. I'll be right back. |
886 Yes, we're sort of thirsty right now. |
887 We don't have the time to drink with strangers. |
888 Sure, give us some booze. |
889 Likely story, and we defeated fifty tarrasques a day ago. Bugger off. |
890 Sure, we could use the extra help, and your scheme sounds like it could work. |
891 Are you always this slimy, or is this one of your better days? Go find someone else to help in your worthless schemes. |
892 Not now. |
893 Sure, lead the way. |
894 Good riddance. |
895 Hey, we're sorry. Take us to the estate. |
896 It's refreshing to find other people in this wood. I am Coran, thief and archer! I've been alone in the wilderness for far too long. I wouldn't mind returning to the big city, but I have yet to collect my bounty. I'd share the reward with the lot of you if you would help hasten the hunt. You interested in hearing more? |
897 Sorry if I startled you, but I always approach strangers cautiously. I'm Coran, hunter and archer. Are any of you interested in making some money? If you are, I'm the person who could help you do it. |
898 Sorry to be so abrupt, but I haven't time for monotonous chitchat. |
899 No problem, though you are missing quite the little adventure. |
900 Good, I'm glad you're smart enough to recognize opportunity when it comes knocking. The deal is this: I've been hired out by the mayor of Beregost to hunt down a great winged dragon that's been plaguing the caravan routes. He's offered 2,000 gold for its head. Now before you get cold feet, let me allay your fears. The only descriptions of the beast have always mentioned its deadly barbed tail. From what I know about dragons they don't have barbs on their tailsâ€â€that's something unique to wyverns. So all we have to do is find this wyvern's nest and kill it. Our only worries are if it has friends over for dinner! So what is your decision, yea or nay? |
901 Very well then. We shouldn't tarry any longer; let's collect the heads of those soon-to-be-sorry wyverns. |
902 Aren't stout enough of heart? I can understand, not all of us are. |
903 This is very unnerving, I know, but you must trust me. It is very important that you pack your possessions so that we may leave Candlekeep immediately. Hurry, for there is no time to tarry! The keep is well protected but not invulnerable. |
904 Perhaps you've changed your minds about my offer from before. Come now, it would be quite the adventure. |
905 Yes, tell us more. |
906 Nope, go away. |
907 Yes, tell us more. |
908 No time for that right now. |
909 Yea. |
910 Nay. |
911 Please! Don't kill me. I'll tell you where the mines are. Yes, I'll do that for you if you spare me! The entrance is in the bailey to the east. Please let me live. |
912 Is there a reason for you being here? You had better have a good explanation for bothering me! |
913 We're here on business. We wanted to purchase some of your iron. |
914 We don't really need a reason. We're here to kill you. |
915 If you set me free, <SIRMAAM>, I can tell you how to bring this mine crashing down around the heads of these fat-headed slavers. |
916 Well, see, here's how it is: The way to bamboozle these ninnies is real easy. Right here beside me is a steel plug that stoppers up the river on the surface. If you were to release that, then the whole mine would be drowned. Only the master of the mine has the key to open the plug, and he's a real mean cuss. If you were to bring the key to me, I could use it to flood the mine. |
917 Those aren't Blacktalons. |
918 We'll set you free. Now tell us what you know. |
919 Shut up, you fool. |
920 You're a bunch of greenheads, ain't ya? You've come here to guzzle, or maybe one of you handsome stags wants to shag me. I am quite a fubsy, aren't I? Heh heh heh. |
921 Ya buncha chuckle headed shag bags, try to sneak by me, will ya? I'm going to drub you but good. |
922 I am Branwen, a war-priest from the Norheim Isles. I have been trapped in stone for what seems like an eternity. You have saved me, and for that I owe you my life. I am indebted to you, and by Tempus, I leave no debt unpaid! Let me join whichever cause you're fighting for, I should make a valuable ally and bring the favor of the Lord of Battles upon us. |
923 It's an insult to my honor to refuse my services, but the choice is yours. |
924 I am glad to be part of your war party. I will not make you regret your decision. A word of caution though: Beware of the dog that entrapped me in stone. Tranzig, he called himself. He was in the employ of a mercenary group, but I do not know the name. I shall see him dead before I see the shores of home again! |
925 We're always on the lookout for another warrior. |
926 [no text] |
927 I have no need of your services. Take your freedom and be off with you. |
928 Oh, a fine sight are you, whoever you are! Sick to death of bandits, I am! I have been cooped up the longest time, but if you've a spare mace, I'd gladly swing it for yer cause. I can do things cleric-wise as well, so I'm mind as well as muscle. By Clangeddin, a chance to right past wrongs! Can I join you? |
929 I don't know who you are, but I'm glad to see you nonetheless. I canna be done with this place soon enough! I don't fancy the look of you, but if you be against the Throne you've my best blessings. In fact, I'll do you better than blessings. This mine was once my clan-home, and after that my clan-tomb. We breached a riverbank over a hundred years ago and most of us died. A few survived, but we left the mine flooded as a monument to the dead. I got trade-work at the Iron Throne smithing, but I then told my "friend" Rieltar about my old home. They chained me up and tortured the location out of me, and now my home feeds the Iron Throne and their evil plans. I'd sooner destroy it again than have the Throne use it so! Here are directions to the lower levels. They plugged the hole to the river, but knowing hands can loose it again! Flood the blackguards out! I must leave, I can bear the sight of this place no longer. I'll black a few eyes on the way out though! Clangeddin's might be with you! |
930 That you have, and none would know better than I. This is my mine that the blasted Iron Throne has stolen. Well, they were my clan's home one hundred and twenty-five years ago. Curse me for a fool, I trusted them! Years ago, that blasted Rieltar gave me a good trade smithing for the Throne, and then I go and tell him about my old home! About how my clan had the richest iron mine on any coast, and how almost all were killed when we breached a riverbank. Lost most my kin in that flood. Those of us that survived couldn't bear to go back down. It was a giant watery tomb, and we left it the way she stood. So I go and tell this to my "friend" Rieltar, and he has me chained up! He tortures the location outta me, and now this graveyard feeds the Iron Throne as they bleed the coast dry. If you want to cripple their plans, help me flood this accursed mine once more! They plugged the breach, but knowing hands can loose the flow! We can drown these black-hearted rats in the very mine they've stolen! Here be the way! |
931 You're a bit of a fool to refuse any help, though perhaps foolhardy risks are called for. So be it, I'll go my own way. I will tell you how to hurt these blackguards though. This mine here, it was my clan's long ago. We were just tapping the richest ore deposits when we breached a riverbank. Most of us died, and those that lived left the mine a flooded tomb. So here's the fool me, who gets a trade with the Iron Throne. My "friend" Rieltar learns of my past and tortures the mine location outta me! Now my clan graveyard feeds the Throne while they starve the coast of ore. Here be directions to the river breach. Knowing hands can loosen the magical plug and flood the mine again. Do this for me, and for yourselves if you be against the Throne. I'll make my way out without you, but I'll black a few eyes on the way. |
932 All help is welcome. We've much to overcome. |
933 I've no need of you. Take your freedom and go. |
934 Why have you come? Is it to steal my riches or perhaps you seek to righteously punish me for my affront to your morality? It matters little, for you will do neither. Before I dispose of you in some horribly gruesome manner, perhaps I should introduce myself. I am known as Davaeorn. I would ask you for your names, but I care little to become acquainted with the dead. |
935 There are still more doppelgangers. We won't be safe until you've killed them all. |
936 You meddling fools! Your victory shall be short-lived. |
937 I really think that Duke Eltan should bring in part of the Flaming Fist and put down these wild men of the woods. |
938 I can't believe they killed Elban. Those bastards! They are going to pay! |
939 Oh, I apologize for my rudeness. I mistook you for someone else. Let me introduce myself. I am Aldeth Sashenstar. You must understand that at the moment, I'm under a terrible amount of stress. You see, my dear <SIRMAAM>, there is a group of uncouth savages that has declared their intention of killing my friends and me. I've been holed up in this cabin for several days and have lacked the wherewithal to try to make an escape. Perhaps you kind folks would help a fellow in trouble? |
940 What purpose have you wandering this far into Cloakwood? Are you looking to earn some money? If you are, I would be willing to pay a considerable amount for your assistance. I am Aldeth Sashenstar, a noble from the city of Baldur's Gate. Perhaps you have heard of me? No matter. I am looking for some good strong people who could defend me against a band of savages. These ruffians have been threatening my companions and me with bodily harm. Would you be interested? |
941 Whoever you are, get away from here. We do not need any more miscreants to cause trouble here. |
942 Well, I'm sorry that you feel that way. You're probably as insensitive as those hoodlums out in the wood. Learn some manners, brute. |
943 Good! I'm glad you had the sense of decency to help a man in my situation. Let me explain my predicament. My friends and I come here every year to do some sport hunting. This year however, a group of woodland savages threatened us with bodily harm if we did not stop our hunting trip. Being civilized men, we realized that it's well within our rights to hunt where we damn well please. After a few more days of hunting, the crass woodmen lost all pretense of humanity and murdered Elban, one of my oldest friends. I'm sure that they plan to attack our cottage here, so we had best be prepared. |
944 Do not listen to these slavering wild men, my dear friends. They lie as befits the uncultured barbarians that they are. |
945 What?! Have you gone mad, throwing your lot in with a band of madmen? You treacherous savages, you will suffer for your foolishness! I will deal with Seniyad after I kill you! |
946 I give you my gratitude for the aid you have given us. If you ever travel to Baldur's Gate, come to the Merchants' League Estate, and I will aid you in any way I can. Take now this small token of my appreciation. |
947 Yes, we would. |
948 No, we don't have the time. |
949 Yes, we would. |
950 No, we don't have the time. |
951 You've done very well! I'm glad to have worked with such as you. Aldeth should have your reward, if he hasn't already given it to you. |
952 Trespassers and butchers of our wood, I, Seniyad, have come to administer the punishment that you have brought down upon yourselves. Yet, who are the ones that stand beside you? With them we have no quarrel. It is now to you that I speak: These men have most likely duped you into protecting their sorry hides. They have most likely not told of the druid they have slain in cold blood. I will allow you to rethink your earlier decision and leave these men to their most deserved fate. |
953 You have made your choice fools, now you will suffer together with your hunter friends. |
954 I congratulate your wise decision. I wish you well for whichever endeavor you now embark. If your presence in this wood involves those known as the Iron Throne, then I would suggest you head west, then north. Be careful in your journeys, for there are many foul beasts that have inhabited the wood. Another danger is a sect of shadow druids. Their order is a dangerous splinter group of the true druid order. |
955 What do you mean, prisoners?! No one supposed to know of camp! NO ONE! |
956 We'd just like to be paid. |
957 Just remember us for the future. |
958 I'm too weak... You're going to have to carry me. |
959 Damn it, Jebadoh, we can't go on like this forever! There is no way we can keep quotas up when we're afraid to come near the nets. Excuse me, who are you? |
960 Sorry, Aldeth, but we're siding with the druids. They have this great aloe vera balm they are giving away samples of, and my armor has been chafing a bit, ya know? |
961 Don't you think you're being rather harsh, Seniyad? We can't just let you murder Aldeth. Come now, why don't we come to a peaceful solution? |
962 What do ya want? |
963 We do not want trespassers in our sacred grove. Leave immediately or suffer the consequences! |
964 Kill the meat, my pets. |
965 The entrance tax is 6 gold pieces for each party of travelers. Please announce your point of origin. |
966 You'll have to wait here, my commander wishes to have a word with you. |
967 Beregost. |
968 Amn. |
969 Nashkel. |
970 The mystical land of frolicking naked nymphs, where your every desire is granted by bald blubbering bugbears. Hee! Hee! |
971 I don't like your sarcasm. If you won't cooperate, then I'll just bring you to talk with my commander. |
972 Not many of the mammals remain among the living. We are nearly finished. |
973 We still need to take care; some of the primate leaders are becoming curious why this organization has been acting strangely. |
974 Some of the clan has moved to the next objective. Jased is leading them. I almost pity the humans. They'll be cattle to be butchered. |
975 The primate Jhasso has been acting up again. He tried to escape from his room, so we moved him to the basements. I don't understand why we just don't kill the meat. |
976 We need his knowledge on how this organization works, otherwise we'd be quickly discovered. |
977 Our clan could do better than the primate Rieltar. He pays us well but is weak, not like his son, who is strong. |
978 Sarevok is very strong, yesss. |
979 You shall die for this intrusion meat! Ssssssss. |
980 Don't think you can escape, meat. We will come for you, and you will never know who we are. Sssssssss. |
981 What can I do for you? |
982 Unfortunately, I cannot grant any of your desires, so could you kindly leave? |
983 I'm sorry, but I'm in a real hurry, please don't bother me. |
984 Listen here. There have been some strange things happening about the Seven Suns, but I'd rather not talk about it. Everybody I know has been acting really strange of late. I've seen some of the other merchants change faces when they thought I wasn't looking. Yes, you heard me right, they changed faces! Some sort of shapeshifters have infiltrated the Seven Suns. If I were you, I'd get out of here while there's still time. That's what I'm planning to do. |
985 Excuse me, could I inquire to what you're doing here? |
986 Lying primates! Guards, kill the intruders. |
987 Do not question my orders meat, just do it. |
988 We wanted to ask you some questions on your recent business decisions. Some people find them very questionable. |
989 We wanted a tour. |
990 We want to talk to the owner of the Seven Suns. |
991 Not until we get to see Jhasso. |
992 We want a tour first. |
993 No tour, huh? Well, I guess we'll be on our way. |
994 Fine, we'll find someone else to answer our questions. |
995 Not until you answer some questions. |
996 Sure thing, bye. |
997 We're tourists. |
998 We're new mercenaries. |
999 We work for Jhasso. |
1000 You are not allowed entry to this building. |
1001 In that case, please wait here while I inform him of your arrival. |
1002 Because this isn't a public building, imbecile. Off with you. |
1003 What are you doing here? Intruders! We have intruders! |
1004 If you surrender, we will peaceably escort you from the premises. |
1005 Kill them? But that's against the law. |
1006 We're here to see Jhasso. |
1007 Why not? |
1008 Okay, see you later. |
1009 We're not surrendering without a fight. |
1010 That sounds fine to us. We surrender. |
1011 Well, you'll get naught from me this day, not a cry of pain nor the knowledge in my noggin. Get away from me, shapeshifter scum. |
1012 As I said before, you'll get nothing from me. |
1013 You think I believe that, you shapeshifting scum? I know your tricks, and that one won't work no more. |
1014 Jhasso? I'm Jhasso. You know Scar? You might be telling the truth. Is my torment to finally end? |
1015 You know Scar? I'm Jhasso, a friend of his and the owner of the Seven Suns. You have to help me get out of here! |
1016 Now that we're free of those monsters, I can tell you what's been going on. |
1017 Those creatures, the shapeshifters, started infiltrating the Seven Suns some months ago. They must have started with some of the less important members of my coster. Eventually they captured me, and their leader took my face. They've been keeping me alive in order to gain information that they need through torture. I don't know what their purpose is, but they have been running my business very poorly. All of you will be well rewarded for rescuing me. When you meet Scar again, he will give you my reward. I must be off now, as there is much of the monsters' work to be undone. I assume you've dealt with the other monsters upstairs. If you haven't, I'll get the Flaming Fist to clear out the rest. It'll probably be weeks before we can clean out their stench. |
1018 We're not the shapeshifter you speak of. We're friends, sent by Scar to see what's been going wrong here at the Seven Suns. Who are you? |
1019 Ha ha ha, we've come to torture you. |
1020 We're not here to torture you, we're here to save you. |
1021 It's not a trick, trust us. |
1022 Think what you want, we've been sent by Scar to find Jhasso, could you help us? |
1023 Fine with us. Goodbye. |
1024 If you're Jhasso, then you might have an idea of what's been going on here. Tell us everything. |
1025 We don't have time to chat with you. Come with us, we can get you out of here. |
1026 Bye-bye, Jhasso. You can make it out on your own. |
1027 It's good that we found you. Now we can find out what's been going on here. Before we take you anywhere, could you tell us what has been going on? |
1028 Joia's Flamedance ring |
1029 You can find your own way out, if you're really Jhasso. |
1030 What is going on here that deserves such an audience? Explain yourself, Irlentree! Why spread false rumors about my anniversary when you know perfectly well that this is not the day? |
1031 It is so pleasant to see your faces once again. Don't you recognize me? It is I, Aldeth Sashenstar. I am so glad to have met you, especially at a time like this. I need to speak with you privately. Will you listen to what I have to say? |
1032 What do ya want? |
1033 I thought you were a <MANWOMAN> of nobility. I must have been mistaken. Well, there is little I can do but try to find someone who is up to the task. I'll be here some while more, so if you deign to change your mind, speak to me again. |
1034 You again? |
1035 Back, I see. |
1036 Thank you so much, my friends. This should suffice for privacy. I'm sorry for all of this hiding and skulking, but there are dire events afoot. You know that I am one of the principal shareholders of the Merchants' League. Well, I share ownership of the company with two others: Irlentree and Zorl Miyar, two very distinguished gentlemen. When I returned from my hunting tripâ€â€thanks to you, I might addâ€â€I found that my two partners had undergone some profound changes, nothing physical or overt, but something far more sinister. |
1037 It's as if my partners had become wholly different people while I was gone. They almost take an active interest in squandering our company's resources on frivolous and stupid ideas. If they continue on this course, the company will be in shambles in but a few weeks. I know you have already helped me once, but I ask for your assistance again. I have no other recourse. |
1038 Come into the Merchants' League Estate with me. I will explain that you are old friends of mine and will quarter all of you in the guest chambers. From there, please investigate my partners, perhaps using magic or any of the other skills you possess. Learn as much as you can during your visit and then report back to me after you're done. It should only take a couple of days. |
1039 Please do not bother me. I am mourning the loss of my husband. |
1040 Hello. How have things been faring? Have you learned anything? |
1041 That is unfortunate. Well, keep trying. I will see you again. |
1042 That is good to hear. I was beginning to wonder if I had just become a paranoid delusional. Well, keep up on your investigations. |
1043 What? It's not my anniversary. |
1044 I agree. Why don't you see what this foolishness is about? Go talk to the commander of my guard. His name is Brandilar, in case you have not met him yet. |
1045 I did not think you would be so faint of heart. |
1046 That sounds like the proper thing to do. Why don't you go see Brandilar, the captain of the guard? |
1047 Name |
1048 Race |
1049 Alignment |
1050 Male |
1051 Female |
1052 <FIGHTERTYPE> / Thief |
1053 <FIGHTERTYPE> / Cleric |
1054 Of course we'll listen. What is it that you have to say? |
1055 Sorry, we have important matters on our hands. We don't have time for anything else. |
1056 <FIGHTERTYPE> / <MAGESCHOOL> |
1057 <MAGESCHOOL> / Thief |
1058 Cleric / <MAGESCHOOL> |
1059 Ah, look, Aldeth, you might be our friend and all, and you might have problems, but our problems are bigger. We're sorry, but we can't help you right now. |
1060 Well, go on. What's so sinister? |
1061 Sounds a little out of our league. I think you should perhaps find someone else more suited to the job. |
1062 What do you want us to do? |
1063 Sounds like an easy job. We'll do it. |
1064 Doesn't sound like too hard of a job. Why don't you do it yourself? |
1065 Cleric / Thief |
1066 <FIGHTERTYPE> / Druid |
1067 We've been doing fine, but we haven't learned anything unusual yet. |
1068 We would have to agree that something is unusual about your partners. |
1069 Nothing much, but why are you having your anniversary party at a time like this? |
1070 Well, perhaps we should go see what all of this is about. |
1071 I don't like the sound of this. I think we should leave here as soon as possible. |
1072 Perhaps we should call the commander of your guard. I think it's time for us to face this down. |
1073 Cleric / Ranger |
1074 <FIGHTERTYPE> / <MAGESCHOOL> / Thief |
1075 <FIGHTERTYPE> / <MAGESCHOOL> / Cleric |
1076 <FIGHTERTYPE> |
1077 Ranger |
1078 Paladin |
1079 Cleric |
1080 Druid |
1081 <MAGESCHOOL> |
1082 Thief |
1083 Bard |
1084 Hold! I'm Brandilar, commander of the household guard. As the commander of security here, I must ask you a question: I've known Aldeth since he was a kid, and I don't recognize you from no place. Who are you really? |
1085 Hold! I'm commander Brandilar, I lead the household guard. You must be the people Aldeth brought back with him, his so-called "childhood friends." That likely story might have hoodwinked some of the others, but I've known Aldeth since he was a kid, and none of you ring any bells. |
1086 You there! I don't care if you're the guests of Aldeth, you just make sure you don't cause any trouble while you're here. I'm commander Brandilar, leader of the household guard. If a problem arises, you better be sure I'll hear of it. |
1087 I don't like liars, but I'll give you another chance. Perhaps you're suspicious of me, but I've known Aldeth much longer than you have. Now who are you? |
1088 I'm glad you've been honest with me. To tell you the truth, I've been somewhat suspicious of my other employers as well. They haven't been themselves, and they seem to have a completely callous outlook on the future of their business. I'd almost have to say that Irlentree and Zorl aren't who they say they are, or they've had their minds taken over, or some other rot. Unfortunately, there's nothing I can do because they're my employers. I might be able to turn a blind eye if you were to investigate what they've been doing. If you can find some hard proof that exposes what's been happening, I might be able to do something about this whole mess. What do you say? |
1089 If you're going to be this way, then there is nothing more to talk about. |
1090 If you find anything, come back and see me immediately. |
1091 How has your investigation fared? Have you found anything that may be of use? |
1092 That's unfortunate. |
1093 Well, keep trying. |
1094 Show me what you've found. |
1095 This is exactly what I need. Irlentree and Zorl are obviously doppelgangers! I want you to track down and kill every one of those monstrous shapeshifters. |
1096 Human |
1097 Elf |
1098 Half-Elf |
1099 Gnome |
1100 Dwarf |
1101 Halfling |
1102 Lawful Good |
1103 Lawful Evil |
1104 Lawful Neutral |
1105 Neutral Good |
1106 True Neutral |
1107 Neutral Evil |
1108 Chaotic Good |
1109 Chaotic Neutral |
1110 Chaotic Evil |
1111 I'm sorry, but we've no fish today. Perhaps in... less troubling times. |
1112 Can't you see I've troubles on my mind? Leave me and mine alone. |
1113 Not another step, people! I'll not be havin' strangers armed to the teeth near mah boat! |
1114 Oh, yeah, the problem. Sorry for my manner, but we're a poor folk not accustomed to trouble, and it's hard times now. We can't but get a boat into the water before she's swamped by the rains. |
1115 Bah! They're naught but adventurer wannabees! |
1116 Telman, WE ARE POOR DAMMIT! |
1117 That bitch priestess was taking tribute from us for years! The price just kept climbing, and you can't sail without appeasing Umberlee! The cleric of Talos in Baldur's Gate said... |
1118 Jeb's right! It's only a matter of time before we're... we're... |
1119 It's that bitch of Umberlee! She's the one! |
1120 Another 20 gold! That's fair, isn't it?! |
1121 Have you done it?! Have you killed the bitch? |
1122 She knows we sent you? Damn it, she'll kill us all for... |
1123 By Talos, 50 gold more! Just go DO IT! |
1124 Well, that's it then! The jig's up, isn't it? |
1125 Talos be praised, at last I can sleep well again. |
1126 Keep your heads about you and we'll work it out! We just need a little help is all. |
1127 Wait, Jebadoh, maybe they're the answer to the problem. They look pretty trustworthy. |
1128 Ease off a second there, Jebadoh. They're rough lookin', but maybe they can help us with the problem. |
1129 You told them rightly, Jebadoh, but these layabouts might just be the answer to the problem. |
1130 Steady, Telman. What he means is, we're being harassed by a priest of the Bitch Queen Umberlee. We don't even know why, but whenever we attempt to fish she turns the weather sour. Two of us were washed away just walking to the docks, but we cannot prove to the guard it was her. We be needin' someone to strong-arm her into leaving us alone. We've not much money, but I'll gladly give you a... magical weapon from my grandfather's adventuring days. It's a meager amount for your trouble, but it would be a great service to us. Will you help a group of poor fishermen? |
1131 Ah, I knew we could depend on you to do what's right. She hides out near a small shack to the north. Watch yer backs and act quickly; she's tricky. Good luck, brave friends. |
1132 Maybe you don't hear so good?! We're poor, remember? |
1133 Now Jeb, maybe they're leery of the danger because the group of us can do nothing against the Umberlee bitch. We are but fishermen and not accustomed to fighting, while you are obviously better equipped. No doubt you shall change your mind? |
1134 I guess you were right, Jeb; ain't no wind in their sails! Leave us be. We'll fix our own problems. |
1135 Have you changed your mind, or are you just drifting in and out with the tides? |
1136 Then I've not the time for you. Goodbye. |
1137 Hold your tongue, Telman. Now I warned ya she was treacherous. You've gone and believed her lies, haven't you?. What did she say, that we stole some bowl or something? Seems a pretty shallow excuse to kill us over, doesn't it? Now as I said before, we are but poor fishermen, but what if we toss in another, oh, 100 gold. Will that change your mind? |
1138 Well, the offer has been made. Is that enough now, or does this shakedown continue? |
1139 Your name won't mean much if you go around breakin' deals. So be it; we'll deal with the child ourselves. |
1140 Suffice to say, we made other arrangements for our safe passage at sea. Part of that deal was a little payback as well. So you see, we are all pawns within the "friendly" rivalries of the gods. You had best tread carefully, lest you step on some pretty powerful toes. |
1141 I suppose I have little choice then. I've had it on me the entire time; we felt it was safest that way. |
1142 Take it, but know that the Storm Lord knows who it is that opposes him. |
1143 You've got what ye came for, now get out of here. I should stay well away from any Talos shrine if I were you. Vengeful things, these gods. |
1144 We all will, friend. Hear that boys? The child is dead! We'll be back to our boats tomorrow with smooth sailing forever! The Bitch Queen can't touch us now, and we'll take her seas for all they're worth! And to you, my heroic saviors, to you go the spoils. Behold the mystical marvel that is my grandfather's flail. Enjoy. |
1145 Strength |
1146 Stop! You are trespassing on my land-home! None come this way armed as you are. It was those horrible fishermen that hired you, wasn't it? Speak! |
1147 I've no quarrel with thee! Be sure this remains so and leave. |
1148 As cowardly as they are treacherous, hiring others to do what they could not! Tonight I shall put an end to all of this! The seas cry for vengeance! |
1149 Liar! None would dare attack me of their own accord! You shall share the fate of your employers as the sea takes back what it's due! |
1150 The power of Umberlee flows in my blood! I am the avenging Wave of Fury, the anger of the storm that beats the shore! |
1151 Dexterity |
1152 Why do you do this? Don't you know what they've done? Sonner and the others, THEY are the EVIL ones! They killed my mother, and now you help them?! She only did her duty, collecting the offerings from those that would use the sea. They stole her elemental summoning bowl and tortured her for the words that make it work. Now they all misuse a gift from Umberlee to pillage the seas, and my mother's spirit can't rest until it is returned. I have more power than mother had. Umberlee gave me her anger, but I can't find the bowl. All I can do is hurt them till they give it back or die, but I'm so tired. I don't have mother's will, and the goddess is so demanding. Help me, please. |
1153 Then you had best kill me now. All who malign Umberlee must be punished, and she will not let me stop! |
1154 Oh, thank you! The Sea Queen may yet be satisfied with the return of the bowl, but one way or another Sonner's group must no longer profit at her expense. It is probably being hidden in a shrine to another god. I don't know where the shrine is and couldn't go near even if I did, but Sonner may tell you... if you ask him with a blade. Go now, for Umberlee is seldom patient, and you are not yet on her good side. |
1155 You return. I trust you bear good news? |
1156 The Bitch Queen is not called so because of her patient nature. Quicken your step. |
1157 I have no further need of vengeance. Umberlee is mother now, and she is well pleased. The blood spilled today will remind all of her mastery of the waters. Hopefully Talos will tire of these little games. You have been a most useful tool, and the Sea Queen shall reward you... in time. |
1158 Umberlee is mother now, and she is well pleased. She will deal with Sonner's group in time, and Talos will no doubt abandon them for their failure. If they are wise they will never set sail again, for the sea will take their worthless lives. I have no reward for you, but the Sea Queen remembers those that serve her well. You will be paid... in time. |
1159 So be it! It's your own grave you dig, for Umberlee shall not be denied! |
1160 I shall deal with them myself then. It's no longer the time for subtlety! |
1161 It's your choice which hits the ground first: your swords or your heads! Be smart now, and you'll all live to grow wise! |
1162 You'll not take us alive! |
1163 We'll not fight you. In fact, we want to join your group. |
1164 We don't want any trouble. Take what you want and leave us be. |
1165 As you like it, fools! Your children be orphans tonight! |
1166 We'll settle this like nobles yet. Now hand over any iron and your purses please. Ah, iron for the cause and gold for the coffers. I love my job. |
1167 Now there's a laugh! Why, pray tell, should we take you rattle-pates? |
1168 It's a bloodthirsty job you have, and we like the killin'! Let us join, and the roads will run red 'neath our feet! |
1169 Tazok can ill afford to turn down any offer of help. It's a monumental task he has ahead. |
1170 But there's no future in anything else! Everyone is afraid of you, and I want to be respected like that too! Please? Pretty pleeeeeease? |
1171 You're too good at your job! We can see which way the wind is blowing. Whatever you're doing, we want in. It's the only real profit on the Sword Coast today. |
1172 We've no room for an unstable blade. It's careful work, not slaughter! Now, do you surrender or not? |
1173 You scare me, but I like your fire! All right then, we'll take you to the boss and see if he likes you, too. Follow. |
1174 How did you come by the name of Tazok? No matter. We will kill you now and shaft the spy who told you later! |
1175 We have no concern in what you amount to! Surrender now so I can get you out of my sight! |
1176 I've no time to suffer your flattery! Surrender or die, make your choice! |
1177 Ha ha! I like you. You make me laugh! We'll take you back to the boss and see if he likes you, too. Then maybe you're in. If not, you die. Follow me and try to keep up. |
1178 Constitution |
1179 Intelligence |
1180 Wisdom |
1181 Charisma |
1182 [DRIZZT DO'URDEN 2] |
1183 [DRIZZT DO'URDEN 8] |
1184 [DRIZZT DO'URDEN 9] |
1185 [AJANTIS POST] I cannot tarry about for idle conversation. As a paladin, there are many tasks that must be looked after! |
1186 You don't have the artifact! That is what I hired you to retrieve. You won't see one gold piece until you bring it to me! |
1187 You'll come dead is what you'll do! It's less trouble just to carry your heads! |
1188 You've caused us a bit of trouble, you have! We'll take you back to camp so Tazok knows why we've been delayed. When he gets through with you, 'tis sure you'll wish you were dead! |
1189 These aren't just uppity merchants or nobles. I think they're spies for the guard, or worse! They just act... differently. I figured Tazok could sort them out, maybe find out who sent 'em and how much they know. He would want that. |
1190 It's a risk, I know, but we must think about keeping our numbers up! We'll not have the time to bring more from Iriaebor. Better that we recruit here. They've already proved themselves to me. |
1191 I know, Tazok. We just though that you might want to question them. They seem to know something about what is going on! |
1192 We need to keep our numbers up! Besides, we checked them out pretty good. I think they'll do fine. |
1193 Pick up the pace, else you die slow as well! |
1194 Drop ye weapons and and mayhaps ye outlive the day! I'll no be sayin' it twice! |
1195 You weak-kneed bandits don't scare me! I'll feed your arse my boot! |
1196 We'll not fight you. In fact, we want to join your group. |
1197 We don't want any trouble. Take what you want and leave us be. |
1198 At their throats, men, for today they wish to die! |
1199 There be a good group o' heroes. Now we be takin' any iron for the boss, and any gold for ourselves. Planning for the future I be. |
1200 Ha! We've plenty o' mules now! What for we be needin' you? |
1201 This is a bloodthirsty job you have, and we like the killin'! Let us join and the roads will run red 'neath our feet! |
1202 Tazok can ill afford to turn down any offer of help. It's a monumental task he has ahead. |
1203 But there's no future in anything else! Everyone is afraid of you, and I want to be respected like that too! Please? Pretty pleeeeeease? |
1204 You're too good at your job! We can see which way the wind is blowing, and whatever you're doing, we want in. It's the only real profit on the Sword Coast today. |
1205 You be dead before dawn, an' probably take us all wit' you! We've no room fer lunatics! Now do ye surrender or no? |
1206 Aha, the fury of youth! Just wind ya up and point ya in the right direction, eh? Well, we'll see if the boss wants any more berserkers. Let's move. |
1207 Aye, Tazok be my master's name, but how would ye know that? Blasted spies you are! Have at them, men! |
1208 We've no room for whiners! Surrender now and ye be home to Mommy in time for din-din! |
1209 Shut yer sweet-mouth 'fore I gag, and choose to live or choose to die! |
1210 Save your sweet talk fer the boss. I'll take ya to meet him but if he says ya die, then ya die. No chance to surrender then. |
1211 What are you doing here?! We are about to enter the last remaining room, and I don't want the likes of you around when we make our discovery. |
1212 Page |
1213 Actions |
1214 Quick Slots |
1215 Miscellaneous |
1216 Priest Spells |
1217 Mage Spells |
1218 High Level Abilities |
1219 It's certain they woulda had a few coin between them, to be sure! Ye're a liar, and I'll still have yer blood on me blade when I run them through! |
1220 You be a day's dead before I give a second thought to killin' you! |
1221 Damned if I be lettin' you go after this mess. Ye're gonna have a chat with Tazok back at the camp, you will, and explain why you've delayed us! Or maybe ya just die tryin'! |
1222 They's a bit more than just mouthy. They interested like they be knowin' something about what's going on! I just figured Tazok would want to know where they got their info. That would be bloody important, wouldn't it? |
1223 I eyed 'em well 'fore bringin' 'em this far, and they be as good as we got. We ain't got the time to do formal training to cover our losses. We'll be no use if we don't fill in the ranks. |
1224 I know, Tazok. We just thought that you might want to question them. They seem to know something about what is going on! |
1225 We need to keep our numbers up! Besides, we checked them out pretty good. I think they'll do fine. |
1226 Get yer arse in gear, ye stupid git! I'll no tell you twice! |
1227 What's the meaning of this? We've got a schedule to keep! |
1228 Everyone please stop where you are and don't move! Drop your weapons and gold, and this will all be over quick! |
1229 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1230 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose?" We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1231 Well, which is it? If I drop my weapons like you said, I'm gonna be in motion. Likewise, if'n I stay still I can't rightly disarm. Straighten yerself out and come at that again, this time like ya mean it. |
1232 I don't think you've got the muscle to back up those threats, so why don't you just git along 'fore we put a hurtin' on you. |
1233 Everyone please stop where you are and don't move! Drop your weapons and gold, and this will all be over quick! |
1234 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1235 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose?" We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1236 We're his childhood friends. You don't think we're lying, do you? |
1237 If you must know, we've been hired to investigate Aldeth's partners. They seem to be trying to run the business into the ground. |
1238 That's 'cause we're all older now. |
1239 Don't you know, Aldeth has hired us on to investigate his partners? They've been acting strangely of late. |
1240 We're his long-lost brothers and sisters. |
1241 Okay, you've cracked our disguise, we're actually investigators hired on to learn as much as possible about Aldeth's business partners. He seems to think that they've gone mad. |
1242 Sure, we might as well work together. |
1243 We only work for Aldeth. |
1244 No such luck just yet. |
1245 We've heard and seen quite a few things, but we haven't found any hard evidence. |
1246 We found some documents that you might find very interesting. |
1247 Sorry, only Aldeth gets to see this stuff. |
1248 Here, take a look. |
1249 960 x 640 |
1250 1366 x 768 |
1251 The Protector of the Unworthy |
1254 Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage resisted) |
1255 Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage bonus) |
1256 Takes <AMOUNT> <TYPE> damage from <DAMAGER> |
1262 Can I have a moment of your time? |
1263 You needn't be rude. |
1264 I have heard around town that there is a freelance group of mercenaries who have recently arrived. Would you be those people? |
1265 Before we go on, perhaps it would be well if I introduced myself. I am Deagan, employee of the Merchants' League. My master has need of services that only you would be able to provide. He is one of the owners of the Merchants' League Estate. If you were willing to speak with him in private, he would pay you 5 gold each, before you agreed to do anything for him. What do you say? |
1266 If you would be kind enough to follow me, I can show you to him right away. He wishes to meet with you at the Three Old Kegs. |
1267 I thought you had agreed to come. You haven't changed your minds, have you? |
1268 This is my master, Aldeth Sashenstar. |
1269 No, get out of my face. |
1270 What do you want? |
1271 Got the wrong people, now we have to be on our way. |
1272 What's it to you? |
1273 I say nay. |
1274 Free money, why not? |
1275 Hold your horses, we're coming! |
1276 Actually we have, bye. |
1277 Greetings, you are all new faces. I am Zorl, and you must be Aldeth's childhood friends? |
1278 Perhaps we will have another more convenient time to talk. |
1279 So, were you good friends with Dabron as well? |
1280 You don't remember Aldeth's brother, most interesting. |
1281 I don't like these sniveling primates interfering with our work, Jased! Say the word. |
1282 You seem to have an unhealthy interest in wandering the halls of our consortium. Perhaps it would be best for you to return to your room. |
1283 Perhaps, Aldeth, your memory has become somewhat addled. You seem to be forgetting and even inventing elements of your past. Take, for example, your "childhood" friends. A most stupid lie, meat. |
1284 Before you die, primates, I have been instructed to give you a message from our employer, Rieltar. He wishes you to know how much fun it's been matching wits with you. |
1285 Are you going somewhere? We thought it was best for you to stay for the festivities. Why don't you turn back now and return to where you're wanted? |
1286 No, I'm the one who's sorry. |
1287 Is there a reason for this intrusion? |
1288 So you have learned the truth, primate. It will do you no good. Prepare to die. |
1289 Greetings, house guests. I must assume that you are the friends that have had Aldeth so excited. I must introduce myself: I am Irlentree, one of Aldeth's partners in business. I've come to announce that the company is celebrating the anniversary of Aldeth's stay with us. I would like you to join us for the festivities. There should be some interesting surprises. |
1290 No, I don't think you understand. I insist that you be there. You should go soon. I'm sure you'd enjoy it. |
1291 The party is set to take place on the third floor. If you go up there, I'll meet you soon after. |
1292 Belt |
1293 Are you sure Aldeth, I was most certain that this was the day. |
1294 Come now Zorl, we mustn't be so rude. These primates are about to take the final step, to become something much greater than what they were. |
1295 Sorry, we don't feel up to it right now. |
1296 We'll be there. |
1297 Yeah, we've been friends since we were kids. |
1298 Sure, but we don't have time to chat. We've got a lot of catching up to do with Aldeth. |
1299 Dabron? |
1300 Oh, yeah, Dabron. Sure we were. |
1301 Actually, we kind of want to talk old times with our buddy here. We'll see you later. |
1302 Aldeth gave us free reign of the entire place. |
1303 Sure, we don't want any trouble. |
1304 You're right, we'll go back to the party. |
1305 We're sorry, but we can't do that. |
1306 Hold! You are the new mercenaries in town, are you not? |
1307 Do not presume to lie to me, scum. It was you who killed my brother Aldeth, and it is you who shall pay! |
1308 Then do you not admit to have killed a small group of hunters along the edge of Cloakwood? |
1309 I grow tired of your falsehoods. |
1310 One of the men you helped murder was a young man named Aldeth Sashenstar. Perhaps you remember the name? |
1311 You have spoken the harshest insult, not even remembering the name of the one you have murdered. |
1312 Perhaps I should introduce myself, I am Dabron Sashenstar, the brother of the man you most foully killed. Draw steel, scumâ€â€it is time for justice to be served. |
1313 That's too bad. |
1314 Yes, that would be us. |
1315 Got the wrong people, fella. |
1316 Yep, that was us. |
1317 Ah, no, we didn't do any such thing. |
1318 How can we remember the name of someone we've never met? |
1319 Sorry, doesn't bring back any memories. |
1320 Aldeth? Yeah, I remember running him through. He was kind of the screaming type. |
1321 We don't want to fight you. |
1322 If you want a fight, we're fully prepared to give you one. |
1323 I am Lothander, partner of the assassin Marek. I do not wish you harm. |
1324 My partner, Marek, has poisoned all of you. While you slept, he slipped a slow-acting magical poison into your rations. You have about ten days to live. Common priest spells won't help you. Only one thing can, and that's the antidote. I can help you find it, if you help me first. |
1325 Do you take me for an idiot? I don't have the antidote, I only know where it can be found. |
1326 Your mistake, and most probably your last. |
1327 My problem is this: I don't work for the Iron Throne because I wish to but rather because I have been forced. I have been enspelled with a geas. If I do not obey everything that Marek orders of me the spell will take effect and I shall waste away. I need a way to rid myself of the spell. I know of a diviner at the market square who may have the answers I seek, but I don't have the money to pay him. Will you help me? |
1328 You can kill me then; it does not matter. If I were to help you find the antidote, the geas would take effect, and I would die. |
1329 You must help me! Now that I have actively tried to have the geas removed, my life is forfeit. Please reconsider. |
1330 Step in here to the diviner's tent. |
1331 This is where the diviner stays during the day. I'll wait here until you finish talking with the diviner. |
1332 I thought you said you would help? We have little time, hurry! |
1333 What were you doing?! You asked the wrong question! You idiot, now we're all dead. |
1334 You should go to the Water Queen's House. It's also known as the temple of Umberlee. I'll be at the Blade and Stars Inn. Meet me there when you've found a way to reverse the geas. |
1335 So, how did you fare? Do you have the cure to my geas? |
1336 What are you doing here then?! Go back and find the cure to the geas; there isn't much time. |
1337 All right then, here's my half of the antidote. Marek, my partner, possesses the other half of the antidote. You'll find him at the Blushing Mermaid inn. I can't help you other than that. |
1338 We don't have time to listen to an assassin of the Iron Throne. |
1339 We'll give you a chance. Make it quick. |
1340 Why don't we just kill you and take the antidote ourselves? |
1341 Okay, what do you want us to do? |
1342 Don't try to lie to us, scum! |
1343 Okay, we'll help you. |
1344 We don't need your help, assassin. |
1345 We don't have the money, and we're not interested in dealing with an assassin. |
1346 Sorry, but you can find someone else; we can find this antidote on our own. |
1347 We'll help you. Take us to this diviner. |
1348 Sorry, we can't help you. |
1349 Okay, we've changed our minds, we'll help you. Take us to this diviner. |
1350 No, we don't. |
1351 We have your cure, now where is the antidote to the poison? |
1352 You wish to hear the arcane knowledge of Haspur? It will cost you 50 gold for the answers to your questions no matter how small. Will you pay, or will you leave? |
1353 I am for real. Now what is it that you wish to know? I must tell you, I only have the strength to answer a single question in a day, so be careful in what you ask. |
1354 They are led by Rieltar Anchev. |
1355 They are led by Sarevok Anchev. |
1356 Only the high priestess Jalantha Mistmyr of Umberlee has the power to remove Lothander's geas. She can be found at the Water Queen's House. It is difficult to see whether or not she will help you. |
1357 Entar Silvershield is the wealthiest man in the city. He keeps his hoard in his bedroom at his estate. |
1358 The man who claims to heal him is, in fact, the source of the problem. |
1359 A man named Sarevok Anchev is responsible for the frame. |
1360 I cannot answer any more questions. You must leave now. |
1361 Making money has always been their agenda. |
1362 50 gold! That's ridiculous, you can find some other chumps to squeeze money out of. |
1363 Here's the money, seer, but you'd better be for real. |
1364 Who is the leader of the Iron Throne? |
1365 What is the Iron Throne's agenda? |
1366 Who is the richest man in Baldur's Gate, and where does he keep all of his money? |
1367 Who has the ability to release Lothander of his geas? |
1368 Why is Eltan so ill? |
1369 Who framed us for the murder of the Iron Throne leaders? |
1370 Who is the leader of the Iron Throne? |
1371 Why you |
1372 I am Jalantha Mistmyr. What reason do you have to see me? |
1373 I am the High Priestess Jalantha Mistmyr; you have come to worship at this temple, yet none of you bear any holy items of my goddess. Why are you here? |
1374 Your faith comes across falsely. When you decide to tell me the truth, then you may speak with me again. |
1375 I do not offer the power of my goddess to anyone. If you wish this favor you will first have to do a favor for Umberlee. |
1376 My goddess cannot be bought with gold. If you wish to see your friend healed, you will first have to do a favor for Umberlee. |
1377 The favor I ask of you is a simple one. The holy day Storm Call approaches. It will be the first time I have overseen this ceremony. To ensure that my first ceremony is flawless, I need an item of power. It is called the Book of Wisdom, and it is possessed by the clergy of Tymora at the Temple of Tymora, called the Lady's Hall by those who venerate the frivolous goddess. If you can get this book for me, I will do what you ask. What is your decision? |
1378 I don't care how you get the book. Once you have it, come to the temple and meet with me. |
1379 So, you've returned with the Book of Wisdom. Let me see it. |
1380 You don't have it?! Then return to me when you do. Now leave. |
1381 You dare question my honor! Very well, this scroll is scripted with the incantation that will rid your friend of his curse. Now give over the book. |
1382 Good. Take this. An incantation upon this scroll will dispel the geas upon your companion. |
1383 You will pay for such impudence! |
1384 Our bargain is now finished, I would ask you to leave. |
1385 We have come to pay our respects at your temple. |
1386 We have need of your powers. A companion of ours is cursed with a geas spell. We humbly ask that you remove it. |
1387 We want you to remove a geas spell from a companion of ours. We will pay any price. |
1388 We did not lie, we are here to pay our respects to your goddess. |
1389 You're right. We're not here to worship; rather, we need the power you possess. A friend of ours is afflicted by a geas spell. Would you be able to remove it from him? |
1390 We need you to remove a geas spell from one of our companions. Name your price. |
1391 We don't like your offer. We'll be off now. |
1392 It looks as if we have no other choice; we're in. |
1393 We don't trust you. Before we show it to you, we want the cure to our friend's geas. |
1394 Here you go. Now give us the cure to the geas. |
1395 Actually, we don't have it with us right now. |
1396 Here's your precious book. |
1397 Actually we don't have the book. Aren't you the fool? |
1398 For what purpose do you visit the Bitch Queen? |
1399 The High Priestess does not have time to see commoners. Why should I allow you to waste her time? |
1400 You are unwise to waste my time. Please leave. |
1401 You may not enter. I will not change my mind for you or any of your idiot friends. If you come up with a better reason to enter, then speak to me again. |
1402 I told you to follow me. I won't give you a second warning. |
1403 Such a piddling tribute. If you wish to see the High Priestess you will have to give at least 100 gold. |
1404 That offer is adequate. Wait here and I will return with the High Priestess. |
1405 You wish to see Tenya? Wait here and I will get her for you. |
1406 So, you've returned. Do you have the book for Jalantha? |
1407 Then return when you have the book! |
1408 Wait here, I will return with Jalantha. |
1409 We wish to speak with high priestess Jalantha Mistmyr. |
1410 We want to see what a temple to an evil goddess looks like on the inside. We're from, uh, Cormyr. Tourists, you know. |
1411 We wish to pay our respects to the Queen of the Deeps. |
1412 We wish to see the Priestess Tenya. |
1413 Perhaps a little donation to the church? Would 25 gold suffice? |
1414 Would a donation of 50 gold allow us entry? |
1415 I met the brother of the man I killed in Cloakwood, Aldeth I think his name was. Hm, guess family ties run deep. |
1416 100 gold?! We can't afford that. You'll have to find other peasants to exploit. |
1417 Okay, here's your 100 gold. |
1418 No, we don't have it yet. |
1419 Yes, we have it with us. |
1420 Could we have a moment of your time? |
1421 Actually, we insist. We need to talk to you about your involvement with the Iron Throne. |
1422 Well, we tried to warn you. |
1423 First, let me introduce the two of us. I'm Marek and this is my companion, Lothander. I thought it would be nice for you to know our names, 'cause if you don't take our advice you'll be seeing more of us two. I know that you've been taking an active interest in destroying the Iron Throne, don't try to deny it. My companion and I are in the employ of the aforementioned Throne. We thought it would be polite to give you one last warning: Stop interfering with our employer's business. You can decide to disregard this warning, but if you do, it'll be the last decision you ever make. See ya later. |
1424 So you've come, I assume, to take the antidote. All you're going to accomplish is to hasten your death, but I think that isn't the foremost worry you have at the moment. |
1425 Not right now. |
1426 What is it? |
1427 Make all the threats you want. We aren't the ones with one foot in the grave. It's anybody stupid enough to get in our way who will pay the piper. |
1428 We're not interested. |
1429 All right, go ahead, what do you want? |
1430 Gee, thanks for the warning. |
1431 I am glad to see that you have come. I know that such a meeting is unusual, but in these circumstances it is necessary. I would first ask what involvement you have had with the merchant society known as the Iron Throne? |
1432 Perhaps I should reiterate: I command you to tell me what your involvement with the Iron Throne is. |
1433 Don't insult my intelligence with your lies. What is your involvement with the Iron Throne? |
1434 Don't force me to do something that I'll regret. You already know too much for me to just let you go. You WILL die if you do not tell me what I want to know. You have no option here. |
1435 From what I have been told, you have been quite a thorn in the side of the Iron Throne. I'm interested in you because of the obvious hatred that they hold for you. Their recent activities have been brought to my attention, and I am very dubious about the intent of the Throne. I think it is far too easy to blame the recent caravan raids and iron shortage on the Zhentarim. Though the evidence does point to them, they do not have much to profit, while the Iron Throne has everything to gain. I have much to concern me right now, especially with tension rising between our city and the nation of Amn. Unfortunately, my hands are tied; I can't act against the Iron Throne until I have hard evidence of their wrongdoing. That's, of course, where you come in. I need a small group of spies to break into the Iron Throne headquarters and see if they can find any proof of the Throne's involvement with the caravan raids. If you do this for me, you'll be paid extremely well: 2,000 gold to divide among yourselves. What is your answer? |
1436 I'm sorry to hear that. |
1437 You have made a wise decision. It is a difficult mission that I give you, but I am sure that you have the wherewithal to make it through. Return and report to me once you feel you have enough information to use against the Iron Throne. |
1438 I am glad to have you back. So, what have you learned so far? |
1439 What are you doing here?! Go back to the Iron Throne estate and learn as much as you can! |
1440 Go back to the Iron Throne headquarters and learn where he's gone. Scar! Escort them out of the palace. |
1441 I think the best course of action would be to follow these leaders to Candlekeep. Whatever they have planned must not bode well for any of us, especially if they need the privacy of Candlekeep. Go now, and make haste to Candlekeep. Take this book. It must be given to the Keeper of the Portal, otherwise you will not be let into the library. Here also is the reward money that I had promised you. |
1442 Then there is only one thing to do: Travel to Candlekeep and learn what they're doing there. Whatever it is, it can't bode well for the fortunes of this city. Take this book. Without it, the Keeper of the Portal won't allow you entrance into the library. Here also is the reward money that I had promised you. |
1443 Iron Throne? Who are they? |
1444 We've learned that they're involved in a plot that threatens the stability of your city. |
1445 We won't answer that question. |
1446 You can command all that you like, you old fart. |
1447 Okay, we've learned that they're involved in some sort of plot to disrupt the status quo of the Sword Coast. |
1448 We weren't lying, old man. |
1449 Sorry about that, we just don't know who to trust anymore. From what we've learned about the Iron Throne, it would seem that they're involved in a plot to destroy the status quo of the Sword Coast. |
1450 We don't feel up to this kind of subterfuge, sorry. |
1451 2,000 gold?! Consider us hired! |
1452 We didn't learn anything. |
1453 We came here to tell you that we no longer wish to work for you. |
1454 We'll be back as soon as possible. |
1455 We didn't find any incriminating evidence, but we did learn that the leaders of the Iron Throne are in Candlekeep. |
1456 We know that any incriminating evidence would be found with Rieltar, the overall leader of the Iron Throne in Baldur's Gate. He's currently supposed to be at Candlekeep on some sort of business. |
1457 The Iron Throne grounds are off limits to common peasants. Please move along. |
1458 Bentan |
1459 What are you doing here?! Get out of this building before I call the guards. |
1460 You're here to kill me, aren't you? You can't kill me! Do you know who I am? I'm Thaldorn, one of the leaders of the Iron Throne. |
1461 The other leaders, Brunos and Rieltar, they're at Candlekeep, attending business with some benefactors from the south. Will you let me go now, please? |
1462 Please don't hurt me! You can find everything you need with Rieltar, he's the true leader of the operation. He always carries everything on his person. Am I free to go? |
1463 NOOOOoooooo. Please, please let me live. |
1464 Jaheira and Khalid are the only decent customers we've had for some time. |
1465 Tips are rare enough without you slowing me down. |
1466 Back off, I've work to do. |
1467 Iron is the lifeblood of this whole region and it's sure painful when it gets scarce. So what can I do for ya? |
1468 None too many travelers have been through lately, what with the supposed troubles down south. So what can I do for ya? |
1469 Sorry, I'm right out of the cheap stuff. So what can I do for ya? |
1470 Things haven't been very busy of late, with all the troubles in the south. I've heard though, that the mines at Nashkel have been reopened. Some heroic folk dealt with whatever was plaguing the mine. So what can I do for ya? |
1471 Lots of work in Nashkel I hears, but I says no 'cause I ain't going down no mine. You gotta be a fool to work underground at the best of times, but you would be completely crazy to do it now. |
1472 Tain't even safe to travel to Nashkel no more. I've been stuck here for weeks upon weeks. Nothing to do but sit and drink. Not that I'd do much different anywhere else, but I'd like to have the option. |
1473 Now I canna even afford a sword to do the fools work o' adventuring. Weapons ain't cheap like they used to be, and chances are they would break pretty quick too. Something seems to be wrong with the metal. |
1474 I'm in no mood to speak with you. Get out of me face. |
1475 For a bit o' respectful coin we can cure what ails thee, if you need. |
1476 Glittergold guide your eye on your travels. |
1477 We can't do that until you answer some questions. |
1478 Sure, if you want us to leave, we'll leave. |
1479 You're too much of a whiner, I think we're going to have to kill you. |
1480 Could you just tell us where the other leaders of the Iron Throne are located? If you do, we'll spare your miserable life. |
1481 Where can we find documents that will implicate your organization for its involvement with the bandit raids and iron shortage? Tell us or die. |
1482 First, tell us where we can find hard evidence that could implicate your business in all of the deviltry going on along the Coast Way. |
1483 You're free to go. |
1484 Sorry, we can't let you live, you know too much. |
1485 If you tell us where the leaders of the Iron Throne are located, we might let you go free. |
1486 Get outta here. |
1487 Sorry, but you're going to have to die. |
1488 Wow, I've never seen such a complete lack of dignity. For giving us such a good show, you're free to go. |
1489 You're still a dead man, Thaldorn. |
1490 What is your business here? If you're here about obtaining iron shipments for your company, then you'd be best to do so elsewhere. We have no interest in dealing with other companies. |
1491 Spare my life and I'll tell you anything you want. |
1492 Black Lily |
1493 Brandilar |
1494 Brathlen |
1495 They're all at Candlekeep, except Thaldorn who's in his room in the upper levels. Please don't kill me. |
1496 Tell us where we can find your leaders. |
1497 Ah, stop your whining and get out of here. |
1498 You're dead, no begging is going to change that. |
1499 Eldoth! I thought I'd never see you again. Who are you? What are you doing here? |
1500 Who are you? What are you doing here? |
1501 Who are you? Help! Help! |
1502 I won't leave unless Eldoth comes to get me. |
1503 Help! The estate is under attack! Help! |
1504 Okay, but I'm not going to leave until he's here. |
1505 Thank you for your help! I am so happy to be away from this horrid place. Eldoth told me that you were adventurers. Perhaps you would let me join your party? |
1506 Thanks, I'll be the best adventurer you've ever seen! |
1507 I'm not a brat. Eldoth, you tell them. |
1508 We're here to rescue you from the clutches of your vile father. |
1509 [HUSAM 13] |
1510 We're here to kill you. |
1511 We're here to rob your estate. |
1512 We're house cleaners. |
1513 We don't need some snot-nosed brat tagging along. |
1514 Sure, we're always open to more help. |
1515 Don't be stupid, come with us now. |
1516 Just wait here and we'll get Eldoth. |
1517 Who are you? What are you doing in my estate? Guards! We have intruders. |
1518 What are you doing here? Stop where you are. Intruders! We have intruders on the estate! |
1519 What's your business here? |
1520 I've been told to expect you. He's either just down the hall, or outside the entrance. He's been waiting sometime to talk to you, so you should speak with him soon. |
1521 We give no tours here. Could you please leave? |
1522 The Fist isn't hiring right now. |
1523 You are to follow me, not wander off throughout the rest of the base. |
1524 We're here to see Scar. |
1525 We want a tour. |
1526 We want to be hired on with the Flaming Fist. |
1527 So, some puny surface-dwellers have come to their death. It'll just be extra treasure for my collection. My pets have been causing much anguish in your surface realms, haven't they? They have been so useful at collecting the surface pinklings. My pets use the flesh for food, and I get the pretty treasure! |
1528 My pets, kill these intruders. |
1529 Coran! So you've come back to the city, coward. What brought you back? Are you looking for another girl to seduce with your deceitful promises? Perhaps you'd care to know that you have a daughter. |
1530 Surprised that your fling had its consequences? My husband was none too pleased when my daughter turned out to be a half-elf. Yago went into a fury, nearly killed me in fact. If you care to remember, Yago was a mage of some power, power enough to curse our child to an early death. Little Namara won't live to see her first birthday. He's gloated to me that he possesses the reverse to the spell, but he won't give it to me. Since you're her father, Coran, you're going to find Yago and YOU ARE going to get the reverse of the spell from him. |
1531 Yago has been spending his nights at the Low Lantern. It's just another despicable whorehouse disguised as something classier. Yago has been spending all of his time there since he left me. He's rented out a room somewhere on the ship. Just find his spellbook and bring it to me. I should be able to reverse the curse if I had the formula. |
1532 Travelers! Could you wait for a while so I might talk with you? I am Brielbara, a mage of minor power. I have heard that a group fitting your description were hiring themselves out as mercenaries. Is that true? |
1533 I apologize for bothering you, I most desperately needed the help of a strong band of warriors. I'll have to keep searching. |
1534 I wish to hire you. I'll pay you 200 gold, not much for heroic adventurers, but all that I have. An evil mage has laid a curse upon my only child, Namara. She is slowly wasting away and, without help, she'll die. The mage who did this is named Yago, and I'm sure that he possesses the remedy to the curse. Would you track him down for me, please? |
1535 He's been staying at a place called the Low Lantern. It's the playground for the wicked and depraved, a ship where prostitutes ply their trade. All I want you to do is find him and take his spellbook. I have enough magical skill to reverse the curse if I had the formula for his spell. |
1536 When you're finished, come meet me at the Splurging Sturgeon Inn. I'll be there for the next few days. |
1537 Tell me, did you get the reversal for the curse? |
1538 Go back and get it, please. It's my daughter's life! |
1539 Yes, I'll be waiting here. |
1540 You spineless bastards, get out of my sight. I would curse you if I had the magic... but I have it not. *sob* |
1541 Thank you, thank you so very much. I owe you everything. If there is anything I can do for you, just name it. |
1542 What about you Coran? Are you planning on leaving again? Not even trying to be a father... |
1543 Maybe someday you'll grow a spine, elf! |
1544 No, we're not mercenaries. We just carry weapons and kill things for the joy of the experience. |
1545 Yes, we're available for hire, why are you interested? |
1546 Wait! We can help you out. What do you need us for? |
1547 Bye. |
1548 Sorry, we don't like messing with powerful mages. |
1549 Of course. |
1550 No, we failed. |
1551 Yes, we have it right here. |
1552 Sorry, we don't have time to try again. |
1553 We'll try again, should we meet you back here again? |
1554 We'd just like to be paid. |
1555 Just remember us for the future. |
1556 I have a daughter? That's... that's ah... wonderful. |
1557 Her name's Namara... Curse, what curse? Slow down and let me... |
1558 All right, I'll do this for my... um... daughter. So, friends, are you with me or not? 'Cause if you're not, I'll have to do this alone. |
1559 We don't have time for stupid family problems, you're on your own. |
1560 Sure, we'll help you. |
1561 I'm sorry Briel, but I just don't have the time or inclination to care for yourâ€â€I mean ourâ€â€child. |
1562 What in the Nine Hells are the lot of you doing in my room? |
1563 So the bitch hired some adventurers to get a cure for her precious daughter. She should have sent someone who was up to the task, instead of you rabble. |
1564 Assassins! I'm not the one who'll be dying. |
1565 Your deception won't work on me, simpletons! |
1566 Please! Let me live. I give up. I'll give you anything you want, just don't kill me. |
1567 Here's my spellbook, thank you for letting me live, thank you. |
1568 We're here for the cure to the curse you've placed on Brielbara's daughter. |
1569 We're here to end your miserable life. |
1570 We're members of the Flaming Fist, and we've been ordered to confiscate all spellbooks in the town. You needn't worry; you'll get yours back in a few days. |
1571 We don't take prisoners. |
1572 Give us the book and we'll be off. |
1573 What business do you have here? |
1574 The price is a gold piece from each of you. I hope you enjoy your stay. |
1575 Yago has said that he wishes to see no one. |
1576 As I said before, Yago has no interest in seeing anyone right now. I must ask you to leave. |
1577 You can't expect me to believe that. Please leave before I call the real Flaming Fist. |
1578 We're interested in experiencing the pleasures that you have to offer. |
1579 We're here looking for Yago. We're friends of his. |
1580 We're members of the Flaming Fist, we're here to arrest Yago. |
1581 Then we would like to gain entrance for our own pleasure. |
1582 It is important that we see him. |
1583 Me name's Husam. I've heards quite a bit about youres exploits. *hic* You've really caused the Iron Throne shom trouble, haven'ts you? I'd like to talks with the bunch of youse, what says you? |
1584 You'res the mercs who'ves beens tangling with *hic* the Iron Throne, aren't you? *buuurp* Wells, I'm Husam, and I'ves kepts informed on most of your doings. Listen well to whats I gots to tells ya. |
1585 [SAREVOK 12] Face me! Face the new LORD OF MURDER! |
1586 Cat |
1587 Ya's know whats? I hates the Iron Throne. They's took my store, my money, and my wife. They's took my whole life, they did. *buuuuuurp* 'Scuse me. Now all I've gots is this damn horse piss. To think I used to works for those manure piles. |
1588 Wells I wanted to talks about the Iron Thrones. Ask me anythings about *hic* those manure eaters and I'lls tell ya. I workeds for them, 'member? |
1589 The leasders of the Iron Throne, ha! There's Rieltar Anchevsh, he's the big guy, sents by the evens bigger guys down in Sembia. This wholsh operashion is his baby. Hes has two other guys, Brunos and Thaldorn. Brunos is a big dumbsh drunk half-orc, damn half breeshd could never hold his liquor. Thaldorn'sh a pansy. Ohhhhh ya. I nearly forgotsh, there's Sarevok, he's the son a Rieltar. He's a mean cuss. |
1590 The Thronesh plans. They's wants to make money, alwaysh more money. Buts I know thish: They're leadersh, the big three uns, they're going to Candleskeeps, yes they are. *buuurp* Something big, something's huuuuuge's going to happens there. |
1591 A secrets route. Oh ya, I know ones, a really goods one. Ya know Krammach Arhsstaff? Ah it doeshn't matter. His *hic* home's located righst beside the Iron Throne citadel. He's in close with Rieltar, he he, know what I mean. Wells anyways, he's gots a passage from hish bashement to the Throne's bashement. |
1592 Ish that enough for you guysh, or do you wants to know more? |
1593 I'm tired now, I needs to go home and sleep. If youse ever needs me ya can find me at the Elfsong Tavern. Goodbye. *buuuuurp* |
1594 Okays, I hopes ya likeds what I tolds ya, if ya needs help from me evers again, yas can find me at the Elfsong, the tavern thats is. |
1595 Heys guys. I'msh so glads to see you. Sos how's it been? I betch wants to know more about the Iron Throne. |
1596 Ya shoulds really go to their big headsquarters. They're planning big things there, really big things. |
1597 I heards there all off to Candlekeep, alls the Iron Throne leaders. That's the place to be. |
1598 Sorry, we don't have the time to talk with a small time thief. |
1599 Okay, what do you have to say? |
1600 Well, this story is interesting and all, but we've got to get going. See you later! |
1601 Get on with it! What did you want to talk to us about? |
1602 Okay. Husam, who are the leaders of the Iron Throne? |
1603 What are the Iron Throne's plans? |
1604 has fallen! His followers are fleeing the battle! |
1605 No, we've heard enough. |
1606 The Thronesh plans. Theys wants to make money, alwaysh more money. Buts I know thish, they're leadersh, the big three uns, they're going to Candleskeeps, yes they are. *buuurp* Something big, something's huuuuuge's going to happens there. |
1607 What are the Iron Throne's plans? |
1608 Trap Not Disarmed |
1609 Yes, we would like to know anything you have to tell. |
1610 No, we just came in to say hello and goodbye. Hello! Goodbye! |
1611 A secrets route. Oh ya, I know ones, a really goods one. Ya know Krammach Arhsstaff? Ah it doeshn't matter. His *hic* home's located righst beside the Iron Throne citadel. He's in close with Rieltar, he he, know what I mean. Wells anyways, he's gots a passage from hish bashement to the Throne's bashement. |
1612 Ish that enough for you guysh, or do you wants to know more? |
1613 No, we've heard enough. |
1614 The multiplayer session has been terminated. The frame rates for the server and client programs do not match. Server frame rate: <SERVERVERSION> Client frame rate: <CLIENTVERSION> You can change your frame rate with the configuration utility. |
1615 Okay. Husam, who are the leaders of the Iron Throne? |
1616 A secrets route. Oh ya, I know ones, a really goods one. Ya know Krammach Arhsstaff? Ah it doeshn't matter. His *hic* home's located righst beside the Iron Throne citadel. He's in close with Rieltar, he he, know what I mean. Wells anyways, he's gots a passage from hish bashement to the Throne's bashement. |
1617 The leasders of the Iron Throne, ha! There's Rieltar Anchevsh, he's the big guy, sents by the evens bigger guys down in Sembia. This wholsh operashion is his baby. He's has two's other guys, Brunos and Thaldorn. Brunos is a big dumbsh drunk half-orc, damn half breeshd could never hold his liquor. Thaldorn'sh a pansy. Ohhhhh ya. I nearly forgotsh, there's Sarevok, he's the son a Rieltar. He's a mean cuss. |
1618 Yes, we would like to know anything you have to tell. |
1619 Did ya hear how dem mines at Nashkel were shut down for the longest time? Somebody went in there and made short work of the bastards, and now it's open again. It'll take a while for the iron stores to build up again, but them folks sure helped us all out. |
1620 The smiths 'ere in town don't seem to be having such a great time, what with the iron shortage. It's getting a little better now though. Gonna be a while before everything is back to normal though. I still think Amn was behind it all. |
1621 I heard that the Amnian and Zhentarim are the duffers who've been causing all this trouble lately. We ought to invade Amn and show 'em how we treat treacherous scum such as them! |
1622 Duke Eltan's been mobilizing the Flaming Fist. It's probably because of those Amnian. They're always up to no good. I hear they were behind the trouble with those bandits. Hanging's too good for the likes of them. |
1623 This whole iron shortage, it's just a precursor to an Amnian invasion. Trust me, I know. All indications point their way; it's so obvious. It's like they were too stupid to try to cover their tracks. |
1624 Those damn Amnian, always looking for a way to take more off of anyone they can. They are so foolish to risk war with Baldur's Gate. I don't know what they hope to gain. |
1625 Have you heard of this new guy who's moved to the Gate? Sarevok's his name, and he's really popular with the nobles. From what I hear he's part of the Iron Throne and they're a bunch of snakes. |
1626 I've been hearing the name Sarevok a lot lately. He's a newcomer to town who's been throwing around a lot of money. Most who've met him have really taken a shine to the guy. |
1627 Have you heard of this Sarevok guy? He's the guy who uncovered those southern adventurers as the frauds they've been all along. |
1628 With one of the Grand Dukes dead and another dying there's a lot of talk about who will replace them. My bet's on Sarevok. He's rich and popular. |
1629 They're here, they're right here! Them niffynaffies that murdered the Iron Throne leaders! |
1630 Leave me be! |
1631 Help! Help! It's them. The mass murderers! Help! |
1632 That new nobleman, Sarevok, he's a most handsome fellow. |
1633 I think Sarevok would make the best replacement to Entar as Grand Duke. He seems like he's got lots locked up in that noodle of his. |
1634 My husband tells me that the bandits have been hired by Amn to soften up our city for an invasion. It's so frightening, ain't it? |
1635 Those Iron Throne fellows are quite the secretive bunch. Sarevok, the foster son of their leader, is quite the charmer, though. |
1636 I heard that Sarevok might be willing to donate a large portion of his coster's iron supplies to the city. |
1637 I'll definitely vote for Sarevok in the coming election. He might be new, but he has a lot to add to the city. |
1638 I do hope they catch those rapscallions that escaped from Candlekeep. From what I understand they were trying to frame the Iron Throne for what's really the fault of Amn. To think that Duke Eltan was trusting Amnian spies. |
1639 I have a vested interest in the Seven Suns trading coster. It upsets me to no end how much they've lost to bandits over the past few weeks. |
1640 From what I've heard, the new man with the Iron Throne, Sarevok, is an unmarried man. I plan to change that. |
1641 I hope my daughter makes it back to the city. The bandits have been so violent recently. |
1642 Could you please step away? I have no desire to slum with those beneath my station. |
1643 Hello, I assume you're the new guests. I'm Koveras, a purveyor of knowledge like yourselves. I've been searching for you since I arrived. I have vital knowledge I wish to impart to you somewhere private. Are you willing to listen? |
1644 Ah, okay. I'll leave you to yourselves. |
1645 Just follow me. |
1646 Aren't you coming? |
1647 I used to work with your father Gorion. I ran messages for him to his Harper friends in Waterdeep. I am saddened to hear about his death, but that is why I am here. He wanted you to have his old family ring and what limited gold he possessed. I assume you already know of the Iron Throne presence here in Candlekeep. I cannot help you deal with them as I must report this to my masters up north. I know Gorion would be proud to see you continuing his work. I must leave now, perhaps we will soon meet again. |
1648 We don't need any knowledge, we know everything. |
1649 Sure, where can we go to talk? |
1650 What do ya think ye're doing here, ya cork-brained louts? Get outta here or I'll get me boys to rib-roast ya but good! |
1651 Crash dem muttonheads, boys! |
1653 My dear <SIRMAAM>, you must realize that it is manners that make the gentle<MANWOMAN>, so would you kindly prove that you are one by leaving?! |
1654 The right people can afford to be rude, but this is not you. Leave now, before my irate companion Brunos lets his temper get ahead of his reason! |
1655 This is most distasteful. I have always known that rudeness is how the weak make themselves look strong. Even if you were to somehow beat us in battle, how would you escape the keep? Or did you think that the monks would let you go about murdering everyone within their keep? |
1656 N-no need to get all riled up, we'll do as ye say. |
1657 How do we know this is on the level? Seems to me that we're the only ones that suffer in this deal. |
1658 Such a crock I've never heard before! This is all just a big scam to get all our goods without any effort. Well, I'll tell ya right now, it ain't gonna be that easy. Put your sword where your mouth is or get out of our way! |
1659 Ha ha ha! This is too ridiculous to be made up. Bandits trying to fool other bandits by robbing themselves! Go ahead and take what you will, for as you say, what have we to lose? |
1660 Eldoth |
1661 Nobody important. Go see Kelddath for temple business. I just clean the floors. 'Tis lean times. |
1662 My information was good, no? You can see that I know much of what is happening to the city. With Eltan safe, now thoughts must turn to who is responsible. |
1663 You talked to me, loudmouth. Go see Kelddath if you have temple business. Get off my clean floor. |
1664 Get off my floor. Nothin' gonna mess my nice clean floor. |
1665 Do you remember me? I am the one who told you that the personal healer of Duke Eltan is not what he seems. True, those were not my exact words, but seeing that you have done nothing, I thought it prudent to reiterate in your minds what you should be doing. |
1666 It is stupid for you to attack me, I am not the enemy. I will forget this one act of foolishness on your part. |
1667 Just follow the healer when he leaves the Flaming Fist stronghold. He leaves at midnight every night. If you follow him, you'll learn his true identity. Remember, don't kill him immediately, otherwise they'll just send another one in the exact form. If you can kill him in full view of Eltan, then the duke will be alerted to the real identity of his healer. |
1668 Hello again. I have been searching for you for some time now. |
1669 Do you now trust what I say? You found out for yourselves that the healer was an assassin. I have new information for you. |
1670 I have more information that you may wish to hear. |
1671 Before I tell you anything more you must make me a promise. |
1672 You must promise me that you will defeat Sarevok, the man behind all of your woes. You must destroy his plans, stop his mad scheme in its tracks. You must strip him of dignity and pride, but you must not kill him. You must promise me that. Without my help you'll never defeat him, he is a better man than you. Promise me you'll spare his life in defeat, and I will give you what you need to defeat him. |
1673 NO QUESTIONS! It is enough, what I have told you, I will tell you no more. Now what is your decision? |
1674 You'll never kill Sarevok, stupid fools. Now you've forced my hand. Damn you, and damn all your kind. |
1675 You need to go to the Undercellar. There you will find Slythe and Krystin. They are the assassins who have killed Entar Silvershield and have tried to kill you. If you kill them, you'll be able to learn much. I can tell you no more, except that you should hurry. Time runs short. |
1676 You lied to me! I told you not to lie to me. You were to leave him alone. He hates me now because of my betrayal. He finally figured it out. After all, he couldn't believe that a pathetic group such as you could undo all of his plans. Now he hates me, went berserk in fury, tried to kill me. Now I have to kill you. I have to make it up to him. |
1677 I thought I could save him from his own sick plot; he would have died if he won, or at least he'd no longer be human, I'd have lost him. But now all he holds for me is hatred. I have to erase that hatred. |
1678 I'll do what I want with my life. Now defend yourselves. |
1679 We should get doors. They swiped the chairs. Nice floor though. |
1680 I have things that must be said, things that are important to us both. I have but one condition to my discourse, and you must agree before I speak. A promise I seek, and I will accept no less. |
1681 Yes, <SIRMAAM>, spiffy floor. |
1682 Save successful |
1683 My promise will not harm you, though ignoring it can. Indeed, my information can only benefit. You will gain if you did not know it before, and you will gain if you knew it but needed it confirmed. The choice I pose is the only option. Are you in agreement or not? |
1684 What do you want us to do? Who is this healer? |
1685 We understood you the first time. |
1686 We make no promises, lady, for anybody. |
1687 What promise do we have to make? |
1688 We don't need your help, wench. We're going to kill the murdering bastard when we find him. |
1689 You have our word, we'll spare his rotten life. |
1690 Why would you care if he lived or died? |
1691 Yes, we agree. |
1692 We're going to kill Sarevok and kill him but good. Sorry, no deal. |
1693 Now wait one moment, Tamoko, why not just leave Sarevok to his own fate? Don't throw away your life. |
1694 Why the hell did you betray him in the first place? |
1695 Sure, if you want to die, we're ready to help you along. |
1696 Nester's Dagger |
1697 A Key |
1698 Hey there, travelers, y'all seem rather road worn. Perhaps there's a reason for that, eh? Well, I shan't come across as rude: My name's Tomlin, and I'm the owner of a small trading coster that operates out of Beregost. Who do you happen ta be? |
1699 Ya needn't be so rude, I'll be on my way then. |
1700 Ha ha, I think there's more to you than that. I recognize you from all the wanted posters that have been put up. I think if you guys want to get into the big city, you're going to need some help. Lucky for you, I can give you that help, for a price. |
1701 So you are the guys who've been stirring up all the trouble in the region. There's wanted posters out for you all over. So where are you guys headed now? |
1702 If that's the way you want to be, I guess I'll be on my way. |
1703 It's too bad we're going opposite directions. I guess I should be going now. |
1704 You'll never make it into Baldur's Gate without some help. You're wanted men now, and as such I can offer up my services to help you into the big city. It'll cost you, but will definitely be worth it. |
1705 How should I know? Do you want my help or not? |
1706 I'm a smuggler. I smuggle illicit goods from Amn into Baldur's Gate. If you pay me 100 gold, I'll smuggle the lot of you into the big city. |
1707 What you can do then, is to follow me into town. I will take care of you, and you won't have any problems at all. I hope you don't have any difficulties with my instructions. |
1708 Aren't you coming. It doesn't bother me a bit, you've already paid, after all. |
1709 That wasn't too hard, now, was it? Guess there wasn't the large guard contingent that I thought there would be. Well, I wish you all the gods' luck in the city. You're going to need it. Bye now. |
1710 We're just travelers, on our way to Baldur's Gate. |
1711 We're adventurers, fighting against the depravity of the Iron Throne. |
1712 It's none of your concern. |
1713 We don't need any of your help. |
1714 How can you help us? |
1715 How did wanted posters of us get around so fast? |
1716 None of your business, we'll be on our way now. |
1717 We're headed to Baldur's Gate. |
1718 We're headed to Amn. |
1719 How did wanted posters get put up so fast? |
1720 We don't need your help. |
1721 In what way could you help us? |
1722 No! We don't need your help. |
1723 Okay, how are you going to help us get into Baldur's Gate. |
1724 We can find our own way into the city. |
1725 100 gold, we can afford that. |
1726 Wait! I must speak with you; it's of utmost importance. Will you wait and listen? |
1727 Well, then make time! I must speak with you! |
1728 I didn't realize Gorion had raised such a rude child. |
1729 Good then. I am Delthyr. I represent those who harp. I have been seeking you out for many weeks now. Just recently I discovered that you had left the city some time ago. Things have changed since you were gone, I can tell you everything you need know. |
1730 Uh huh. |
1731 The second-in-command of the Flaming Fist, Scar, was assassinated. Grand Duke Eltan has come down with some mysterious ailment. No one knows how long he has to live. The most important news for you concerns your recent return to Candlekeep. You've been accused of murdering the leaders of the Iron Throne. Everyone believes that you are agents of Amn. They think your persecution of the Iron Throne was just a cover up for Amn. Tensions run pretty high right now. The new Iron Throne president, Sarevok, has placed a price on all of your heads. The Flaming Fist has a warrant for your arrest. Before I continue, tell me, are you guilty? |
1732 Killing is never the answer to anything; your father should have taught you that. Nevertheless, it is in the past. We must talk of your future. |
1733 I am relieved. Now we must speak of your future. |
1734 From what our network has gathered, the Iron Throne is preparing to make a grab for power in Baldur's Gate. It would be in your best interest to investigate what they're up to. Perhaps if you could break into their citadel, you might learn something. I know these are very troubled times for you, but you know more about the Iron Throne than anyone else. If you have any questions for me, ask them now, I'll be gone for the next few days. |
1735 From the evidence found where he was murdered, it would seem that the Shadow Thieves killed him. I think that it is far too convenient to lay the blame on that organization. I would assume that the Iron Throne remains involved in some way. |
1736 The Shadow Thieves are an extensive organization of thieves and assassins that has power bases all along the Sword Coast. Its main base of operation, however, is located in Amn. |
1737 The signature mask and stiletto were left on Scar's body. |
1738 So far Eltan's healer has been unable to discover what has been ailing him. It must be magical in nature. I find the whole affair rather strange. From what I know, Eltan's healer, Rashad, was a priest of no mean faith and power. It is unusual that he has been unable to effect a cure for the Grand Duke. |
1739 If that is the last of your questions, then I must be off. If you must see me again, I'll be at the Three Old Kegs inn. |
1740 Hello again! It's me, Delthyr. I hope things have been going well. I have much to tell you. |
1741 Have you investigated Duke Eltan's mysterious illness? I would suggest that you investigate Rashad, his personal healer. Rashad leaves the Flaming Fist barracks every night. Follow him and see if there is any truth to my suspicions. |
1742 I've learned that two assassins have been operating in the city. They're both members of the Night Masks out of Westgate. I think they're working for Sarevok. From what I've learned they've been staying at the Undercellar. It would be good for you to check it out. |
1743 We don't have time. |
1744 What is it you want? |
1745 Don't get you're panties in a knot. What do you want? |
1746 We don't have to make time for no one. |
1747 Hey, wait. You knew Gorion? Well then, we have something to talk about. |
1748 Ya, well I guess I turned out to be a bad apple. |
1749 No, we've already found out through other sources. |
1750 No, we like to operate with no knowledge of the world around us. Dugh?! |
1751 That would be most welcome. |
1752 Yep, those scum deserved everything coming to them. |
1753 No, we were framed. |
1754 Who killed Scar? |
1755 What sickness has Eltan come down with? |
1756 We don't have any questions right now. |
1757 Who are the Shadow Thieves? |
1758 What clues incriminated the Shadow Thieves? |
1759 What sickness has Eltan come down with? |
1760 That's enough questions for now. |
1761 So, do you have any other questions? |
1762 Who are the Shadow Thieves? |
1763 What clues incriminated the Shadow Thieves? |
1764 What sickness has Eltan come down with? |
1765 That's enough questions for now. |
1766 Gardush |
1767 Gardush |
1768 You there! It's good to see my Zhentish pals again. |
1769 You there! It's good to see my Zhentish pals again. |
1770 You there! It's good to see my Zhentish pals again. |
1771 The Black Network sends its regards. Since my associates haven't yet, I'll introduce myself: I'm Kolvar. I've come down from Darkhold to see how things have been faring. Semmemon isn't very pleased at how the Zhentish name has been being falsely used. We have a bad enough rep as it is, without all the rest of the crap that's been going on down here. So tell me, is it true that you killed the leaders of the Iron Throne? |
1772 A rather sloppy job, I might say. If you're going to off someone, a little more subtlety needs to be used. |
1773 That's too bad. |
1774 It seems the majority of the high-ups here in the Gate feel that you were working for Amn at the time of the assassinations. Seems to me that someone really wants to get Baldur's Gate paranoid about Amn. It's working really well. There's been talk all over the streets about how Amn is "ready to invade," a load of crap if you ask me. If you haven't heard yet, Scar, second-in-command of the Flaming Fist, was assassinated while you were at Candlekeep. The Grand Duke Eltan has been infected by some sort of magical disease; so far his healer has been unable to do anything about it. From what I've been hearing, I think that Sarevok, the new Iron Throne leader, is trying to make a grab for power in Baldur's Gate. I'd suggest that you investigate this "Sarevok." Perhaps you should break into the Iron Throne citadel. Do you have questions? 'Cause if you do, ask now; I'm on my way out of town to report to the bigwigs in Darkhold. |
1775 Most of the evidence point to the Shadow Thieves. The Shadow Thieves are a huge criminal organization that has its base in Amn. The signature of the Shadow Thieves, a stiletto and mask, was found on Scar's body. |
1776 I don't have any real knowledge, though I am suspicious of Rashad, Eltan's personal healer. He's a powerful priest; you'd think he would have a found a way to heal the Grand Duke by now. |
1777 Well, that's all; I have to be going. I hope things go well for you. |
1778 We did, and with some pleasure. |
1779 We had nothing to do with it; we were framed. |
1780 Do you know who killed Scar? |
1781 Do you have any knowledge as to how Eltan was infected? |
1782 We don't have any questions. |
1783 It is good to see you all again friends. I've been hearing quite a few rumors about you, all of which are undoubtedly untrue. |
1784 So, do you know all the rumors flying about town? Seems people think you're Amnian spies, and that you've murdered the leaders of the Iron Throne. Does any of that have any truth to it? |
1785 That's too bad, I cannot harbor criminals. I'm going to have to ask you to leave. |
1786 Guards! Will you please escort these unwanted guests from the premises? |
1787 I'm glad to hear it. I never took any of you to be the murderin' type. Well then, have you heard all the other rumors flying about the city? Seems that Commander Scar, of the Flaming Fist, has been assassinated. Even worse, Grand Duke Eltan has come down with some sort of magical illness. It was those two who first hired you to save my company from the wretched doppelgangers, so I owe them a lot. Do you think you'd be up to investigate what's wrong with Duke Eltan? I know it'd be tough with you wanted and all, but there's no one else who I think is up to the job. |
1788 Well, I guess there's nothing more to talk about; perhaps we'll meet again. |
1789 I think it would be best to investigate the site where Scar was murdered. He was killed at the Blushing Mermaid tavern. I have no idea why he was there, but if you do some questioning you might learn something. |
1790 I don't have anything more for you at the moment. I wish you luck. |
1791 I'm disappointed, but I guess that's how things have to be. |
1792 Not a bit, we were framed. |
1793 We killed the Iron Throne leaders, they had it coming. |
1794 I don't think we're up to it. Sorry. |
1795 What is it exactly that you want us to do? |
1796 We'll look into it. Do you have anything more for us? |
1797 Doesn't sound like a promising enough lead. We have other things on our agenda, we'll have to pass up on this one. |
1798 Your offer is fair. Consider it done. |
1799 It's not worth my time, but with a little extra gold... |
1800 Sorry, but I'm not interested. |
1801 Perhaps I shall after all. |
1802 I've made my decision. Now get someone else. |
1803 She will trouble you no more. |
1804 This priestess had much to say about the group of you. |
1805 She's more powerful than you said. But if you sweeten our deal... |
1806 I'll have no more part in this! I don't trust any of you! |
1807 Perhaps I shall after all. |
1808 I've made my decision. Now get someone else. |
1809 I have reconsidered your offer and accept. |
1810 I have made my decision known. |
1811 Upon careful reconsideration, I have decided to accept your offer. |
1812 The child has said that you killed her mother and have been taking far too much from the seas. I don't like being used, Sonner. It makes me... angry. |
1813 I cannot get a straight answer from any of you. I am done here! |
1814 Upon careful reconsideration, I have decided to accept your offer. |
1815 The child has said that you killed her mother and have been taking far too much from the seas. I don't like being used, Sonner. It makes me... angry. |
1816 I cannot get a straight answer from any of you. I am done here! |
1817 Oh, that is truly heartwarming of you! Could you then get on with it? No rush or anything, it's just our LIVES! |
1818 Give me the bowl, Sonner. I'll not ask so nicely a second time! |
1819 Give me the gold, and I'll finish my job. |
1820 I'm done with all of this. Find yourselves another tool. |
1821 I know not of whom you speak, child. |
1822 Uh, they did send me, but I wish only to know what is going on. |
1823 It's true! They sent me to end your villainous deeds! |
1824 Um, they did send me, but I wish only to know what is going on. |
1825 What goes on is none of your business! Leave now, lest you earn the same fate that they have! |
1826 You return?! I warn you once again to leave my home. If you do not, I must assume you are allied with my enemies! |
1827 Tremain's Son I have retrieved the child's body from the Umberlee temple. It was a stroke of luck that Tenya was there, though I feel no better about being used before. |
1828 They did send me, but I wish only to know what is going on. |
1829 It's true! They sent me to end your villainous deeds! |
1830 I wish no enmity between us, and will not disturb you further. |
1831 Shhh, child. I shall help as best I can. |
1832 I don't trust you OR Sonner's bunch. |
1833 You would say anything to save yourself. I'll not believe it! |
1834 Then stand you well outside the battle and leave me be! It is but money that makes this fight yours! A petty reason, by any account! Begone! |
1835 They are all dead, and will trouble you no more. Does this satisfy your need for vengeance? |
1836 Here is the bowl that was taken from your mother. Perhaps now she will rest. |
1837 I have not yet retrieved the bowl or dealt with Sonner. |
1838 I have returned to finish what I started. Your evil ways must end! |
1839 I'll have nothing more to do with any of you! I will be no one's tool. |
1840 Well. I should say the mother and I expected to see you again at some point, though it was certainly not to be so soon. I suppose it's to collect some sort of payment for your actions in Beregost, hm? |
1841 To what dishonor do we owe your violating our temple? Is it not you who served Umberlee in Beregost? Such a promising introduction to be followed by your breaking onto our sacred ground. State your purpose here! |
1842 You do not ask for much, do you? Very well, take the child and go. I warrant you will no doubt resurrect him, but the lesson is learned. Death changes one, especially one so young. I know of this like no other. GO! And never darken these halls again... unless summoned! |
1843 Ha! Hahahaha. It's an interesting, and foolishly LARGE request from someone in your position. Umberlee neither required, nor sought your help. You were simply a toy for her amusement. Perhaps you can be such again? Since you did some service, needed or not, you have a small chance to leave. Here is the body you came for. If you can get to the front gate, you may leave. If you do not make it, you will join him. Even if you live, I trust I shall never see you again. Understand? Waveservants! You have heard the challenge! If they escape... you WILL die! |
1844 I suppose such brash and disrespectful behavior is to be expected from such a bloodthirsty lot. Very well, you may have the body you came for. No doubt you will raise him, but he will have learned. By this time Umberlee herself may have had a chat with him. Oh, one other thing... NEVER come here again unless summoned. |
1845 Pathetic. Whether true or not, it simply would not do for people to think Umberlee requires the assistance of such sniveling worms as yourselves. You seek the child? Here is the body. It is a simple game. You get as far as the front gate, you are worthy to have served the Water Queen and may take what you came for. If you do not get there, well, you shall be beyond worrying about it. Oh, and if you think our waveservants may just let you pass? ATTENTION! The Sea Queen demands a test! If these intruders live... the ranks will be CLEANSED! |
1846 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
1847 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
1848 Please, I beg of you. I have but one wish and then I will go. There is a child who came here and was killed. I simply hope to obtain his body. Then I shall trouble you no more. |
1849 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
1850 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
1851 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
1852 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
1853 Please, I beg of you. I have but one wish and then I will go. There is a child who came here and was killed. I simply hope to obtain his body. Then I shall trouble you no more. |
1854 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
1855 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
1856 You! Is it nerve that brings thee here?! No, more likely stupidity. Was it not you who turned thy back on Umberlee's cause in Beregost? You have changed somewhat but it is you. I see with the mother's eyes! Your inaction was of little consequence, for the mother and I dealt well with all of them. Now you will join them! |
1857 I meant no ill on you or your temple! Please, I beg of you! It is a mission of mercy I am on! I seek the body of a child killed here. The child's parent does miss him so! |
1858 It was not my fight. Far be it from me to get in the path of your righteous fury. My purpose here now hath no more inconvenience than when we last met. You have the body of a child here. Your justice has been dealt, and now I have come to take him home. |
1859 Cease your blubbering. It is an insult to show such pathos in the sight of Umberlee! Perhaps we should make ye prove your mettle, that we might forget this sickening display? The body you seek shall be at the front gate. Get there and it is yours to do with as you see fit. Of course my fellow waveservants will do their utmost to hinder your progress. It is sure to be an amusing diversion for the Sea Queen. |
1860 Do they now? It is not unlike how a child would miss its parent I imagine... Take him and begone. Do not expect such charity in the future, and do not return to this place unless summoned! |
1861 Some sage words indeed. You know your place in things well. Appropriate behavior should not go unrewarded. Here be the body you seek. No doubt your intention is to resurrect the child? No matter. The lesson will have been learned. Do not return here unless summoned. You shall find the reception more chilling. |
1862 Do you not realize where you are? This is my very lair! This is the seat of Umberlee! You do not make demands here! Waveservants, dispose of this flotsam! I cannot stand the sight of them! |
1863 It's a bloodthirsty job you have, and we like the killin'! Let us join and the roads will run red 'neath our feet! |
1864 You're too good at your job! We can see which way the wind is blowing, and whatever you're doing, we want in. It's the only real profit on the Sword Coast today. |
1865 You'll not take us alive! |
1866 We don't want any trouble. Take what you want and leave us be. |
1867 You'll not take us alive! |
1868 We don't want any trouble. Take what you want and leave us be. |
1869 You'll not take us alive! |
1870 We don't want any trouble. Take what you want and leave us be. |
1871 Blast it all Raiken, what are you doing bringing prisoners here?! We've not the space to hold 'em, nor the men to watch 'em! |
1872 All right then, we'll put them in that cave at back of camp. But I don't want to hear a peep from them until Tazok gets here, understand?! Prisoners were never a part of the deal. Risky liabilities they are. |
1873 Raiken! Who the hell are these roustabouts?! Are ye daft bringing them here? |
1874 Fine, just keep 'em out o' trouble till Tazok gets here, and he can make sure they're on the up an' up. An ogre up yer face will show yer true colors right quick! |
1877 Intruders! Intruders in the camp! To arms! Off yer arses dammit! |
1878 You are foolishly outnumbered here! Give yourselves up and mayhaps you will die swiftly... once we're through questioning you! |
1879 Well, men, we're to have some sport today! Kill them! |
1880 What in the Nine Hells do you think you're doing! |
1882 Blast it all Teven, what are you doing bringing prisoners here?! We've not the space hold 'em, nor the men to watch 'em! |
1883 All right then, we'll put them in that cave at back of camp. But I don't want to hear a peep from them until Tazok gets here, understand?! Prisoners were never a part of the deal. Risky liabilities they are. |
1884 Teven! Who the hell are these roustabouts?! Are ye daft bringing them here? |
1885 Fine, just keep 'em out o' trouble till Tazok gets here, and he can make sure they're on the up an' up. An ogre up yer face will show yer true colors right quick! |
1888 Intruders! Intruders in the camp! To arms! Off yer arses dammit! |
1889 You are foolishly outnumbered here! Give yourselves up and mayhaps you will die swiftly... once we're through questioning you! |
1890 Well, men, we're to have some sport today! Kill them! |
1891 What in the Nine Hells do you think you're doing! |
1893 I am Taurgosz "Tenhammer," leader of the Blacktalons. You are small and weak compared. Remember this. You cross Talons and I kill you. Not with hammer, with little finger. Slowly. |
1894 Don't whimper when you speak! Blacktalons do not whimper! Ye stand up straight when Tazok get here and show no fear! We work for his Iron Throne bosses, but we are not weak! |
1895 Ha ha ha! Good attitude. Be sure to keep it when Tazok arrive. He hires Blacktalons for Iron Throne, but you take orders only from me. Understand? Stay away from Chill as well: They only our friends till the job is finished. |
1896 You'll learn respect, ye cocky knave! To my side, Talons! These whelps are unfit to join us! That makes them against us! |
1897 They certainly will accept anyone these days. Keep to your side of the camp if you wish to keep your heads. My hobgoblins might like the meat on you. |
1898 Spineless, like the rest of them. What has kept your kind at the top of the food chain? |
1899 Hmm! Perhaps they might at that. You had best be careful with that wit around Tazok. Ogres are not known to appreciate the subtleties of <RACE> humor. |
1900 You would insult me in my own camp?! Truly you are a fool! To your weapons, Chill! Our honor is slighted! |
1901 What do you mean, prisoners?! No one is supposed to know of camp! NO ONE! |
1902 All the reason more to kill! He'll have my skull for this! Kill them now! Better still, I do myself! I trust not you fools! |
1903 Save breath, waste breath, whatever you wish. You die either way! |
1904 Recruits?! Secret operation and you hire those you rob?! By the lower planes, why do we pay Blacktalons to do stealth if you almost light signal fires?! |
1905 YOU DON'T THINK! I THINK! I question them myself and if they are not as you say, you die too! |
1906 I say now I don't like you! Give me reason to not have you broth-boiled and use your skin to swaddle my small-kin! Who are you that I should let you join?! |
1907 I've never seen "simple" merchants armed as you are! It look more like kick-ass be your commodity! I think you lie to me! I THINK YOU DIE! |
1908 You talk big! Maybe I think you talk TOO big! Maybe I think we just see who gets bruised! Put your sword where your mouth is, or I put MINE there! |
1909 Heh! You fight pretty good. Maybe you're not such weaklings. I think you make pretty good bandits. Okay, you have run of camp. I have business to do, but Ardenor and Taurgosz will keep eyes on you! |
1910 Hmmm. You have some sense, but I have many a strong back here already. What for I need you?! |
1911 NONE KNOW THIS! If you know, maybe it was you who did it! I take your heads back to see if you get recognized! |
1912 Eh? You sure are big on words. You better be big on the battlefield too, 'cuz if you're not, you die. You have run of the camp. If I hear ONE bad thing from Ardenor and Taurgosz, I personally feed your livers to the crows! |
1913 I may not be the smartest man, but I know a blowhard braggart when I see one! I'm also not the one giving grief to the short-tempered, extremely large half-ogre! Put your sword where your mouth is, or I put MINE there! |
1914 I take a patrol and leave for mine tonight! Keep pressure on trade routes and there be extra gold for all when we are done! I leave soon. |
1916 A fool you are! You have no brain to attack me with my bandits everywhere! Attack! I want these idiots dead! |
1917 Blasted Chill! If'n we weren't workin' fer the same boss I'd kill them hobgoblin scum fer the coppers they carry! |
1918 Watch yourself! There's strange magic around that Ardenor. Not like any hobgoblin I ever seen! |
1919 Where does that Tazok get off ordering the Blacktalons around?! I dun heard he ain't even the big boss! |
1920 Shut yer mouth, fool! Tazok works for the Zhentarim, and they spreadin' everywhere! Why you think they bring us from Iriaebor? Pushin' into the Sword Coast an' the locals ain't pleased. |
1921 I'm sure there was just some misunderstanding. I'll cover his tab. |
1922 What are you lookin' at?! Shove off! |
1926 This is a bloodthirsty job you have, and we like the killin'! Let us join and the roads will run red 'neath our feet! |
1927 You're too good at your job! We can see which way the wind is blowing, and whatever you're doing, we want in. It's the only real profit on the Sword Coast today. |
1928 You weak-kneed bandits don't scare me! I'll feed your arse my boot! |
1929 We don't want any trouble. Take what you want and leave us be. |
1930 You weak kneed bandits don't scare me! I'll feed your arse my boot! |
1931 We don't want any trouble. Take what you want and leave us be. |
1932 You weak kneed bandits don't scare me! I'll feed your arse my boot! |
1933 We don't want any trouble. Take what you want and leave us be. |
1937 What's the meaning of this? We've got a schedule to keep! |
1938 Everyone please stop where they are and don't move! Drop your weapons and gold, and this will all be over quick! |
1939 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1940 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1941 Well, which is it? If I drop my weapons like you said, I'm gonna be in motion. Likewise, if'n I stay still I can't rightly disarm. Straighten yerself out and come at that again. This time like ya mean it. |
1942 I don't think you've got the muscle to back up those threats, so why don't you just git along 'fore we put a hurtin' on you. |
1943 N-no need to get all riled up, we'll do as ye say. |
1944 How do we know this is on the level? Seems to me that we're the only ones that suffer in this deal. |
1945 Such a crock I've never heard before! This is all just a big scam to get all our goods without any effort. Well, I'll tell ya right now, it ain't gonna be that easy. Put your sword where your mouth is or get out of our way! |
1946 Ha ha ha' this is too ridiculous to be made up. Bandits trying to fool other bandits by robbing themselves! Go ahead and take what you will, for as you say, what have we to lose? |
1947 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1948 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1949 Everyone please stop where they are and don't move! Drop your weapons and gold, and this will all be over quick! |
1950 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1951 All right, I've a blade edge for each one o' you that takes another step! You will all place your weapons on the ground, and your gold in our sacks. Remember that songs are only written about heroes AFTER they're dead! |
1952 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1953 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1954 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1955 Hey, everybody, let's all play a game called "what-have-ya-got-to-lose." We're trying to infiltrate the bandits in the area, so we'd like you to PRETEND to be afraid of us, and give us most of your gold, weapons, and iron. Otherwise, those REAL bandits behind us will come over here, slaughter you all, and take EVERYTHING. |
1956 Then I leave you to pass, and I will do my best to see that the real bandits do not attack you. |
1957 Then you will all taste my blade. Die you will, all of you! |
1958 Then I leave you to pass, and I will do my best to see that the real bandits do not attack you. |
1959 You will just have to trust me. It's but a minor inconvenience to lose a few trinkets when your life is at stake. |
1960 How about if you keep your gold, and we pitch in ours in its place. Just pretend to give it to us and they'll never know the difference. |
1961 Then you will all taste my blade. Die you will, all of you! |
1962 Then I leave you to pass, and I will do my best to see that the real bandits do not attack you. |
1963 Then I leave you to pass, and I will do my best to see that the real bandits do not attack you. |
1964 Hold your blades! I yield! |
1965 I'll not die whimpering! Die, all of you! |
1966 Sir, yes, sir! It's an honor to be here. |
1967 You've my respect, but I'll not fear you. It's better placed with our quarry. |
1968 Save yer wind for the fat merchants on the road! I'm here because I'm strong! |
1969 Yes, sir, I'll keep my distance. |
1970 Oh, that's not advisable at all. I'm a little on the tough side; they might bust a tooth or two getting me down. |
1971 I'll bust your head if you insult me again, you filthy knobgoblin. |
1972 Fine thens, I'll find some other frens. |
1973 Heys, follow me, youse promised. |
1974 Please to help me, will you? I am alone on this desolate dry-land and who knows what lurks in these woods. |
1975 Then might I have a parting kiss? I doubt I'll see you again. |
1976 Wonderful! Perhaps a kiss to show my appreciation? |
1977 I am truly sorry, but I must insist! |
1978 Accompany me and I will make certain you are safe! |
1979 You would only slow me down. |
1980 Far be it from me to turn down a kiss from a comely lass. |
1981 It is not my place to do so. I hardly know you. |
1982 Far be it from me to turn down a kiss from a comely lass. |
1983 It is not my place to do so. I hardly know you. |
1984 Dabron Sashenstar |
1985 Our wayward captain of the guard is still on the loose. Brage be his name, and I suggest you keep your blade at the ready if you choose to tackle him. |
1986 No! This is no longer fun! I cannot die for this! They are my actions, but not my intent! I can but do as I am bid by the master! |
1987 Restore my fallen and explain your actions, else I shall continue! |
1988 Explain yourself lest I fertilize my garden with you. |
1989 These are mere words to try to save your skin! You'll not fool me! Die and wash away! |
1990 I would not be here at all, but my shawl is held by Ogre-Droth. It is my essence he commands, so to him I listen. It was a lark for a while, but no longer. I do not want to harm you further, but if he so wills, then I must. It is all I can do. |
1991 Then I shall fight as best I can to release you from his grasp. |
1992 It is your fate and I leave you to it. |
1993 Lies and falsehoods! I trust you not! Die by my hand! |
1994 Oh. That could be interesting... Yes, do that. |
1995 Then you had best go now, for Droth is close by and this may get difficult for both of us. |
1996 By the waters of home, I am free once more! You must pardon me for leaving so quick, but I'll not spend another second on this hard-land. It was a fun game, but it is stale now. Thank you, goodbye! |
1997 Leave me be, silly dirt-fish. |
1998 A bit of nonsense from a local artist named Prism. Made off with a couple of emeralds, he did. There is a reward for the return of the gems. Prism's fate is of less importance. |
1999 It is not my fault, Ogre-Droth. They are stronger than I. |
2000 As you say, so it shall be. |
2001 What be this trouble Shoal? Why you have not destroyed these small-pinks? You're not to make me angry, water-child! |
2002 Pah! They are meat for larder and gold for purse! Kill them we shall! |
2003 She told you this? You struck soundly to addle her mind so. 'Tis true that I possess her shawl, but water-child my mate. Envy of all others I am! I am Ogre-Mage Droth! I kill and kill WELL! |
2004 You in no position to offer no harm! You face Ogre-Mage Droth, master of this place and water-child. None leave! |
2005 Speak no ill of water-child, meat! I Ogre-Mage, and she is my mate! |
2006 You have killed the water-child Shoal? Die you shall, for her life worth more than your lives all! |
2007 What bounties are currently unclaimed? |
2008 By what right do you keep this creature captive, Ogre? Return what is rightfully hers. |
2009 I wish only to leave in peace. Let me go and no harm will come to anyone. |
2010 You and your lying accomplice shall harm no one else, Ogre! |
2011 This is not your place. This is the home of Sil's tribe! Dirty land folk, you shall suffer for your trespass. |
2012 Diviner |
2013 You have ignored our warnings thus-far, but perhaps you doubt their seriousness. I tell you now that this is our living-land, and you are not welcome! You will return whence you came while you are still able! |
2014 You don't think you should go any further. |
2015 You think you should leave right now. |
2016 Your friends won't leave, so you better force them. You wouldn't want them to get hurt. |
2017 If they won't let you leave, they must not care about your safety. |
2018 I've an offer for those of you who are still intelligent enough to accept it. Leave now and we shall restore your comrades. Stay and you share their fate! |
2019 Our apologies for intruding upon your space. We shall leave forthwith, and not disturb you again. |
2020 No! I fight on until the battle is won! |
2021 We'll all die before we surrender! |
2022 Enchanter |
2023 Now go! |
2024 You are foolish to have returned! 'Tis an affront to our solitude and you shall suffer for it! |
2025 Concede, lest you lose your lives as well as the fight! |
2026 I am defeated! Stay your killing blow, I yield! |
2027 Concede, lest you lose your lives as well as the fight! |
2028 You have bested us. It is your right to pass, but I spit where you walk and speak ill of your name forevermore! |
2029 We fight for no reason. Pass and begone if that is all you wish! |
2030 You defile our home with your presence! You'll not pass! |
2031 Uh, guys. I don't think we should go any further. |
2032 Yeah, that's a good idea. We should leave. |
2033 Yeah, don't want 'em hurt. Better make 'em go! |
2034 Bastards! I thought they were my friends! |
2035 Lovely day for a walk. |
2036 Yes, off we go. |
2037 Well met, traveler. Gandolar Luckyfoot, at your disposal. To what does our little village owe the pleasure of your visit? Off to Durlag's Tower? Or have you already been, and now ye need your breaks and bruises healed? Many a wanderer comes to town nearly bled to death. |
2038 It is no concern of yours where I've been or where I go. Just point the way to Firewine. |
2039 It is not a day for Durlag's Tower. Today I'm interested in your Firewine ruins, and I'd be grateful if you'd show the best way. |
2040 The tower holds no interest for me today. Not when I would rather explore your lovely village. |
2041 Perhaps it would be best if I did see a healer. It has not been a gentle trip here. |
2042 By all the means you have. We welcome visitors with tales to tell, and extend our hospitality. |
2043 Suit yourself. The ruin is not a moment south, but that knowledge will not help you. You could wear your arms to stumps digging and not break through to the chambers below. |
2044 Then my journey is for naught. Prithee tell me if I might pass some other way? |
2045 Is there an easier means for entry? Speak! |
2046 Your opinions are yours, but I would just as soon try myself. |
2047 I must try. It would be a shame to have come all this way, only to have to return empty handed. |
2048 Feh! Back to Beregost then, I've no time for this! |
2049 Perhaps, perhaps not. A more polite tone may yield an answer. |
2050 It's your day to do with as you please. |
2051 The only way into the ruin I know, is a secret door in one of our burrows. You'll get quite the hairy eye from everyone if you expect to search them all. |
2052 My apologies for my manner, but it has been a long quest. Could you direct me to the proper home? |
2053 You would do well to tell me which is the correct home! |
2054 Mayhaps I'll raze them to the ground, and make my task all the simpler! |
2055 I have spent enough time here already. Have your ruins, I am done! |
2056 Harm a hair on a single foot and you'll feel the bite of our archers' arrows! No need for that from either of us. |
2057 A small gift for the owners and they may allow entry. Mayhaps the gold to buy a good blade, a fine cloak, or some other item of use. 100 should cover. |
2058 That is fair enough for my intrusion on their privacy. |
2059 I've a good blade for the lot of you if you don't show me now! |
2060 I'll not pay to visit one of your dirty little holes! Just take me there! |
2061 I'll find it myself without paying your little fee! Goodbye! |
2062 Not to be rude, but I figure their privacy to be worth a bit more than that. |
2063 Perhaps you are not familiar with my peoples' respect for tact, so I bear you no grudge. However, even with every opportunity to be polite, you have still managed to insult me. 'Tis for the best that we begin again as strangers, lest I learn to dislike you. |
2064 It's a fair trade. I will show you, and you may come and go as you please. Whatever you do with this boon is your own business, but please try not to scare up any beasties in our fair village. Just go to the basement of the winery, there you will find a secret door. |
2065 Aye, I can point the way to you, and gladly so, but I must warn you as well. There be many an odd thing that roam through there, and I hear tell they be a touch more organized than your normal critters, but I hear many things. Just go to the basement of the winery, there you will find a secret door. |
2066 You look a bit the worse for wear. You'll find Alvanhendar in the winery. A more skilled cleric you'll not find hereabout. Rates are fairly reasonable too. |
2067 If I might pull on your coattail a moment more, I have a proposition for you. It's usually nature-quiet by the Firewine ruins, even with its violent bygone. Those who died and did not sleep have mostly found their rest over time. It's a live threat that comes now, with a band of kobolds that moved in. Perhaps we could prevail upon you to rid us of this menace, and in return, a gift from us you shall receive. Keep whatever you find as well. |
2068 Have you no brave halflings up to the task? It cannot be so. |
2069 Cross my palm with 100 gold and I'll consider it. |
2070 I'll gladly aid you small folk as best I can. Lead on. |
2071 I've no interest in your offer. Keep your problems to yourself. |
2072 We've a number of hearty tunnel rats, but they're off hunting with a band of goblinstickers and not due back for a time or two. It's better if the creatures in the ruin are expelled before they dig in tight and deep. Help us will you? |
2073 We have but what Dallillia provides and little more. The gift you receive will be appropriate, to your task and our means. |
2074 Eh? Who's this then? More intrepid fools on the road to a beating? I suppose ye need the healing or some such to repair whatever damage ye marched headlong into. Well, the Provider provides and the Provider protects, but don't ye go messing up her handiwork anytime soon! And stand ye away from them barrels of ale! Littleman watches over all, and he'll turn you out on your ear if you damage a cork in his spiritual home. |
2075 Now you're as right as ye were before, though I canna fix what 'ere causes ye to put your body where harm is going. Mind ye don't inspire any o' the local children. |
2076 Ye may think ye don't need my help, but I'll wager a sour egg to a twelve pound goose that there be something off-kilter in yer head. Most o' you wanderers are but a quarter moon away from lunacy at the best o' times. |
2077 Then my journey is for naught. Prithee tell if I might pass some other way? |
2078 AI Script |
2079 Your opinions are yours, but I would just as soon try myself. |
2080 I must try. 'Twould be a shame to have come all this way, only to have to return empty handed. |
2081 Feh! Back to Beregost then, I've no time for this! |
2082 Perhaps, perhaps not. A more polite tone may yield an answer. |
2083 My apologies for my manner, but it has been a long quest. Could you direct me to the proper home? |
2084 You would do well to tell me which is the correct home! |
2085 Mayhaps I'll raze them to the ground, and make my task all the simpler! |
2086 I have spent enough time here already. Have your ruins, I am done! |
2087 My apologies for my manner, but it has been a long quest. Could you direct me to the proper home? |
2088 You would do well to tell me which is the correct home! |
2089 Mayhaps I'll raze them to the ground, and make my task all the simpler! |
2090 I have spent enough time here already. Have your ruins, I am done! |
2091 Harm a hair on a single foot and you'll feel the bite of our archers' arrows! No need for that from either of us. |
2092 That is fair enough for my intrusion on their privacy. |
2093 I've a good blade for the lot of you if you don't show me now! |
2094 I'll not pay to visit one of your dirty little holes! Just take me there! |
2095 I'll find it myself without paying your little fee! Goodbye! |
2096 Perhaps, perhaps not. A more polite tone may yield an answer. |
2097 That is fair enough for my intrusion on their privacy. |
2098 I've a good blade for the lot of you if you don't show me now! |
2099 I'll not pay to visit one of your dirty little holes! Just take me there! |
2100 I'll find it myself without paying your little fee! Goodbye! |
2101 *buuurp* What da ya want? |
2102 Nope, don't know nuthin'. |
2103 I don't know nuthin'. Just leave me alone. |
2104 What can I do for you? |
2105 I know it was Commander Scar that went and got killed. The man who killed him left some sort of mask with a stiletto stuck through it. Other than that, I don't really have much. |
2106 Hello there. |
2107 All I know was that Commander Scar got killed. |
2108 Hey, bugger off. |
2109 Hey, hey, hey, what can I do for ya? |
2110 Ya, I do. That crummy fella who killed Scar, well when he came in he was a man, but when he left he looked like he was a woman, as if he changed form or somethin'. Hey, if ya wanna know someone else to ask about it, go talk with beggar Jack across the street. |
2111 Alms for the poor. Alms. |
2112 Not much, de only thing I remembers on that day is some crazed woman runnin out of the Blushin Mermaid. She ran into that building over yonder, the one two houses to the right of de Mermaid. Will you give me some alms, alms for the poor, diseased, wounded, and starvin'? |
2113 Do you know anything of the murder that took place a few days ago at this establishment? |
2114 Could you please remove yourself from our path? |
2115 Do you know anything of the murder that took place a few days ago at this establishment? |
2116 Nothing. |
2117 Do you know anything of the murder that took place a few days ago at this establishment? |
2118 Hello. |
2119 Do you know anything of the murder that took place a few days ago at this establishment? |
2120 No, you have nothing you can do for us. |
2121 Do you know anything of the murder that took place a few days ago at this establishment? |
2122 Get out of our way, garbage! |
2123 Salutations, my dear friends. It has been some time since I've seen you last. Troubled times have descended upon our beautiful city; perhaps we should retire to the antechamber and discuss things. |
2124 So tell me about this rumor that you murdered the leaders of the Iron Throne. |
2125 I'm sorry, but a gentleman cannot harbor known criminals. It would have been a smear upon my honor. |
2126 Sorry, we don't have time to talk right now. We'll see you later. |
2127 We can discuss them right here. |
2128 There's not much to tell. |
2129 We were framed. Someone else killed them. |
2130 We murdered the sons of bitches. |
2131 You backstabbing excuse for a manure pile, your honor is the least of your concerns! |
2132 We surrender. |
2133 Stop where you are! You're wanted for the murders of three citizens of this city. Surrender and you'll be given a fair trial. |
2134 Thank you, Aldeth, you've done an important service for your city. |
2135 So. These are the infamous murderers, finally brought to justice. I am Angelo, commander of the Flaming Fist. I will be your judge, jury, and executioner. Please pardon the cliche. |
2136 There is some truth to your words. It is unfortunate that you speak them to me, because, as you probably intended, your words have caused me anger. Kill one of them! I don't care which one! |
2137 Addressing the greed in my soul: an admirable attempt, but one destined to fail. I am not stupid enough to cross one such as Sarevok, I reserve that stupidity all to you. |
2138 Uh, right. Guards, take these imbeciles away. |
2139 Now that we are done with all of these pleasantries, I will make my decision. I had thought hard and long on what sentence I should give if you should be delivered into my hands. The choice is an obvious one. For the charges of murder, theft, arson, rape, and many other assorted crimes, I declare that each of you shall be taken to the Bazaar, where you shall hang by the neck until you are dead. |
2140 Who is this who interrupts me? |
2141 I know no such person. You have either confused me with someone else, or you are addled in the mind. Guards! Take them to the prison cells. |
2142 Greetings, Shar-Teel. It seems that you have finally found friends that share tastes similar to your own. I won't answer any questions that you give me; the only reason I do this now is for what we have shared in the past, Shar. You will be blamed for the death of the guards, so I would hurry. Goodbye, Shar, I hope to never see you again. |
2143 You have recaptured the criminals? Good. You know the sentence. Carry it out with the utmost haste. |
2144 You aren't the commander of the Flaming Fist; that title belongs to Duke Eltan, someone who deserves it. You're a pretender, and a rather ugly and smelly one at that. A lobotomized gibberling would make a better leader than you. |
2145 Hey, come on now. We all know that you're in the employ of Sarevok. We'll pay you more if you let us go. |
2146 Laugh now, Angelo. When your arms and legs are severed and you're lying on the ground crying like a little baby, hee hee, then we'll see who has the last laugh. |
2147 Why are you doing this, Angelo? |
2148 Your daughter is who speaks to you, Angelo, or have you somehow forgotten? |
2149 Hey, you. I wonder how you got out of your cell? Did someone leave it open or perhaps you managed to pinch my keyâ€â€oh no ya haven't, heh heh. So, are you the group that's wanted for murder on three different counts? Don't try to deny it, I know it's you. Well, heh heh, my name's Neb. |
2150 Hey, I was just trying to be friendly. |
2151 Heh heh, I killed some little street urchins. They're such a clutter to this city, ya know? They scream good too, especially the little girls. |
2152 Oh yeah, lots of stuff. You know about Duke Eltan, don't ya? He's been diseased. That's why Angelo's in charge now. It would have been Scar, but he went out and got assassinated, heh heh. Ya, the city's gone downhill over the last week. Too bad, heh heh. |
2153 Who cares what your name is, Neb? Just shut up. |
2154 Neb, do you know what's been going on in the city lately? |
2155 So why are you in prison, Neb? |
2156 Filthy monster, shut your mouth. |
2157 So Neb, do you know what's been going on in the city lately? |
2159 I am again in your debt. That creature has kept me helpless for too long. Perhaps if I hadn't been incapacitated, I might have been able to prevent Scar's death. Angelo will soon hear of my recovery. It is important that you take me away from here; I'm sure Angelo won't want me coherent and among the living. Take me to the Harbor Master's building. The Harbor Master is a good friend of mine. I can rest there until I'm fully recovered. Take anything you can from Rashad's body, we must make haste. |
2162 I should be safe here. In the meantime, you have quite the task ahead of you. If I'm right, the Iron Throne is going to stage a coup. You're the only ones who'll be able to stop them. |
2164 All the more reason to kill! He'll have my skull for this! Kill them now! Better still, I do myself! I trust not you fools! |
2165 Save breath, waste breath, whatever you wish. You die either way! |
2166 Recruits?! Secret operation and you hire those you rob?! By the lower planes, why do we pay Blacktalons to do stealth if you almost light signal fires?! |
2167 YOU DON'T THINK! I THINK! I question them myself and if they not as you say, you die too! |
2168 I say now I don't like you! Give me reason to not have you broth-boiled and use your skin to swaddle my small-kin! Who are you that I should let you join?! |
2169 I've never seen "simple" merchants armed as you are! It look more like kick-ass be your commodity! I think you lie to me! I THINK YOU DIE! |
2170 You talk big! Maybe I think you talk TOO big! Maybe I think we just see who get bruised! Put your sword where your mouth is, or I put MINE there! |
2171 Heh! You fight pretty good. Maybe you're not such weaklings. I think you make pretty good bandits. Okay, you have run of camp. I have business to do, but Ardenor and Taurgosz keep eyes on you! |
2172 Hmmm. Ye have some sense to ye, but I have many a strong back here already. What for I need you?! |
2173 NONE KNOW THIS! If you know, maybe it was you who did it! I take your heads back to see if you're recognized! |
2174 Eh? You sure are big on words. You better be big on the battlefield too, 'cuz if you're not, you die. You have run of the camp. If I hear ONE bad thing from Ardenor and Taurgosz, I personally feed your livers to the crows! |
2175 I may not be the smartest man, but I know a blowhard braggart when I see one! I'm also not the one giving grief to the short-tempered, extremely large half-ogre! Put your sword where your mouth is, or I put MINE there! |
2176 I take a patrol and leave for mine tonight! Keep pressure on trade routes and there be extra gold for all when we are done! I leave soon. |
2178 A fool you are! You have no brain to attack me with my bandits everywhere! Attack! I want these idiots dead! |
2179 conjurer |
2180 Who are you? What are you doing here? |
2181 So, you've figured out the truth, meat. It will do you little good. GUARDS! Before my guards get here, I should be able to deal with you myself. |
2182 Stupid primates. It was your last mistake to come here. GUARDS! Let us see how your vaunted skills perform against one who was born an assassin. |
2183 What are you doing following me, meat?! If you thought I was to be easy prey, you are gravely mistaken. |
2184 So you are the group that has been causing so much trouble. You must be sorry to hear how your friend Scar died. He screamed quite deliciously before he died. I'm sure you'll do the same. |
2185 You haven't won. There are more of us... many more. You will die, meat. |
2186 We know who you are. |
2187 Surrender yourself now. We know you have been poisoning the duke. |
2188 We're here to protect the duke. |
2189 We're not sure why we're here. |
2190 Hey, guys. Remember me, your old bud Husam? *hic* Iz so good to see ya all again. Lots has happenedz since ya were gone. Heh heh, ya I've beens hearing all sortsa things. I heards you guys are wanted for murders. Hah, so yers murderers, eh? Well, I still like ya. Hey, I have somore info for yas. Do ya want ta hear it? |
2191 What?! I'ms not drunk, ya got me confused wit' somebody else. |
2192 Well, heh heh, quites a bit I have, quites a bit. Does ya know about Duke Eltan, he's diseased heez is. His seconds in command *hic* Scar got killed, assassassinated heez was. *buuuuuurp* Sose that's it. I gots to get going now, if you wants to talk with me some more just come by the Elfsong. See yas. |
2193 *uuurp* Hey again. Iz me, Husam. I gotta talk to yas. Jez follow me. |
2194 Sorry for misleading you, but there are times when subtlety works better than honesty. My associates and I don't want a fight, so we could ease the tension if all of us sheathed our weapons. |
2195 Okay then. First off, my name really is Husam. I have never owned a business in Baldur's Gate. My associates and I belong to an organization called the Shadow Thieves; I'm sure you've heard of us. I'm here in the Gate because of the lies being spread about our organization and the nation of Amn as a whole. I'm sure you're aware how you were framed as Amnian assassins while in Candlekeep, or how the deaths of Duke Entar Silvershield and Commander Scar were blamed on the Shadow Thieves. Well, we had nothing to do with it. It seems that someone is going to a lot of trouble to create a feeling of animosity between Baldur's Gate and Amn. Amn has never been interested in a war with this city and has definitely not been responsible for all of the troubles in this region. All of that can be placed squarely upon the shoulders of the Iron Throne, or more specifically Sarevok. Now that I've told you who I am, perhaps you can tell me who you are. |
2196 Mercenaries, huh. Well, your employer isn't in the best of shape right now, so perhaps you need some help. |
2197 The Zhentarim, an organization after my own heart. Well, we seem to have the same problem, so perhaps working together wouldn't be a bad thing. |
2198 Harpers. They seem to meddle in everyone's affairs. |
2199 Fair enough, but I do know that you're an enemy of the Iron Throne, and an enemy of an enemy is a friend. |
2200 I've been tracking the movements of two Night Masks who've been operating in the city over the past few weeks. I'd say they were responsible for framing the past several murders on the Shadow Thieves. I know they've been staying at a place called the Undercellar. How 'bout we pay them a visit. |
2201 Just follow us to the Splurging Sturgeon Inn, it has one of the entrances to the Undercellar. |
2202 Aren't you coming? |
2203 Here we are. The entrance is just in the back. We'll stay up here and run interference. The two you're looking for are named Slythe and Krystin. Meet us up here when you've dealt with the assassins. |
2204 How did you fare? |
2205 They should be down there; I had guards on all of the entrances. Go back and try again. |
2206 Good, did you find anything on their bodies? |
2207 That's happening tonight! If they succeed, Sarevok will have seized control of the entire city. We should move immediately; we have to get to the dukes before it's too late. Let's head to the palace now! |
2208 Here we are. From what I know, there's a secret entrance into the palace via the sewers. Unfortunately, it's heavily warded and guarded. That's where you come in. You'll have to disable the wards and traps. Once we're inside, we Shadow Thieves will create a diversion for the rest of you. You make your way to the election room, find out who the doppelgangers are, and kill them. Remember, make sure you know who the doppelgangers are. If you're right they'll revert to their true form; if you're wrong, you're in a heap of trouble. Here is where the location of the secret door is. It's all up to you. |
2209 Here's the secret entrance, it's up to you now. Get us through this without anyone dying. |
2210 We'd rather not get information from a drunken lunatic. |
2211 What do you have for us? |
2212 Sorry, Husam, we don't have time for your wacky antics right now. |
2213 Okay, show us where you want us to go. |
2214 We don't trust you one bit, prepare to defend yourselves. |
2215 Okay, we don't want a fight either, we'll give you a chance to explain yourself. The truth this time. |
2216 We're just mercenaries. We've been hired by Duke Eltan to investigate the Iron Throne. |
2217 We're currently operating with Zhentarim backing. They've had their identities misused as well. |
2218 We're working with Harper assistance. |
2219 You don't need to know who we are. |
2220 Sorry, we work alone. |
2221 Sorry, we work alone. |
2222 Sorry, we work alone. |
2223 How did you plan on helping us? |
2224 How did you plan on helping us? |
2225 How did you plan on helping us? |
2226 Sorry, we work alone. |
2227 How did you plan on helping us? |
2228 No thanks, we have other things to do than track down assassins (but we're not sure what). |
2229 Show us the way. |
2230 We killed both of them. |
2231 We didn't find anybody. |
2232 No, we didn't. |
2233 We found several documents spelling out their next assassination. They were to join with a group of doppelgangers to kill the two remaining Grand Dukes during the election. |
2234 All of you stop, we're not here to fight. |
2235 You there! Stop and throw down your weapons. |
2236 Give yourselves up. You're wanted for the murder of the Iron Throne leaders. |
2237 What are you doing here?! |
2238 You are beaten. Give yourselves up, and you'll get a fair trial. |
2239 Strip them! They are to be taken before commander Dosan. |
2240 The entry tax to the city is 6 gold pieces for each party of travelers. Please announce... Wait a second, you're the ones wanted for murder. GUARDS! They're here, the ones on the wanted posters! |
2241 Surrender and lay down your weapons. |
2242 Duke Eltan? The duke has been on his deathbed for the past week. Commander Angelo Dosan is in command now. |
2243 Commander Angelo Dosan, these are the ones wanted for the murder of the Iron Throne leaders. |
2244 Only those with invitations are allowed entrance to the inauguration. Do you have invitations? |
2245 All right, you may enter. |
2246 You cannot come in the... Wait a minute, you're the ones wanted for murder. Surrender yourselves now. |
2247 There are the assassins! The men wanted for the murder of the Iron Throne leaders. Get them! |
2248 We'll give ourselves up to the likes of you when hell freezes over. |
2249 Okay, we surrender. |
2250 Damn, you caught us. Take us to Duke Eltan, I'm sure that all of this can be sorted out. |
2251 No way! |
2252 Uh really, well we changed our minds. We no longer wish to surrender. |
2253 Well, take us to him then. |
2254 Yes, here you go. |
2255 Ah, no we don't. So sorry. |
2256 You got us, we surrender. |
2257 Sorry, we have better things to do than go to prison. |
2258 We surrender! |
2259 No way! |
2260 We give up, just don't hurt us. |
2261 No chance of that, chumps. |
2262 As all of you know, this is a special occasion for the city of Baldur's Gate. It is time for a new person to join the ranks of the Grand Dukes. I do not wish to downplay the tragedy that we suffered with the loss of Entar Silvershield, but this is not the time for us to show grief. |
2263 The evidence we have about Entar's murder does resemble the work of the Shadow Thieves, but |
2264 If I MAY continue... The signature left behind was very blatant and could have been put there to mislead all of us. |
2265 Thank you for saving us. You have our eternal gratitude. Is there anything I can do in return? |
2266 These are harsh accusations. Let me take a look at these documents you possess. |
2267 If you want to leave, you are free to go. |
2268 You are talking about a Grand Duke, do you have any proof to back up your claims? |
2269 I countermand that order. Wait until I have finished reading what is here. |
2270 I would ask that you do us one favor. It seems that you know Sarevok better than any of us. Would you hunt him down and end his threat? |
2271 It would seem to be in your best interest to hunt him down, after all he has threatened all of your lives. |
2272 I'm a mage of no small skill, so I can divine the location of where Sarevok's mage took him. If you just wait a few seconds, I should have the location. |
2273 Take a look at these documents we have. Sarevok is the one who tried to kill you, had Entar killed, and nearly killed Eltan. |
2274 Stuff it up your butt, old man. |
2275 Sarevok's the one who set you up to be killed. You have to kill him, now! |
2276 No, we don't. |
2277 Yes, we do. Take a look at these documents. |
2278 No way lady, we want to remain among the living. |
2279 We have many personal reasons for wanting to hunt him down. The only problem is trying to find him. |
2280 We've already given you our answer. |
2281 I guess we do, yes we'll hunt him down. Our only problem will be finding the bastard. |
2282 Now that all of our guests have arrived, we can begin with the ceremony that you have all been awaiting. |
2283 The votes have been tallied from those submitted by the landowners. The result was nearly unanimous. |
2284 All of your questions will be answered in due time; you need not worry. |
2285 Perhaps I could interject something before this meeting degenerates into meaningless bickering. We are here to welcome our new Grand Duke, so perhaps we should get on with it. |
2286 Introducing the new Grand Duke, Sarevok Anchev. |
2287 Wait one moment. That is not in your power to decide! |
2288 It was lucky that such brave people as yourselves intervened on our behalf. Is there anything that I can do for you in return? |
2289 I'll take a look, but if you're wrong, the punishment for such false accusations is severe. |
2290 You are free to go. |
2291 You can't just randomly shout accusations at a Grand Duke. Do you have any documents to back up these allegations? |
2292 These men are not to be touched until I have finished reading these documents. |
2293 I think it is in your best interest to hunt Sarevok and kill him before he does the same to you. |
2294 Through the power of my god, I should be able to divine his location. Just wait a moment, and I'll tell you where he has gone. |
2295 Take a look at these documents we have. Sarevok is the one who tried to kill you, had Entar killed, and nearly killed Eltan. |
2296 Sorry, we've been under a lot of pressure lately, and sometimes it affects our judgment. |
2297 Sarevok's the one who set you up to be killed. You have to kill him, now! |
2298 Yes, we do. Take them and read them. |
2299 No, we don't. |
2300 We've seen enough killing. |
2301 I think you're right. The only problem is finding the bastard. |
2302 What of Duke Eltan? Has his condition improved at all? If he dies, who will replace him? |
2303 What about the rumors of Amn mobilizing for war? Why aren't we preparing for war? |
2304 With our iron shortage, how are we to defend ourselves? Who will give us the iron we need? |
2305 Entar was killed by Shadow Thieves, agents of Amn! If it isn't obvious to the rest of you, it's obvious to me: Amn wants a war! |
2306 I believe that Eltan was poisoned by members of the Shadow Thieves. They're obviously trying to kill our leaders. |
2307 Resembles?! That's ridiculous! The signature left behind on the body WAS the mark of the Shadow Thieves. Are you blind *and* stupid, woman?! |
2308 Who would want to mislead us?! |
2309 What of the Zhentarim? I've heard that they may be somehow involved. |
2310 Shut up! Let Sarevok speak. |
2311 ASSASSINS, assassins in the palace! |
2312 Belt and Liia, they're dead, both of them are dead! |
2313 I am honored to be here before such a respected assemblage of noblemen. I accept my new position with full awareness to my new responsibilities, and I will have many of them. |
2314 I would first like to address many of the questions that had been asked earlier. The rumors about Amn's mobilization for war are entirely true, as is the involvement of their Zhentarim cohorts. But do not worry, we are not bereft of a defense. Although the recent Zhentish attempt at depriving us of the most valuable war resource, iron, has weakened us, it has not crippled us. When my father was most recently murdered, I inherited his control over the western branch of the Iron Throne. They have a great deal of stockpiled iron, enough for all of our needs. I will give this to the city to do with as you will. Unfortunately, our greatest military commander lies on his deathbed, a grievous blow to this city. To ensure that the Flaming Fist is well led, I will be assuming control of the mercenary regiment, with permission from its current steward, Angelo. |
2315 Instead of waiting for the war to come to us, we will take it to them. With the Flaming Fist, we should be able to easily take the town of Nashkel and then quickly fortify the mountain pass through the Cloud Peaks. What?! Who dares to interrupt?! |
2316 The Grand Dukes are dead, killed by assassins in our midst. Look there! The killers accused of murdering the leaders of the Iron Throne! They must be part of the plot. I don't want them alive! Kill them! Kill them all! You have FAILED, <CHARNAME>! |
2317 Angelo! Those people are the ones wanted on multiple counts of murder, KILL them. |
2318 You don't need to read that document, but since I know you're too stupid to take my advice, I'll just take your head. |
2319 You and I aren't finished yet, <CHARNAME>. I'll kill you, just as I killed Gorion. The only way you'll ever live in peace is if you kill me first. |
2320 You have come to your death, brother. You can't hide behind friends, this fight is between us. Our father would have wanted it this way, two sons of murder in a duel to the death. You are one of the strong; but then, we do share the same blood. Let us decide who is the stronger. |
2321 We're just a group of simple merchants on our way to Baldur's Gate. Your bandits tried to raid us, so we figured if we can't beat them, join them. |
2322 Ah, go scare some school-girls. I could bruise you but good, and that's exactly why you need me! |
2323 We're strong, well armed, and we know opportunity when we see it! What better job be there for us? Dungeon crawling? That's fools' work! |
2324 Surely you must realize you need any help you can get, especially after losing Mulahey in the Nashkel mines. |
2325 Would you rather have too few and need more, or have too many and not need them at all? |
2326 Must I explain everything?! Can your thick ogrish skull not see how obviously talented we are? You're a fool if you don't take us! |
2327 We're just a group of simple merchants on our way to Baldur's Gate. Your bandits tried to raid us, so we figured if we can't beat them, join them. |
2328 Ah, go scare some school-girls. I could bruise you but good, and that's exactly why you need me! |
2329 We're strong, well armed, and we know opportunity when we see it! What better job be there for us? Dungeon crawling? That's fools' work! |
2330 Surely you must realize you need any help you can get, especially after losing Mulahey in the Nashkel mines. |
2331 Would you rather have too few and need more, or have too many and not need them at all? |
2332 Must I explain everything?! Can your thick ogrish skull not see how obviously talented we are? You're a fool if you don't take us! |
2333 I'll gladly pay, though 100 is too much. Would you take 50? |
2334 I'll gladly pay, though 100 is too much. Would you take 50? |
2335 Have you no brave halflings up to the task? It cannot be so. |
2336 Cross my palm with 100 gold and I'll consider it. |
2337 I'll gladly aid you small folk as best I can. Lead on. |
2338 I've no interest in your offer. Keep your problems to yourself. |
2339 Have you no brave halflings up to the task? It cannot be so. |
2340 Cross my palm with 100 gold and I'll consider it. |
2341 I'll gladly aid you small folk as best I can. Lead on. |
2342 I've no interest in your offer. Keep your problems to yourself. |
2343 I'll gladly pay, though 100 is too much. Would you take 50? |
2344 I'll gladly pay, though 100 is too much. Would you take 50? |
2345 Heh heh heh heh heh heh... Oh, brother Thurm, why not grace our ears with a ripping tale of the old days? Heh heh. Always a delight! |
2346 Oh, don't hesitate on my account! Some of the others may not have heard them. |
2347 Hold your peace then, though I remember a time back at Zhentil Keep when you would sooner die than be quiet. You... would sooner... um... I'll wait till you feel like telling them yourself, I don't remember the old days so well. |
2348 Who dares interrupt while I speak with my family? I'll have your heads if you're here to harm the... no! It can't be! Is that you Father? It cannot be otherwise, you haven't changed a bit in all these years! |
2349 Who dares interrupt while I speak with my family? I'll have your heads if you're here to harm the... No! It can't be! Is that you, Mother? It cannot be otherwise, you haven't changed a bit in all these years! |
2350 You have mistaken me for someone else, and I think you should come along quietly. No doubt Beregost will have people to properly deal with you. |
2351 You are mad, monster! Die by my righteous wrath! |
2352 Uh, yes, son, it certainly has been a long time. How are you doing, my boy? |
2353 When you ran from your home leaving them to die? You are a coward and a murderer, and today you face judgment! |
2354 Uhm, yes... it's Dad, and I want you to stop all this zombie foolishness and come to Beregost with me. Surely someone there can help you. |
2355 No! Time has made you forget, just like all the others! But I can remind you, and we'll all be a family again! Hold still! |
2356 Zombies? You don't see them as they truly are? You must be vexed by some sort of enchantment or another. Don't worry though, this has happened with some of the others and I know how to cure it. This will only hurt a moment. |
2357 About as well as can be expected I guess. It has been difficult but I've got most of the family back together. Some did not seem to recognize me at first, but I helped them recall. |
2358 Yes, though it was frightening for a time because I thought I was the only one of us that survived. I thought I was the only one who... the only one. You lie. YOU LIE! You cannot be my father because he died when I left the... when I... |
2359 Yes, though it was frightening for a time because I thought I was the only one of us that survived. I thought I was the only one who... the only one. You lie. YOU LIE! You cannot be my mother because she died when I left the... when I... |
2360 No! They lived, all of them! I saved them and they live! I... I ran. Dead... all dead. It isn't true! It cannot be... You lie! You will die for slighting my memory! |
2361 Go to Beregost to atone for my crimes? Is it a crime to wish your family whole?! Whatever the method, I had created some measure of peace for myself! Until you came! I will kill you, and my family will help me do it! |
2362 NO! I'll not lose them again! This time I'll protect them and all the attackers will die! |
2364 You have mistaken me for someone else, and I think you should come along quietly. No doubt Beregost will have people to properly deal with you. |
2365 You are mad, monster! Die by my righteous wrath! |
2366 Uh, yes, son, it certainly has been a long time. How are you doing, my boy? |
2367 skin |
2368 mooo moo |
2369 Greetings, child. It is good to see that you have set aside the time to pay tribute to the great Oghma. |
2370 Greetings young one, it is good to see that you have set aside time to pay homage to the great Oghma. |
2371 When you ran from your home leaving them to die? You are a coward and a murderer, and today you face judgment! |
2372 It's not too late to make amends for your actions! Return to Beregost with me and atone for your crimes! |
2373 It's not too late to make amends for your actions! Return to Beregost with me and atone for your crimes! |
2374 Hear ye! Hear ye! By order of his Most Radiant of Lathander Kelddath Ormlyr, governor of Beregost, and in the best interest of its peoples, forthwith there be a bounty placed upon the head of the mad cleric Bassilus, for the crimes against nature that he has committed! Anyone bringing proof of his demise to the Song of the Morning temple shall receive no less than 5,000 gold! Hear ye! Hear ye! |
2375 'Ere now, get out! I don't like your type in here! |
2376 Hey! I told you to get lost! Ain't no room here for ye troublemakin' strangers! |
2377 You're threatening me?! Practically where I live and you threaten me?! You sure must think you're tough with a blade on your belt! Why don't ya drop that armory you're carrying and put your hide where your mouth is?! |
2378 That's the way! Get on back to whatever hole ye crawled out of! This here tavern's fer decent, hardworking folk. Why don't ye get a trade or something instead of wandering around annoying what should be left alone?! |
2379 Hey, I take whatever shape I want! I'm sick of you freakish adventurers going out, consorting with gods know what, and dragging your trouble back into my hometown! What do you say to that?! |
2380 You're not supposed to be here! Get out! |
2381 I have a problem with morons armed to the teeth, poking through ruins, and stirring up creatures better left alone! Jokers like you blow through town with monsters in tow, and then out again leaving us locals to clean up the mess! |
2382 Oh, you think it's funny, do you?! You mess up the local economy with your treasure, you upset the balance of nature, you flash your magic around, and because of it maybe somebody's son thinks it's fun and goes out and gets himself killed! It's a bad example and somebody ought to kick your ass for it! |
2383 Just like all the rest of you! Stir up some trouble and then run away so others have to deal with the results! Not today! You leave through me or not at all! |
2384 Bastard! It'll be a tenday before you can blink when I'm through with you! |
2385 He was a good boy till your kind came through town! Filled his head with nonsense they did, and because of it he's dead! Now why shouldn't I take THAT out of your hide?! |
2386 Tain't true! He was going to take over the farm and settle down. Maybe apprentice with Thunderhammer during the winter. He never wanted to adventure. |
2387 No! He was settling down! He wanted... he wanted... |
2388 By Chauntea, why couldn't he just stay home?! |
2389 'Twould be fitting, I suppose. To Kennair Nethalin! Rest ye well! I... I would be alone awhile. |
2392 Heh! You tell 'em, Marl. |
2393 That was what you wanted, Marl! Fun's fun, but ye're blaming these folk fer what couldn't be helped. That boy was a firebrand if ever there was... |
2394 That new plow ye bought last year, he got the gold by helping clear kobolds near Ulgoth's Beard. He wanted to make a difference, make the realms a bit safer. Just like these folk most likely. |
2395 Perhaps you should make a hasty exit, lest his temper flare or you open your mouth, or more than likely both. |
2397 No need to get all bent out of shape. There's plenty of bar for us all. |
2398 Sorry! I don't want any trouble, I'll just go on my way. |
2399 I'll go where I like pal! You got a problem with that?! |
2400 You say one more word and I swear I'll run you through! Back off! |
2401 I just do what I think is right. We solve a lot more trouble than we cause. Well, very nearly anyways. Heh heh. |
2402 Whoa, go easy. Let's keep it friendly. How 'bout I buy you and the rest of the bar a round? |
2403 I say that I've about had enough of your tone, mister! Stop pushing or I push back! |
2404 I ain't your friend, you ain't mine, and it'll be a cold day on the 9th plane before I drink with the likes of you! Best ye keep your filthy dungeon money to yourself! Better yet, how 'bout I put you and your dead money back in the ground where it belongs! |
2405 I just do what I think is right. We solve a lot more trouble than we cause. Well, very nearly anyways. Heh heh. |
2406 Whoa, go easy. Let's keep it friendly. How 'bout I buy you and the rest of the bar a round? |
2407 I say that I've about had enough of your tone, mister! Stop pushing or I push back! |
2408 Don't get mad at me if "somebody's son" couldn't handle being out from under Mom's skirt! Should've taught him to fight instead of dirt-farming! |
2409 I'm sorry for you and your kin. Look, before this gets out of hand maybe I should just leave. |
2410 Hold on! Everyone goes their own path, and I'll not be held accountable for what the Fates deal. |
2411 If you think you have what it takes, bring it on! |
2412 Look, I'm sorry for your son and all, but I had nothing to do with it! I just want to leave peacefully! |
2413 Because if you were like this at home with him, I would have bolted too! You probably had the reins so tight you nearly choked him to death before anything else could! |
2414 If you knew him like you think, then ask yourself if he wouldn't have gone anyway. It's a calling you're born with. Nobody gives it to you. |
2415 The realms call, and you go. He sounds a fine lad taken too soon, but doing what he was meant. If you'll suffer my company, I'll buy a round and toast his memory with you. |
2416 If it's all right with the both of you, I would really like to leave now. Too many mood swings in the room and I'm getting dizzy. |
2417 He probably couldn't stand all the crying. If you girls are finished, I'll go now. |
2418 Well, 'tis the calmest I done seen him in a week. Still, best you move along. Marl ain't known for his steady moods. |
2419 <NO TEXT> |
2420 I ain't through yet! There's more o' them standin'! |
2421 Xzar |
2422 Montaron |
2423 Cow |
2424 Xzar |
2425 Montaron |
2426 Traveler |
2427 Nimbul |
2428 Maybe not, but nobody in this here bar think these bastards are invincible heroes now. Maybe the next fool kid wilâ€â€will think twice about leavin' the farm. |
2429 Marl, that's about enough. |
2430 MARL! ENOUGH! You done made your, um, point. Leave it go. This ain't gonna bring yer boy back. |
2431 You'd best get yer friend outta here. Marl be none too steady these days. Best you keep clear of this place from now on... he spends most o' his days here. |
2432 Welcome! The traveling adventurer is never turned away from a house of Lathander, as we strive to aid all who make a difference in the realms. If you are battle-worn, we can extend a number of necromantic restorations, whatever your need. A small donation is all the compensation that we require. |
2433 Ye're in the wrong place, pal. I'd git out while ye're still able. I might not be able to stop a buncha well-armed adventurers, but if you cause any trouble in the guild, don't be expecting to walk out in one piece. |
2434 Well, if you know the password, then spill it. |
2435 By the Morning Lord, I see that you have the holy symbol of Bassilus. It must have been a difficult battle to take down such a powerful man. Yours is a service that will not soon be forgotten. It is a pleasure to give you the full reward for which you have worked. |
2436 So you come here to claim the reward for the slaying of Bassilus. Good on you if this is true, but you must produce proof. Bring his Cyric holy symbol to me and you will be paid what you deserve. This is my word. |
2437 'Tis a great service you have done the people of this area, but it merely makes up for your previous acts of violence within these walls. You will get but 2,000 gold, and then you will leave my sight! Be thankful the guard does not place you in chains, let alone reward you! |
2438 I realize that it takes two to fight, but you took it too far. As soon as you used other means than your fists you were essentially using a weapon on an unarmed opponent. Now, because you were provoked you will be let off with only a fine, but if this happens again you'll be in the guardhouse! |
2439 It's unfortunate that people will often come to blows to settle their differences, but it is something we must live with. Ganging up on one man, however, is reprehensible! Now, because you were provoked, you will be let off with only a fine, but if this happens again you'll be in the guardhouse! |
2440 You must be powerful heroes to have brought down such a great beast. I will take the wyvern head and give you 2,000 gold for your troubles. |
2441 Without the beast's head, I cannot give you the reward. I hope you understand. |
2442 Hold your place right there! Brawling is one thing, but you use a blade or magic, and that is unreasonable force! You'll have to come with us for judgment before Kelddath Ormlyr. Follow, or we will force you! |
2443 Hold and lower your weapons! Brawling we could have overlooked, but stacking the odds by teaming up on one man is not a brawl, it's a beating! You'll have to come with us for judgment before Kelddath Ormlyr. Follow, or we will force you! |
2444 You there! Will you help a stranger in need? I am beset by gnolls! |
2445 The fight is joined, and I welcome your aid. Tiresome beasts these gnolls are, and I'll be glad to be done with them! |
2446 I see you standing out of the field of battle! Choose your side quickly, for I will be done forthwith and need to know whether to extend you my hand or my blade! |
2447 Enemies from the most surprising of sources, whenever I turn my head! I've no quarrel with you, so this must be your sport, and I have no quarter for those who kill for amusement! |
2448 With a Twinkle your life has ended, and such a waste it was. |
2449 Had you joined the battle, I would know whether you are well met or not. As it is, I will simply take my leave and avoid the issue altogether. You are one of the few who can say your meeting with Drizzt Do'Urden was uneventful, as friend or foe. |
2450 Well met, stranger, I am Drizzt Do'Urden, and I appreciate your assistance. It is a long enough trip to the Icewind Dale, even without these constant interruptions. I do not recall banditry being of such epidemic proportions in this area. How long has this been so? |
2451 Noble goals indeed, and ones I would hold dear myself. Your struggle will be difficult, for the bandits that I have encounteredâ€â€being beset at every turn as I amâ€â€are no mere vagabonds with blades. The humans bear the style of the Blacktalons, and the hobgoblins that of the Chill. Mercenary groups both of them, and as such it is unlikely they are the architects of this endeavor. You would do well to insinuate yourself into their ranks and determine their true masters. Difficult, but not impossible, and potentially the most fruitful course. |
2452 Such fuel burns hot and quick, but what of when it is spent? Attacking with hate may suffice, but it is by no means the most fruitful road to travel. These raiders of yours fight like mercenaries, and as such it is doubtful their bodies will give you more than the most cursory hint at who their masters are. Cool your fire, tread subtly, and you may find yourself closer to your true quarry. Be wary though, for the greater the potential reward, the greater the danger in acquiring it. |
2453 Would that it were my only battle to fight, but I doubt that, upon thinking carefully, you would truly want my help. Many a powerful creature view me as enemy. Would you truly wish to cross a balor's gaze? Your path is yours alone to follow. Just tread carefully, and remember that your sword is secondary to your mind. Your opponents may have a harder time matching your wit than your blade. |
2454 Well met, friend. Luck be on your side. |
2455 I will dismiss your ungratefulness as the impetuousness of youth and wish you the luck you will need. |
2456 Those that question my "edge" usually need but look deep inside themselves for their query's end. If you are lucky, my meaning is all you will catch. I take my leave. |
2457 Your assault upon me was without cause, but I leave you your life. See that you put it to better use. |
2458 You defy all reason! Make peace with your demons, and say hello to mine! |
2459 It was not always thus, and I strive to return peace to these lands. |
2460 The blasted raids are endless, as is my hatred for those behind them! |
2461 The raids never cease, but with you here, we need worry no longer! |
2462 This is sage advice which I will heed. Know that I think well of you on your journey. |
2463 Mere words are not what I need on this quest. If they are all the help you are offering, then I refuse it! |
2464 I would not have figured Drizzt Do'Urden to suggest I hide behind words. Perhaps you have lost some of your edge? |
2465 That is sage advice which I will heed. Know that I think well of you on your journey. |
2466 That is sage advice which I will heed. Know that I think well of you on your journey. |
2467 Mere words are not what I need on this quest. If they are all the help you are offering, then I refuse it! |
2468 Mere words are not what I need on this quest. If they are all the help you are offering, then I refuse it! |
2469 I would not have figured Drizzt Do'Urden to suggest I hide behind words. Perhaps you have lost some of your edge? |
2470 I would not have figured Drizzt Do'Urden to suggest I hide behind words. Perhaps you have lost some of your edge? |
2471 Release! Release! Return to body to finish life! Must revenge! |
2472 Help to me... body inside... just a shade I... inside body... I live again! Revenge the destroyers! |
2473 Mal-Kalen I... student I... revenge destroyers... release the body! |
2474 Poor creature, who were you in life? |
2475 Back you undead horror! Back, lest you wish to die again! |
2476 Is there no rest for you spirit? What holds you to this place? |
2477 School destroyed by treachery... Ulcaster gone... protect they said... must revenge! |
2478 Now the body inside... no escape for body... release body so I live! Revenge the destroyers! |
2479 You not enemy... you the body... release body so I live! Revenge the destroyers! |
2480 Has been but a tenday... must revenge the destroyers! Release body! |
2481 I beseech you, cease your attack! I am not your enemy! |
2482 Leave me be! I want no part of your ancient anger! |
2483 You thought you were dead before? Just wait until I'm through with you! |
2484 I beseech you, cease your attack! I am not your enemy! |
2485 Leave me be! I want no part of your ancient anger! |
2486 You thought you were dead before? Just wait until I'm through with you! |
2487 It has been three hundred years! Time has already taken your quarry! |
2488 The battle has been forgotten by all! Stop your pointless quest! |
2489 I'm releasing my body right out of this place! See ya! |
2490 "Release the body, release the body!" I'll release your head from your neck! |
2491 Not forgotten by me... but a tenday... release the body! |
2492 It has been three hundred years! Time has already taken your quarry! |
2493 The battle has been forgotten by all! Stop your pointless quest! |
2494 I'm releasing my body right out of this place! See ya! |
2495 "Release the body, release the body!" I'll release your head from your neck! |
2496 Three hundred years... it cannot be... three hundred... dead all must be... |
2497 All dead... I remain... will exact penance from descendants... revenge the destroyers! Release the body! |
2498 Fight or no... release the body... RELEASE! |
2499 I live again... revenge the destroyers. |
2500 Noooo...! Revenge the destroyers... revenge... |
2501 Poor creature, who were you in life? |
2502 Back you undead horror! Back, lest you wish to die again! |
2503 Is there no rest for you spirit? What holds you to this place? |
2504 Poor creature, who were you in life? |
2505 Back, you undead horror! Back, lest you wish to die again! |
2506 Is there no rest for you spirit? What holds you to this place? |
2507 Fight or no, release the body... RELEASE! |
2508 I beseech you, cease your attack! I am not your enemy! |
2509 Leave me be! I want no part of your ancient anger! |
2510 You thought you were dead before? Just wait until I'm through with you! |
2511 It has been three hundred years! Time has already taken your quarry! |
2512 The battle has been forgotten by all! Stop your pointless quest! |
2513 I'm releasing my body right out of this place! See ya! |
2514 "Release the body, release the body!" I'll release your head from your neck! |
2515 Casson Belde'ar |
2516 Welcome all to the Hall of Wonders. A mere gold piece secures entry to the most curious collection of machination inspirations on all Abeir-Toril. The craft displayed within is truly a sight to see, and the gold raised goes to needed supplies, that future wonders will be wrought. |
2517 Good on you, friend. Come inside the Hall of Wonders, but please remember the 1 gold donation. It provides sponsorship for those that craft the curious wonders inspired by Gond. This patronage supports the... not immediately salable works produced. |
2518 1 gold, no talking, and please wipe your feet. The Hall of Wonders is open to all, but touch nothing while herein. We wish to preserve the condition of our exhibits that we might have example for our craftsmen to copy. Duplicates of many items are available by long-term request, for more than you are likely to have in a lifetime. |
2519 It's but a small matter to momentarily lapse the entry fee, though if ye can soon afford a coin or two in the future, we'd sorely appreciate it. |
2520 Oh, do reconsider! You'll not find these items anywhere else in Faerûn. It would be a shame to miss them, would it not? |
2521 You are welcome to return when you have the coin, but I cannot permit your entry now. My apologies. |
2522 You cannot enter without payment, so please don't make this difficult. I'd rather not call the hall guards, they've ever so much to attend to. |
2523 Please enter, and enjoy the works within. Gondsman Brathlen will offer insights on a number of items, but his time is limited and the tour will not be extensive. Enjoy. |
2524 I am afraid I cannot pay the suggested donation. |
2525 I'll not pay to enter a building open to the public! |
2526 A mere pittance to pay for a day's entertainment. |
2527 I am afraid I cannot pay the suggested donation. |
2528 I'll not pay to enter a building open to the public! |
2529 A mere pittance to pay for a day's entertainment. |
2530 I am afraid I cannot pay the suggested donation. |
2531 I'll not pay to enter a building open to the public! |
2532 A mere pittance to pay for a day's entertainment. |
2533 Oh, do reconsider! You'll not find these items anywhere else in Faerûn. It would be a shame to miss them, would it not? |
2534 Welcome all to the Hall of Wonders. Please follow, and I shall endeavor to introduce you to the majesty of Gond. |
2535 I hope you had little difficulty making your way here. People are often confused by the companion building across the lane, the High House of Wonders. It is the consecrated temple to Gond, our worship center on the Sword Coast, and parent temple to the Hall here. Separated to ensure that tourism does not disrupt the sanctity of our reverence, the two structures are nevertheless linked by a bridge, that they might be guarded as one. |
2536 I am afraid I cannot pay the suggested donation. |
2537 I'll not pay to enter a building open to the public! |
2538 A mere pittance to pay for a day's entertainment. |
2539 Here is a wondrous item forged from the mind of one of our respected gnomish brethren. Known as a Steam Dragon, it is a remarkable if somewhat noisy means of moving large objects. The fire in its belly powers mighty gears that can be affixed to belts and pulleys, hauling loads that would require dozens of strong backs. Our own harbor employs such items on a grand scale, relieving ships of their cargo in a matter of moments. A mite detrimental to the jobs of several longshoremen when installed, it has greatly improved the health of the few remaining. |
2540 Another marvel of ingenuity, the Pump of Gond. By standing astride the seat one is able to move water as a mill wheel might, with only the power of the legs. Excellent for watering fields or draining a flooded home. Hard work to ride for long, it does spare the back and neck from bearing the weight of buckets. |
2541 Bringing light where is naught but darkness, the Everlight. The natural law that all must fall helps feed continuous oil to a system of lamp lights, eliminating bothersome refueling for weeks at a time. This is the enormous tank that holds the oil in reserve. None need be stranded in the night again, as is inevitable with the standard illumination. Have you ever known the oil to run out during the daytime? |
2542 Here be an amazement if ever there was one. Without question you have all seen a mariner's standard spyglass? That crude device that roughs out a coastline? It is but a shadow of this work of art from faraway Lantan. We are informed that it was labeled a "tell-a-scope" or some such when initially assembled, but we have taken to calling it a Farseer. A much more elegant name for its function and craftsmanship. The faces of the stars themselves are visible with its aid, and one is liable to run out of earth before running out of sight. Our local craftsmen have not been able to recapture Gond's original inspiration, and the inner workings remain a detailed mystery. Thus, while copies of its beauty are available, they function no better than the spyglass I mentioned. |
2543 I apologize, but I have to take my leave. I have duties in the temple, and must leave you to marvel on your own. Are there questions that I might answer before I go? |
2544 You spoke of the two halls being guarded as one. What did you mean by that? |
2545 At what time are the doors closed to the public, and when might they open? |
2546 Would it be possible to buy one of these items? What is their worth in gold? |
2547 Please continue the tour. Such items are incomprehensible without sage interpretation. |
2548 At what time are the doors closed to the public, and when might they open? |
2549 Please continue the tour. Such items are incomprehensible without sage interpretation. |
2550 Oh, it's a simple matter. With the halls conjoined, guards within one can pass to the other in a matter of moments. This is actually little needed, what with the extensive use of wards to keep out miscreants. Any number of guarding spells can be triggered by simply passing near one. Anything else? |
2551 Dawn to dusk we are open to viewing. We've a myriad of lighting, but our treasures are best viewed during daylight, when the eyes are open and the mind is fresh. Another inquiry? |
2552 I have hinted that flawed copies of items can be bought, but they must be ordered much in advance. Currently the wait is no less than a year. These originals on display are unavailable at any price, as the exact details of their construction are often lost to time. Apologies. Have you another query? |
2553 Forgive me, but I cannot dally about any longer. Duty calls, but enjoy your visit nonetheless. Please respect the needs of our other brethren as well, and leave with the falling of darkness. Many have nightly devotions that require their time, and they appreciate not having to hunt out stragglers. |
2554 By the Holy Maker of All Things, that knowledge was not to have passed beyond these walls! No offense to you, my good patron, but if you were able to hear of this then surely others have as well! I must see that the guard is doubled! Nay, tripled! |
2555 HELLO! SHHH! Shh... ah... um... I mean, hello. Might I have but a moment of your, ah, time? Ooh, this IS exciting isn't it? Oh, wait. You wouldn't think so. You're probably used to it. |
2556 Ah yes, well, um, you... you, ah... Oh, how do I approach this? You are, ah, for hire? I mean, ah... I need a... job done. Get my intent? A... JOB done. Strictly hush hush, I believe you would say. |
2557 You're not? Well, certainly it's most distressing, it is. A friend with more experience in these matters told me that this place, above all others, was where I should go. I need a particular type of person for... Well, no matter. You're obviously not interested. I shall look elsewhere. |
2558 As you will, but I shall be here some time if you change your mind. Ooh, this is SO naughty of me. |
2559 Certainly the guards are of some import, what with the wards not currently functioning in the High House. |
2560 Well then, have you time enough to speak with me now? I haven't found anyone suitable for my task yet. Tell me, would you be interested in a little, ah, after-dark shopping? |
2561 At what time are the doors closed to the public, and when might they open? |
2562 Would it be possible to buy one of these items? What is their worth in gold? |
2563 Please continue the tour. Such items are incomprehensible without sage interpretation. |
2564 I should like to procure your talents for a, ah, unique service, though it's not like you would have to do anything socially untoward. Well, perhaps a bit, though not so much untoward as, ah, illegal. |
2565 You spoke of the two halls being guarded as one. What did you mean by that? |
2566 Would it be possible to buy one of these items? What is their worth in gold? |
2567 Please continue the tour. Such items are incomprehensible without sage interpretation. |
2568 All I want is the acquisition of an item currently in the possession of someone else. It's not as though it's stealing. Well, actually it's a lot like stealing. Okay, it's stealing, but it's only the one item, and I don't want anybody hurt. |
2569 You spoke of the two halls being guarded as one. What did you mean by that? |
2570 Oh, of course! The bit o' coin to jog your memory! It's just as I imagined! Oh, this is all just so naughty! Ahem. "Here mate, 'ows 5 gold get your attention?" Hee hee. |
2571 Oh, but you're a shrewd one! And such a fun game this is! "All right pardner, 5 more gold and not a silver more." Whee he he. |
2572 Hmm, this game gets a tad repetitive now. Perhaps I can find someone who has less expensive ears. Reconsider, will you? I have enjoyed our fun so far. |
2573 Hmph! It's right rude of you! I certainly need not suffer this indignity further! |
2574 Oh no, I'll not be dealing with you again! Insult me will you? Hmph! |
2575 That's the spirit! A little larceny never hurt anyone! Well, it won't hurt ME anyway. And to be fair, I would prefer if no one else suffered any injury during this exploit. I mean, I want you to steal something, but I want you to do it in as nice a way possible. It's roguery on par with Danilo Thann of Waterdeep, and I'll pay you well. 500 gold for one night's work. It's better than you could hope for in a year on the docks! |
2576 Straight to the point and as serious as the subject demands. Certainly you are the cream of the larcenous crop. For retrieving but one object, I will give you 500 gold. No killing, and only the one item is to be taken. Dashing banditry just like in the songs of bards! |
2577 Oh, it's a marvelous trinket! A wondrously curious little toy from distant Lantan. What did they call it? Oh, yes, a "telescope," of all things. It's a misleading name for such an interestingly crafted artifact. "Golden Extra-Farseer" would have suited its craftsmanship so much better. There is not another like it this side of the Trackless Sea! Most gnomes have a fixation of sorts, but I don't share the love of gems that possesses my kin. I prefer the feel of metal, and the intricacies of the mechanical. Not that I necessarily understand the function, but it's not right for such an item to be locked away regardless! It was meant to be used and to be held by loving hands, and if those hands just happen to be mine, more the better. The tele-thingy is on display at the Hall of Wonders, and were it in the possession of anyone else it might be purchasable. No doubt you know that the Hall of Wonders is an extension of the High House, the temple to Gond. Being the god of artifice and invention his followers take to revering mechanical devices, and will not part with an original at any price. It's not as though they make proper use of such things! Keeping them behind locked doors where loving hands cannot explore their subtleties. The tele-whatzit was made to be USED, not worshipped! It must be in the hands of someone who can truly appreciate it! Not to be immodest, but that someone is me! I suppose I might buy a replica, but would you wish a copy of a diamond? It's just not the same. |
2578 You can stop trying to sell me, I'm interested. Just tell me what the actual job is, and why you are willing to take such a risk. |
2579 You can stop trying to sell me, I'm interested. Just tell me what the actual job is, and why you are willing to take such a risk. |
2580 You would be advised to lower your standards before they land you in prison! The Hall of Wonders is nigh invulnerable, a veritable fortress! I'll not risk my good name on such a foolhardy task! |
2581 That is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge. |
2582 It's a risky venture, I'll grant you that. Perhaps I can sweeten the prospect a little. I will add a magical item from my personal collection. It will be difficult to part with one of my treasures, but definitely worth it. Will it suffice for you? |
2583 I'm afraid I simply must draw the line there. To trade TWO of my treasures for ONE would be the height of foolishness. The deal is as I said so, as the saying goes, take it or leave it. |
2584 Wonderful! Oh, this is SO bad of me! Ahem. Well, I shall leave you to your preparations. It will certainly be a test of your mettle entering the Hall. I imagine an experienced roustabout such as yourself will "case the joint" thoroughly, eh? Get the guards' schedule down and all that? Oh, if only I could be a part of it. It's thrilling, like the songs of legend. I'll meet you back here once the burglary is announced. Hee hee, it's too much fun. |
2585 Hello again, my roguish compatriot! I heard this morning that there was a mysterious break-in at the Hall of Wonders. It's said that the crafty burglars were in like ghosts and gone before the guard even had a chance to yell halt. Ooh, it's like an adventure tale starring you and me! You are well worth your pay, my friend, well worth it! Here is your 500 gold and a beautiful little trinket from my own personal collection. It's a sorrow to part with it, but this more than makes up. Goodbye and good fortune be on you. |
2586 Are you mad?! Have you any idea the trouble you've caused?! I told you not to hurt anyone! It's already all over the city, and the guard are looking for blood, they are! It'll be years before I could display that tele-thing in Amn, let alone here! Keep it, our deal is off! |
2587 Ahh! Guards! Help! It's the bandits who broke into the Hall of Wonders! They're trying to kill me! And I've never seen them before in my life! Really! |
2588 I don't care what you do with it, though I wouldn't try to sell it if I were you! Every merchant from here to Cormyr will know it's stolen goods, and most of the fences 'round here probably won't want to touch it either. Maybe if you dump it back on the step of the Hall of Wonders it will cool the ire of the guard. Either way, bury it before it buries you! Oh, I am NOT cut out for this lifestyle. |
2589 Fine, whatever! Here is your money, here is your magic, there is the door! I never saw you, I've never met you, and I've never even seen anyone that looks like you! |
2590 I take your meaning well and clear. I shall just have to procure the needed skills elsewhere. It should not be so difficult, perhaps that nice gentleman I bumped into on the way in. Polite as a saint, he was. Must dash... Oh, dear. Um, it would appear that I have misplaced my purse. The strings appear to have snapped. How odd. No matter, I shall simply explain my situation to the innkeep and have him extend some friendly credit. I'm certain it will be no trouble. Everyone has been so accommodating thus far. |
2591 Am I EVER glad to see your face again! It's perhaps the only honest one these walls have ever seen! I've explained my lack of coinage to the innkeep, and he replied with a suggestion involving my father and a sheep! He won't let me leave till I've paid, but his accursed interest has already turned 5 gold into 50! I don't expect a handout, but would you consider buying my ring? I paid 1,000 gold for it not a tenday ago. It's a wonderful stone. An opal. Only 500. Please? |
2592 So it would seem you are indeed honest, yet cruel as well. An odd combination I'd not have predicted, though I've learned much about people today. I'll thank you to leave me to my misery. |
2593 Well, I hardly think that I deserve such treatment as this! You can keep your 50 gold, and your holier-than-you-thou attitude! I'll just give the ring itself to the innkeep, and put you out of the deal altogether. Just because you may be right, does not mean you've license to be petty! |
2594 It's sorely welcomed. Though I suppose it is funny. Oh, but this has been SUCH a bother! It's the price for acting as I did, I guess. I certainly hope I've learned my lesson, by golly! From now on, I'll have someone hire people for me! Goodbye! |
2595 Speak your mind, sir, so I might know your meaning. |
2596 Am I to understand that you intend me to do something I would not be proud to speak of? |
2597 I am not one who can be hired out of a tavern! |
2598 I've other business! Begone. |
2599 Illegal, eh? What's in it for me to take such a risk? |
2600 I'll have none of this, sir! Be thankful I don't turn you over to the guard! |
2601 I'm listening, though my ears don't hear so good lately. Perhaps I should test them with the rattle o' coins. |
2602 What's the score, my little friend? |
2603 Illegal eh? What's in it for me to take such a risk? |
2604 I'll have none of this, sir! Be thankful I don't turn you over to the guard! |
2605 I'm listening, though my ears don't hear so good lately. Perhaps I should test them with the rattle o' coins. |
2606 What's the score my little friend? |
2607 Illegal, eh? What's in it for me to take such a risk? |
2608 I'll none of this, sir! Be thankful I don't turn you over to the guard! |
2609 What's the score, my little friend? |
2610 Oh dear! I couldn't hear a word you said, though if I had, I would have answered "more." |
2611 Illegal eh? What's in it for me to take such a risk? |
2612 I'll none of this, sir! Be thankful I don't turn you over to the guard! |
2613 What's the score, my little friend? |
2614 Nope, I still can't hear a word you're saying. Pity that. Although... |
2615 Illegal, eh? What's in it for me to take such a risk? |
2616 I'll none of this, sir! Be thankful I don't turn you over to the guard! |
2617 What's the score, my little friend? |
2618 What?! What?! Did someone say something?! I think it was "goodbye"! |
2619 Ouch. It's truly a fraction of what it be worth, but I've little choice. Still, expensive lessons are learned doubly well. |
2620 500 gold for all that, eh? This is not a bad offer, though I think you could do better. |
2621 You would be advised to lower your standards before they land you in prison! The Hall of Wonders is nigh invulnerable, a veritable fortress! I'll not risk my good name on such a foolhardy task! |
2622 It is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge. |
2623 It is a start, though not nearly sweet enough to take the bitterness from MY mouth. What else have ye? |
2624 It is not worth my time, little friend. Go bother someone else. |
2625 I've no wish to be famous from a jail cell! Take your offer and begone! |
2626 I've no wish to be famous from a jail cell! Take your offer and begone! |
2627 You would be advised to lower your standards before they land you in prison! The Hall of Wonders is nigh invulnerable, a veritable fortress! I'll not risk my good name on such a foolhardy task! |
2628 That is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge. |
2629 Hold on just a moment there! I went through quite the bother getting this thing, and you ARE going to pay for it! |
2630 But what will I do with it? I never wanted the thing! |
2631 No one breaks a deal with me and lives! Have at thee! |
2632 Bwaa ha ha ha! Serves you right for scheming as you did! It's your bed to lie in, and I'll have none of it! |
2633 Ha ha HA! The joke of it is worth as much! Aye, take your 500 gold, and mind what happened here when you next look to someone else's property! |
2634 Oh, I've really no need for such an item... at that price. What say I give you 200 gold. Under the circumstances, I'd advise you to take it! |
2635 Oh, I see! My honesty is only appropriate when it suits you! Well, I'll not have it! I'll give you the 50 gold you need and not a copper more! That'll learn ya! |
2636 Greetings to you and yours, my friend. Might I have your ear a moment? |
2637 Certainly, good sir. What is your concern? |
2638 I'm in no mood for idle chatter. Leave me be. |
2639 Say your piece and move along. My time is valuable. |
2640 As you wish. I'll trouble you no more. |
2641 Changed your mind, have you? The offer be good till I find someone. |
2642 I've a been watching you, but rest assured it no be in the bad evil eye way. You and your compatriots be so obviously... Well, I just say you no look like farmers or merchants. I've a service needing completion, and it require that which I think you have. I reward well, but the mission is dangerous and beyond what the law would technically allow. Interested, yes? |
2643 My position has not changed. It's a risk I do not wish to take. |
2644 I've no desire to sully my good name in this town by crossing the law! Take your offer and leave! |
2645 What is it I will be expected to do? |
2646 What is it I will be expected to do? |
2647 Why not do this yourself? You do not seem as powerless as your plea makes you sound. |
2648 Your terms are acceptable. I agree. |
2649 You are mercenary, no? I can tell because you are battle-ugly with scars, yes? I have need of a stealthy, well-equipped group, to perform an act the guard would frown upon. I trust you are available and willing? I pay better than common blade-wage, but you need be discreet. I go on, yes? |
2650 I would perhaps look to a mercenary guild for more professional help, but my time is limited, and you will have to do. I pay more than you're worth, so you listen well, no? |
2651 My proposition is thus: I would have you enter into the home of a colleague of mine and effect the release of a creature he has imprisoned there. Ragefast be his name, and he has in his possession one of the most beautiful and useful creatures in all of Faerûn. It's a nymph he captured some time ago, and I know not what laughable plans he has for her, but I am sure she be more... productive in my care. I not so rich as to be able to offer huge gold, but as competent wizard I do have the odd magical item of worth. Perhaps an enchanted item will serve your needs, no? |
2652 Your offer is interesting, but I would prefer if it were larger. It is quite the risk you wish me to take. |
2653 Indeed, I be proficient in that which is magical, but so is Ragefast. None know better how to defend against a wizard than another wizard. This require stealth and guile, or quick blade with muscle behind. You have; I lack. Simple, no? |
2654 Would that I did have magical items strewn about the place. Were it so, I could simply sell them and pay you gold. It is not as though they are cheap to come by. As it is, you must take the offer as is or not at all. I trust you understand, no? |
2655 Most agreeable! Already you show intelligence needed to succeed! I give you directions to Ragefast's abode, and you take it from there, yes? You will find Ragefast's home northeast of the Hall of Wonders. We meet at my home when you complete your mission. Do not tarry, for I have many plans. Let not the guard see you with the nymph. They will surely question her presence. I will expect you soon. |
2656 I must insist that you do not tarry in my home, but rather go find Ragefast and acquire the captured nymph. We are of understanding, yes? |
2657 I see that you have returned, yes? You need not say that you have betrayed me, for I scry and spy! Certainly you are foolish to have come here after breaking our deal! I have many spells waiting for parts of nymph, and will be a long time looking for another. An expensive delay you have cost me, and compensation be from your hide! Come get me at the top, if you dare! |
2658 You! A foolish turn to have broken into my home... Ahhh, I recognize you; I've heard of your... doings regarding Ragefast and that precious nymph of his! I had many plans for that creature, and to think I was even going to ask for your assistance. Regardless, you shall pay! Come get me at the top, if you dare! |
2659 A profitable day for both our interests! A service of immense proportions you have served me! |
2660 No, child, you need not worry your pretty little head. In but a tenday, you will no longer be here, or anywhere. I would have a word with your "liberators" a moment. Wait there, please. |
2661 A job done well in every respect, and no finer a specimen could I have wished for. By far, she is the most elusive spell component I have ever had to seek. Her body will yield a score of human control potions, as well as at least two or three items of "command"! I am assured wealth for this season and next at the very least, and I have you to thank. You please have this item and enjoy, yes. It is a good thing you do here today. Show yourselves out, I have much work to attend to. |
2662 Why have you remained in my home?! Have I not paid as we agreed? I must have solitude, so I ask you again and you go, yes? |
2663 Oh, you have named it! How cute. No longer useful you are, and I'll not suffer your pining for your pet! Intruders in my home! Deadly self-defense! Come battle me at the top, if you dare! |
2664 Her beauty is priceless in the eyes, but bottled and powdered it is gold in my coffer! |
2665 She is a resource to be tapped! If you would stand before me, it is you who will be stopped! The guard will see your charred and dead bodies as bandits in my home! Come find me at the top, if you dare! |
2666 I've no desire to sully my good name in this town by crossing the law! Take your offer and leave! |
2667 What is it I will be expected to do? |
2668 Your offer is interesting, but I would prefer if it were larger. It's quite the risk you wish me to take. |
2669 I've no desire to sully my good name in this town by crossing the law! Take your offer and leave! |
2670 What is it I will be expected to do? |
2671 Your terms are acceptable. I agree. |
2672 Why not do this yourself? You do not seem as powerless as your plea makes you sound. |
2673 Your offer is interesting, but I would prefer if it were larger. It's quite the risk you wish me to take. |
2674 Your terms are acceptable. I agree. |
2675 Why not do this yourself? You do not seem as powerless as your plea makes you sound. |
2676 Bah! This petty larceny is beneath me! I'll have none of it! |
2677 Bah! This petty larceny is beneath me! I'll have none of it! |
2678 Bah! This petty larceny is beneath me! I'll have none of it! |
2679 Certainly, good sir. What is your concern? |
2680 Certainly, good sir. What is your concern? |
2681 Say your piece and move along. My time is valuable. |
2682 Destiny or no... I am not long for this place. |
2683 Look unto me, Ragefast. My beauty fades even now. |
2684 'Tis flattering, but you are blinded by your passion. Truly see what is become of me. I should not age, but my spirit fades in this ugly place. Yours does as well, but from obsession over me. |
2685 In my glade amidst the stars and moon. 'Twas beauty in that, but I cannot be confined with thee. I am not human, and this is not my home. |
2686 I am not without fault, but 'tis my nature to breed obsession in people. A hazard of just being who and what I am. As for my impromptu saviors, my gratitude is boundless! Please, take a lock of hair to remember me by. I doubt I shall seek the company of man for some time. Goodbye. |
2687 My poor Ragefast. Like many humans he could not understand the feelings my kind elicits. What of you, savior? I should like to believe I am free, but your kind often does good things for bad reasons. What are your plans for me? |
2688 You are free by my hand, and none shall cage you again. |
2689 I have a duty to complete, regardless of how I feel. You are to be delivered to Ramazith, but I don't imagine his treatment of you could be worse than Ragefast's. |
2690 It will be good to feel the grass beneath my feet once more. If you would just release this restraining collar, I will regain a measure of my talents. I thought it only ornamental when he gave it to me. Please, will you help me? |
2691 My gratitude is boundless! Please, take this cloak made from my hair to remember me by. I doubt I shall seek the company of man for some time. Goodbye. |
2692 Ramazith?! Ragefast was deathly afraid I should fall into his hands. He would not say why, but it worries me nonetheless. I beg of you, do not do this! |
2693 These are mere words. Ramazith shall have thee, as the deal we struck decrees. |
2694 I fear I am to die in this ugly town. Drag me on, for I care not. |
2695 I am to be a captive here now? I shall die amidst this ugliness! |
2696 Well! Have you any more mad friends to pass me on to, or shall I just kill myself now to save time for everyone? |
2697 My sincerest apologies! Had I but known his plan I would have released you before! |
2698 Perhaps Ramazith had a good idea! Mayhaps your body can get me the money he spoke of! Hello, time to die! |
2699 You are an absolute monster! |
2700 Spare me your repentance and just remove this restraining collar. I shall accept no more gifts or assistance from human kind for some time, to be sure! |
2701 Now know thee well I cannot let thee leave. We are meant to be together, whether ye know it or no. |
2702 What?! What bandit dares enter the home of Ragefast?! Identify your purpose here, that I might know what to put on thy tombstone! |
2703 Strong words, mage! Have ye the will to back them up?! |
2704 Dare you speak of me as bandit, when you commit such crimes as you do?! |
2705 I should like as little trouble as possible! If you simply hand over the nymph I shall return to Ramazith. |
2706 I know not what has brought thee here, but six shall carry thee out! |
2707 Ramazith sent thee?! That treacherous eel will not have Abela! What he suggests is against all tenets of decency! His foul plan dies here with thee! |
2708 What gall thou must possess, to accuse me of crimes within my own household! Especially when it's you who has entered without consent! You shalt die as a thief should for violating my home! |
2709 What nonsense is this?! Explain yourself before I dispense with you! |
2710 I explain nothing! You will release the nymph to me or die! |
2711 You hold this beauteous creature captive and still claim the moral high ground? It's a contradiction! |
2712 I and Ramazith have now both witnessed the cruel confinement you place upon this creature. |
2713 No! This wondrous being is my love and life! I would be hers as well, but it takes time! She will grow to care for me, as I care for her! |
2714 One does not cage those he cares for! You may break her spirit and she will serve you, but this is not love! Listen to her! |
2715 This is an impossible goal! Best for her that you release her to me, that I might free her under the sight of Ramazith. |
2716 Your twisted feelings cloud your sight! Release her, before you both come to harm! |
2717 My feelings are genuine, and none shall harm the angelic Abela! I will let no one come between us! |
2718 She will learn to be happy here! We shall grow old together. |
2719 Abela, thy beauty is as brilliant now as the day I found you. Say not such things. |
2720 But we were meant for each other! Thy very words had said so! |
2721 But this is MY home. |
2722 She will die in your "care." Ramazith is right to want her release. |
2723 Whine if you wish, but tonight she is free! Stand in the way and you perish with your foolish dreams. |
2724 This Abela will die with you. Free her if you truly feel as you do. |
2725 My innermost thoughts are displayed before you, and I must suffer your mockery? Trifle with me no longer! |
2726 I would sooner we both died here, than lose her beauty in my life! You will pay for this pain, stranger! 'Twas not your place to meddle with me! |
2727 I... It is so. Forgive me, Abela, I have been a fool. I release you from my enchantments, and you are free to leave. Please do not think too harshly of me. I am but a foolish old man. |
2728 I know not why you have turned on me, but your life is forfeit for it! |
2729 Dare you speak of me as bandit, when you commit such crimes as you do?! |
2730 This Abela will die with you. Free her if you truly feel as you do. |
2731 I don't trust any of the players in this game. You are free by my hand, and none shall cage you again. |
2732 My apologies, Ramazith. I will disturb you no further. |
2733 Am I to understand that you plan to dissect this creature? |
2734 Your intentions are diabolical! Release Abela at once, or face my wrath! |
2735 Be sure you do not. Good eve to you. |
2736 My apologies, Ramazith. I will disturb you no further. |
2737 Your intentions are diabolical! Release Abela at once, or face my wrath! |
2738 You must realize that this is an abomination worse than keeping her caged! Do not do this! |
2739 By all the gods! What kind of fiend are thee to have murdered as harmless a creature as a nymph?! You'll find no assistance here, you mongrel! Even ogres would not kill such a being! Get out before I have your black heart ripped from your chest! |
2740 Well, well! If I'm not mistaken, that be a lock of nymph's hair. A luckier being there cannot be than they who have gained the favor of such a creature. Would ye be willing to part with a small portion of that sample? I could pay, say, 500 gold for it. |
2741 A generous offer, and I accept it. |
2742 Oh, I couldn't sell this. It was a gift. Not unless you offered me outrageous amounts of money. |
2743 You'll not touch a hair of it! It's mine and mine alone! |
2744 There is simply no way someone with your manner could have come by that hair honorably! Get out of my sight, I'll no serve ye here! |
2745 Suit yourself, though I can't say as I blame ya. Very useful stuff, that. Say, how about I have a seamstress weave it within a cloak for ye? It is said that the wearer of such an item is magically more beautiful. It would not cost much, perhaps 100 gold. Delicate stuff, it is. |
2746 I'm content with it the way it is, thank you. |
2747 I'll not have strangers put a finger on it! It is mine to keep. |
2748 An excellent suggestion! You have a deal! |
2749 It will be ready for you in but three days. Return then and you shall have your prize. |
2750 Welcome back, It's ready as I promised. Beautiful, is it not? You'll be the toast of the town in this. |
2751 I'm afraid your garment is not ready yet. Return when we agreed, and you shall have it. |
2752 As you will, but it does you little good in your pocket. The offer stands if you return here. |
2753 Back again with that wondrous hair, I see. Have you reconsidered my offer? |
2754 Wonderful! The things that can be done with nymph hair are amazing! In fact, since you are so generous with it, why don't I weave what you have left within a tunic? It's said such a garment enhances the beauty of the wearer. No charge for you, friend. |
2755 An offer I could not refuse! |
2756 I would just as soon keep it as it is. Thanks anyway. |
2757 You'll be keeping your hands off what I have left! |
2758 I'm content with it the way it is, thank you. |
2759 I'll not have strangers put a finger on it! It is mine to keep. |
2760 An excellent suggestion! You have a deal! |
2761 'Ere, stop a moment. I've got a word or two ye need to hear. |
2762 Aye, you're a fine group o' mercenaries are you? Leastwise that's the word on the street, that you do the odd job here 'n there? I've a boss who'd like to have a word wit' you if you can spare the time. He don't ask fer free though, and here be 50 gold just to hear him out. |
2763 Move along, stranger. I've no time to dawdle with you. |
2764 50 gold just to listen? A fair deal, lead on. |
2765 50 gold may get one ear, but I've another to support as well. |
2766 The gold be a gift o' my employer. Do you not think it right rude to ask fer more without even speaking to him? No more from me, so follow or don't. |
2767 Disappointing. I'll leave you to your quiet little stroll then. |
2768 Best be keeping a low profile about yourself, you tardy fool. Weren't no small insult to my boss, you taking that 50 gold and then missin' the meeting. Not a good career move to earn the ire o' the master of the Thieves' Guild. I'd be advising you to stay clear any dark corners. |
2769 'Ere be my intrepid layabouts again. Have ye time enough fer a visit now, or did I pay you 50 gold to be ignored? |
2770 My apologies for keeping you waiting. Lead on. |
2771 I've no more interest in you now than before. Take your 50 gold back and leave me be. |
2772 Your 50 gold did indeed hire my ear, but only for a moment. Begone, lest I throw in a fist free of charge. |
2773 You're a right confusing individual, the way you invite trouble. Rest assured, you'll be hearing about this again. A friendly warning: Stay out o' dark alleys. |
2774 I'll take the gold back, but it don't mean much. Not having the courtesy to even meet with my employer is an insult he'll not soon forget. He didn't become master o' the Thieves' Guild by suffering ignorance from the likes of you. |
2775 A wise choice o' action. Now just follow me, an' I'll show ya the way ta the guild. If ye're asked the password, it's "Fafhrd." When ye're in the guild, just look fer the man named Alatos "Ravenscar" Thuibuld. |
2776 Wrong answer. Git outta here 'fore ya get hurt. I might not be able to stop a buncha well-armed adventurers, but if you cause any trouble in the guild, don't be expecting to walk out in one piece. |
2777 That's right, pal. Ya all can go in now. |
2778 Follow me closely inside as well. I fancy there no be a more dangerous a building in all o' Baldur's Gate. Can you think o' anywhere better equipped against thieves than the Thieves' Guild itself? Could teach Durlag's Tower a thing or three, I daresay. |
2779 Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. There you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. |
2780 50 gold just to listen? A fair deal. Lead on. |
2781 Move along, stranger. I've no time to dawdle with you. |
2782 I'll follow, I'll follow. No need to get snippy. |
2783 Welcome, my little friends! Please relax, and keep your weapons at your sides. No need for hostility. |
2784 I simply must apologize for the manner of my thieves. I suppose a thieves' guild must keep a measure of malice about it, but it does tend to put a cloud over introductions. I am Alatos Thuibuld, though I thank you not to mention that too often. You are <CHARNAME>, of course. Be not surprised, there are very few people in Baldur's Gate I cannot name. You have been here for only a few days, and have already made quite a stir. |
2785 Do you have something to tell me, or am I here just to listen to your fat musings? |
2786 Your interest in me is flattering, though I question your intent. |
2787 This is quite the honor, having one such as yourself interested in my travels. |
2788 Ho HO! Such fire untempered by common sense! An unfortunately common cause of early demise in my organization. Now, because I like you, I'll show you what waits for your next outburst. You have the rare opportunity to revise your statement, and your life expectancy. |
2789 Your lackeys don't scare me one whit, you pompous windbag! |
2790 Your interest in me is flattering, though I question your intent. |
2791 It is quite the honor, having one such as yourself interested in my travels. |
2792 Hmph. Well, I suppose I should thank you for showing your true nature right away. It saves me the time I'd have spent evaluating you. No need for it now, and no need to ask if you'll take the job. I'll not have you work for me, and you know too much to leave, so I'll just have you killed now. I wish I could say it's been nice. Goodbye. |
2793 Oh, please, save your ingratiating remarks for another time. They are far too good to be wasted on me. In truth, you have never heard of me, and I care not a whit where you go from here. While in this city however, you become my concern. In fact, I should like to take advantage of your talents for a small job, something best accomplished by someone unknown in this city. |
2794 I am quite sure that the membership of a thieves' guild would include several people capable of whatever you ask. Danger of being recognized seems a minor concern if one is able to not be seen at all. Why do you need me? |
2795 I am not interested in your organization, or in working for it. Sorry, but you'll have to look elsewhere. |
2796 What exactly is it you would have me do? And what would be my reward for this service? How well can you afford to pay? |
2797 Mulahey |
2798 Oh, I don't intend to flatter, merely to assure you that you have been watched since you entered the city. As for my intent, I do have a proposition for your group to consider. A small task really, best suited to someone unknown here. |
2799 I am quite sure that the membership of a thieves' guild would include several people capable of whatever you ask. Danger of being recognized seems a minor concern if one is able to not be seen at all. Why do you need me? |
2800 I am not interested in your organization, or in working for it. Sorry, but you'll have to look elsewhere. |
2801 What exactly is it you would have me do? And what would be my reward for this service? How well can you afford to pay? |
2802 Press ESC to Abort |
2803 Have I been called here for a reason, or just to listen to your fat musings? |
2804 Shrewd, very shrewd. I do indeed have many fine individuals of exceptional skill, but a large number of them are vacationing at the garrison this season. The guard have been exceptionally vigilant, what with the banditry on the roads, and to their credit they have captured several of my best people. I am sure that in the history of guilds, we are the first to experience a shortage of thieves. |
2805 You've gone rather far afield, haven't you, servant? Well, no matter. Anyone to alleviate the boredom is appreciated, even if they are of the lower class. |
2806 I'm afraid it is not that simple, though it never is, is it? You see, you have been allowed into the inner chambers of my guild, you have met me, and you have seen a number of other members. While this knowledge might not directly benefit you, if made known to the guard it would certainly harm me. I submit to you that I cannot allow this information to leave with someone... not of good standing with the guild. Your choice is somewhat limited in this manner. Choose wisely. |
2807 I am not interested in your organization, or in working for it. Sorry, but you'll have to look elsewhere. |
2808 What exactly is it you would have me do? And what would be my reward for this service? How well can you afford to pay? |
2809 I'm afraid it is not that simple, though it never is, is it? You see, you have been allowed into the inner chambers of my guild, you have met me, and you have seen a number of other members. While this knowledge might not directly benefit you, if made known to the guard it would certainly harm me. I submit to you that I cannot allow this information to leave with someone... not of good standing with the guild. Your choice is somewhat limited in this manner. Choose wisely. |
2810 Unfortunate. I must apologize, but I cannot let you leave with knowledge of me and the guild. Security is paramount, and your lives are the unfortunate price. |
2811 It's quite the bit of intrigue actually. A local wizard by the name of Shandalar makes his home in a moored Halruaan skyship. It would appear that he has the knowledge to reproduce these flying marvels and is currently organizing the sale of the recipe to Grand Duchess Liia Jannath. He has drawn up a set of rituals and has procured an artifact fragment and an ancient statuette vital to the spell that keeps the ships aloft. These he has divided amongst his daughters until the deal is to proceed. I have been contacted by a representative of the Halruaans, and they have no wish to see scores of flying ships manufactured in every port. You are to infiltrate the place of exchange, steal the ingredients, and return here with them. Simple enough. You would be well paid. Enough gold to give you a backache and, if I am well pleased, mayhaps a magical weapon or two. Perhaps a little more, perhaps a little less. It entirely depends upon your performance. |
2812 As it should be! Now that you have agreed, the facilities of the guild are at your disposal. Feel free to make use of them, and make your presence known to the other members. You have my permission, so they will be less likely to kill you on sight. As for your mission, you have a tenday to complete it. Informants have told me that the Duchess intends to take possession of the components that tenth day, and the exchange will be hosted by Oberan at his estate. As I see it, you have several options. Directly "persuade" any of the involved parties to hand over the items, or burgle them out from under their noses. Good luck. |
2813 You did not complete the mission. Disappointing, to say the least. I am afraid that I don't take too kind a view of failure, and even less so when it means trouble for me as well. I should like you to meet Resar, my Halruaan contact. Not very pleased with any of us, though I have assured him that it is entirely your fault. I believe he would like to have a word with you. |
2814 A fine, if rough-hewn performance. Of course, while I may not mourn the loss of those you killed, the guard is certainly irate. This is my Halruaan contact, Resar. I believe he would like a word with you about the unnecessary attention you have brought to his cause. |
2815 Well done, if I do say so myself! A fine bit of burglary with no unnecessary attention brought to yourself. This is Resar, my Halruaan contact. He is well pleased and will now see to your reward. My apologies, but it was part of the agreement. |
2816 You have returned only half victorious, which also means half a failure. I should like you to meet my Halruaan contact Resar, who is only half pleased with your performance. |
2817 Narlen! What, by all the gods, are you doing?! |
2818 Explain yourself, lest you take an earth bath by next morn! |
2819 Seems ye made quite the impression on the guild, ye did. It would also seem that I erred aligning with Resar. Blasted politics addles the brains, and time and again I should stay out! Still, we've his coin, and the story of his demise is ours to construct. Never a total loss to be had! Ye have earned a place in the guild, a tie that never breaks. |
2820 Hello there. |
2821 I am not interested in your organization or in working for it. Sorry, but you'll have to look elsewhere. |
2822 I am not interested in your organization or in working for it. Sorry, but you'll have to look elsewhere. |
2823 I am not interested in your organization or in working for it. Sorry, but you'll have to look elsewhere. |
2824 I am quite sure that the membership of a thieves' guild would include several people capable of whatever you ask. Danger of being recognized seems a minor concern if one is able to not be seen at all. Why do you need me? |
2825 What exactly is it you would have me do? And what would be my reward for this service? How well can you afford to pay? |
2826 Rock and a hard place, how well I know thee. Nevertheless, I still wish nothing to do with you or your blasted Thieves' Guild. |
2827 Seems a fairly straightforward bit of burglary and well within my ability. I accept this challenge and hope it increases my standing within the guild. |
2828 Not good enough. I wish a set price, with half the coin in my purse beforehand. I'll not be uncertain about what awaits when the task is through. |
2829 I am sorry, but I have no wish to make enemies of a family of mages. Find someone else to do your task. |
2830 I see. Well, having carefully considered your terms, I have decided that you are in no position to speak to me in such a manner. My offer is more than generous, and ye could not hope to do better unless ye burgled the Ducal Palace itself. You have but a yes or no to choose from. |
2831 I am sorry, but I have no wish to make enemies of a family of mages. Find someone else to do your task. |
2832 Seems a fairly straightforward bit of burglary, and well within my ability. I accept this challenge and hope it increases my standing within the guild. |
2833 I'm afraid it is not that simple, though it never is, is it? You see, you have been allowed into the inner chambers of my guild, you have met me, and you have seen a number of other members. While this knowledge might not directly benefit you, if made known to the guard it would certainly harm me. I submit to you that I cannot allow this information to leave with someone... not of good standing with the guild. Your choice is somewhat limited in this manner. Choose wisely. |
2834 It was you who asked me here and you who should be prepared to pay. I will do nothing for you without gold in my purse! |
2835 Seems a fairly straightforward bit of burglary and well within my ability. I accept this challenge and hope it increases my standing within the guild. |
2836 It was you who asked me here and you who should be prepared to pay. I will do nothing for you without gold in my purse! |
2837 A very expensive setback you have cost us! Your incompetence means counterfeit ships in ports by year's end! A more profound dishonor to the brilliant craftsmen of my land I cannot imagine! Protests from our statesmen will be launched, and your local governor will be made to see our point of view. In the between, all record of this furtive attempt will be erased. Apologies, but this includes you! |
2838 The recovery of our secret is most welcome, but the scrutiny your actions bring will do much damage. I must erase all knowledge of this plan by removing all expendable people. This unfortunately means you. Apologies, but you must die! |
2839 Alatos was most assuring in his description of your abilities. Right he was, and it is unfortunate I must close all loose ends. This includes potential loose tongues, and, though talented, you are also expendable. I offer my sorrows, but you must die! |
2840 This was risky venture from the start, and though you have undoubtedly slowed ship building, they will now be on guard. Further thievery is impossible, so now to expensive diplomacy. All record of this attempt must be destroyed, including all those expendable. My sorrow to your family, but you must die! |
2841 Wha... *GURK*! |
2842 It will be the darkest day ye have never seen before I don't have what ye need. Fer the right price, anyway. |
2843 What will ye need today? Remember, cash or hit the bricks. I extend no credit, especially to new recruits. |
2844 Off wit' ye now. I've counting to do. |
2845 Alarm! Alarm! Snakes in our own guild! Take 'em alive so we can kill 'em slow! |
2846 diviner |
2847 Yes? Is there something I could be of assistance with? |
2848 I'm a touch busy at the moment. Was there something you needed? |
2849 This had better be important indeed. I've no time for handouts today, today of all days. |
2850 I am ever so sorry, but we are not accustomed to our servants being... so well armed. You'll just not do. |
2851 Nothing has changed since your last visit. Kindly stop distracting me from my work. |
2852 The position? Ah, yes, we are indeed looking for a servant to help clean. It is ever so large an estate, and she does tend to get away on you if you're not careful. Have you any experience in such an expansive building? |
2853 I've not the time for this. Pardon my rudeness, but goodbye. |
2854 Oh? Which palace would that be then? |
2855 Well, THIS be Oberan's ESTATE, his one and only abode, and you have never been here before. To be sure, lying will not net you a job here. Off with you! |
2856 Is it so? Well, Grand Duchess Liia is within these walls and has said openly that she never lets a servant go without good reason. If she'll not have you, we'll not either. |
2857 Oh, it's sorrily a shame. Oberan has never liked Piergeiron Paladinstar and certainly won't suffer a servant not good enough for him to keep. I must turn you away. |
2858 Oh, dear me! Never mention that to master Oberan. He has never liked Piergeiron Paladinstar and won't have a servant not good enough for him. I should not do this, but I need the extra help, so consider yourself hired. We've important guests at the moment, so you had best stay in the background. Clean the rooms in the east wing, and leave the west for me. |
2859 Oh, no no no. I should need someone with more credentials. Important guests this week, and I can't risk their comfort. My apologies, but I cannot take you on. |
2860 Well, I would have wished for someone with a touch more credentials, but I am run right ragged without help. You're hired, but watch your step. We've important guests at the moment, so you had best stay in the background. Clean the rooms in the east wing, and leave the west for me. |
2861 enchanter |
2862 illusionist |
2863 What is this violation?! Explain your presence here! |
2864 I beg your pardon, but I've come regarding the servile position. |
2865 Terribly sorry to have troubled you. I must have the wrong address. |
2866 I beg your pardon, but I've come regarding the servile position. |
2867 Terribly sorry to have troubled you. I must have the wrong address. |
2868 I beg your pardon, but I've come regarding the servile position. |
2869 I beg your pardon, but I've come regarding the servile position. |
2870 I beg your pardon, but I've come regarding the servile position. |
2871 I beg your pardon, but I've come regarding the servile position. |
2872 Terribly sorry to have troubled you. I must have the wrong address. |
2873 Not as such, but I ask only that I be given the chance to prove myself. |
2874 Well, me gramma's house be worth a copper or two, but it not as expansive as dis here place. |
2875 Indeed I do! Served for the past year at... uh, the palace. Yeah, the palace. |
2876 Not as such, but I ask only that I be given the chance to prove myself. |
2877 I served at Oberan's palace, and a finer lord I'll never have the pleasure of working for again. |
2878 The High Hall Ducal Palace it was! Oh, his lordship was a fine man to serve under. |
2879 It was Castle Waterdeep, and a finer patron than the Paladinstars I've not had the pleasure of meeting. |
2880 It was Castle Waterdeep, and a finer patron than the Paladinstars I've not had the pleasure of meeting. |
2881 So I's at daggers drawing with him, an' he drops the swag an' runs! Me stomach's in cupboard till season end, gold-wise. |
2882 'Ere now, I know of you. New sneaksmen ye be, though I canna see no need. Alatos need but look at home fer to find a dab at thievery. Mahaps we be testing yer talent, 'for ye rank riders bungle the score. Ye up to me task? |
2883 I have no idea what you just said. Do you speak Common? |
2884 I'll pass any test you set, and then some! You'll not discredit me with your games! |
2885 Aye, ye natty clapperdogeon. I be here at Alatos's call, but I no be here for cloyin' babycandy. Speak yer cause with good cog. |
2886 I'll not take another duty while working for Alatos. I'll do but one, but do it well! |
2887 Feh! Ye be no thief if ye can't speak the cant! Ye talk with Alatos, 'fore ye get killed. Now hop the twig and get thee hence, ye jackanapes! |
2888 Do it well or do it no, ye have a tenday to put to gallows. Twice one night is all I take, and ye gain a measure o' guilded respect. None o' the nightwalkers trust untested allies. Decision switch? |
2889 We'll spy yer talent soon enough. Ye but need to keep an eye this first night. I and Rededge will command the taking. The mark be a noble house, aside the Splurging Sturgeon. Gold to split thrice amongst, followed soon by new mark if ye please. Up to the deed? |
2890 Leather Armor |
2891 Leather Armor |
2892 This armor gives the character a base armor class of 8. |
2893 Long Sword |
2894 The cant ye speak, and done so well! Ye be in the brethren yet, by Mask! I let ye in on the score, and a ripe sight she be. Our first mark be the house De'Mallonblade, off the Splurging Sturgeon. Poor nobles by appearance, they be adept in small smuggling, and I hear tell of a payment to be received. Gold to split but three sides, 'tween me, Rededge here, and you. 'Tis a right simple bit o' skullduggery this first night, and we but need yer nighteye to spy the lane. Up fer the task? |
2895 Quite the guts ye display. I should be careful about them, lest ye lay filleted outside the Sturgeon. One of three or nothing. |
2896 I'm right knackered wasting the dark on ye curb pogy! The mark is off, and ye be done with me! |
2897 There's the larcenous fire burnin'! We meet at dusk astride the Sturgeon, and bring only yerself in darks. Yer group will naught but get the watch nervous. |
2898 Fist |
2899 Blasted damn and demons all, what be your mishearing?! I say it plain as flies on backside, get yer group gone! Nothin' suspect about a SCORE of sneakers in the alley! May as well shine the sun itself and yell "HERE BE STEALING!" Get them gone or ye be out! |
2900 Now we're up to the business! Keep to the shadows and the watch will be blind to our sneak. You will spy the road while Rededge an' I plunder within. Be on yer cautions and yell the warnin' if ye see the soldierman. I'd no fight 'em if I was you, just call the call and make for the dark. If they give chase, ye fade to black an' keep quiet. Never known a guard to spot a thief scared to hiding. Stand from here while we two are off and in. We'll be back before the gold knows it's ours. |
2901 'Ere ye are, ye blasted squeaker! Ye got dirt fer brains? Ye must, cause ye growin' something in yer ears to make ye not hear! I said nix on fightin' the guard! If no one scratches a soul case, it's just a petty theft. Ye break a watchman and they hunt ye 'cross the planes! The city'll be pins 'n needles for a week, long after the window closes on the score for tonight! We scored 300 gold this last, and that's all I'll get with you! Take it 'n go, ye Captain Hackum! |
2902 Ye would show yer jack nasty face back here after runnin' out on us?! Ye didn'a call the warn, ye gacking mather! Guardsman caught us unknowin' blind, an' Rededge caught his blade in the softside! A rogue-duel I ask, to the dyin', 'twixt ye and me! Any o' yer friends twitch a blade and my droogs will slab the lot! I'll quiet ye good, so's Rededge can kick yer hind across the lower planes hisself! |
2903 Yer soul a swaddling demon teether! Damn ye, as it should be! The rest o' ye stay clear o' me 'n mine. I've venom for each, and the corners here be black as death. |
2904 'Ere there, good fortune ye return to us! Quite the scramble down the alleys, with no less than ten and four guards on our run 'n hides! Good call that alarm o' yers! Would have caught us unknowin' wise without ye. Had enough time to bail the room with gold in pocket, so we've 300 gold to divvy. None too bad a haul, but a mere pittance stacked aside next dark's targy. Ye in with us agin? |
2905 Yer noose-catcher been near the line since ye chose the thief-life! Do ye no like the thievery, or do ye just want to wear black and talk funny? |
2906 So be yer wish. I'll no have someone watch me hindquarters, when they no want to be there at all. We be done with each of us. |
2907 'Tis so for me an' Rededge. The mark tonight is a ripe plum for plucking, and a mite more dangerous. No petty gold, 'cause you passed that intro. This dark holds a jewel fence, with pretties brought stolen from Waterdeep. A mage of meager power called for a component gem called a rogue stone, and Gantolandan answered. His home be our target, but he be a side more cagey than last. We join at dusk by the Blade and Stars to sort the deed. |
2908 Blasted damn and demons all, what be your mishearing?! I say it plain as flies on backside, get yer group gone! Nothin' suspect about a SCORE of sneakers in the alley! May as well shine the sun itself and yell "HERE BE STEALING!" Get them gone or yer out! |
2909 This dark we'll see how ye are on the inside. Rededge will eye spy the alley, while ye and I are search an' keep. Follow on to the door, I'll be the picker. Once we're inside, get the gems, then we make for the Guild. Ye won't be seeing much of me, I'll be keeping to the shadows. |
2910 Let's hurry, child! The night can only get worse so we must find shelter soon. Don't worry, I will explain everything as soon as there is time. |
2911 Wait! There is something wrong. We are in an ambush. Prepare yourself! |
2912 What is gone to mayhem now?! Grab the scag and get us hence, the watch have ears as well as I! |
2913 You're a fool if you believe I would trust your benevolence. Step aside and you and your lackeys will be unhurt. |
2914 Run, child! Get out of here! |
2915 By the Shadowlord, back up ye go! This skulk fer naught if we no find the loot! Keep e-spying! |
2916 Well! I did'na even hear ye slide up! And ye have the pretties! Off we are, afore we wake these deadfast sleepers! Back at the guild we make our meeting! |
2917 Never has fallen to Faerûn a more bungled thief! Wakin' Gantolandan brought more guard than rats to cheese. Or mayhaps cats to rats! I don't fancy being the rodent in the mix! Not a gem fer the trouble neither. If this be common knowin' I'll get no rest in guild. Neither ye, 'cause many brethren will query Alatos why he sought ye. Ye no proved yer worth this night past. |
2918 A tickle more running than I care to do in a dragon's age! Such is the way o' the nightsneak, but not another profession pays as well. Ye be quite the force under the weight o' pursuit, grabbin' the pretties while hoofin' it fast! Ye prove to me an' brethren all that ye be here for good reason. Split the jemmies thrice, and tonight we'll suck the monkey a keg apiece tavern wise! |
2919 Well snuck, by any measure! Gantolandan wakes this morn none the wiser, but more the poorer! All the guild will hear o' this, and ye be welcomed as brethren. Split the gemmies thrice, and tonight we'll suck the monkey a keg apiece tavern-wise! |
2920 You're perceptive for an old man. You know why I'm here. Hand over your ward and no one will be hurt. If you resist, it shall be a waste of your life. |
2921 Not this night, ye gamon dead man! |
2922 To ye I put the same query, ye traitorous fool! Ye set up one o' yer own! |
2923 Ye hired them to do yer dirty deed 'cause they be expendable, but they be as good a sneak as any we be! A brethren in burglary, who should die 'cause they no in the guild? Nay say I, and many more! They stump down our halls, they work the work, and they flee the flee. They with US, and you set US up! |
2924 'Ere's the respect ye ran from the guard for! A round-the-world way to get it, to be sure, but worth it none the less! The doors here will always be open, excepting when pickably locked. |
2925 I have no idea what you just said. Do you speak Common? |
2926 I'll pass any test you set, and then some! You'll not discredit me with your games! |
2927 Aye, ye natty clapperdogeon. I be here at Alatos's call, but I no be here for cloyin' babycandy. Speak yer cause with good cog. |
2928 I'll not take another duty while working for Alatos. I'll do but one, but do it well! |
2929 A better way to drop the night I'll not think in this life, me fellows! Where do we link afore the deed? |
2930 I'd be a mite more interested with a larger piece of the prize. |
2931 Petty burglary is not my field. I have more important jobs to do. |
2932 A better way to drop the night I'll not think in this life, me fellows! Where do we link afore the deed? |
2933 I'd be a mite more interested with a larger piece of the prize. |
2934 Petty burglary is not my field. I have more important jobs to do. |
2935 A better way to drop the night I'll not think in this life, me fellows! Where do we link afore the deed? |
2936 Petty burglary is not my field. I have more important jobs to do. |
2937 This measly mark be not worth my time. Save your copper ante for your mother's pin change. |
2938 I'm right knackered wasting the dark on ye curb pogy! The mark is off, and ye be done with me! |
2939 It's awful late to be out and about, citizen. Why are you not at rest? |
2940 'Ere, boys! The jig is up! Make fer the dark! |
2941 No reason at all, sir. I'll just be on my way then. |
2942 Thievery, sir! There are miscreants burgling this very building! |
2943 Right then! Thank you for the information, but you'd best be off home. I'll take care of this lot. |
2944 Best that you are. What this then? The De'Mallonblades be away on business. Odd they would have left their door undone. I'll just nip inside and make sure all is secure. |
2945 What?! Stand your ground, you thief! To arms! To arms! |
2946 Halt! I'll run you through if you don't stop now! |
2947 To arms! Thieves by the Sturgeon! |
2948 'Ere, boys! The jig is up! Make fer the dark! |
2949 'Ere, boys! The jig is up! Make fer the dark! |
2950 Right, I'm outta here. |
2951 Right, I'm outta here. |
2952 ZzzzzzzZZZZzzzzzzzZZZzzzz... |
2953 Zzz... *cough* Wha...? Who's...? Who's there? |
2954 Your death if you don't keep still and quiet! I'll take my fill and you will live another day! |
2955 Meow-w-w. |
2956 The jig's up! Out, we must get out! |
2957 You arrogant whelp! I've faced worse than you in my bedclothes before, and damned if I'll let you touch a stitch of what is mine! Guards! Intruders about to die! Bring mops! |
2958 What in blazes?! I'm invaded by cowards! |
2959 *grumble* Blasted cat. Hrmph. *snork* Zzzzzz... |
2960 Zzzz... Wha... Wait a minute. I don't own a cat. Who's there? |
2961 *YAWN*... that makes sense... g'nite kitty... Zzzzzz... |
2962 Zzzz... *grumble* Noisiest talking cat I ever heard... Wha...? What did I just say? Noisiest talking ca... Guards! Guards! |
2963 Your death if you don't keep still and quiet! I'll take my fill and you will live another day! |
2964 The jig's up! Out, we must get out! |
2965 I'm a stray, go back to sleep. Shhhhhhhhhh. |
2966 Your death if you don't keep still and quiet! I'll take my fill and you will live another day! |
2967 The jig's up! Out, we must get out! |
2968 Magic Missile |
2969 Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around <PRO_HIMHER>, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on <PRO_HIMHER>self and fellow party members. And if <PRO_HESHE> attacks, <PRO_HESHE> immediately becomes visible, although the invisibility enables <PRO_HIMHER> to attack first. |
2970 And what be your excuse for makin' the friendly o' such girly-wills? Do you share their lack o' luster, or would ye like to call my caper yours? You with me plan? |
2971 I have no idea what you just said. Do you speak Common? |
2972 I'll pass any test you set, and then some! You'll not discredit me with your games! |
2973 Aye, ye natty clapperdogeon. I be here at Alatos's call, but I no be here for cloyin' babycandy. Speak yer cause with good cog. |
2974 I'll not take another duty while working for Alatos. I'll do but one, but do it well! |
2975 My neck on the line for a mere 100 gold? If this be the level o' your burglary, I'd sooner work the barnyard! |
2976 Exciting work like none other! I'm raring for another grasp at careless gold! |
2977 It was a world of fun and profit, but I've not the time for another night. |
2978 Exciting work like none other! I'm raring for another grasp at careless gold! |
2979 It was a world of fun and profit, but I've not the time for another night. |
2980 It ain't worth the risking. Find another pair o' eyes. |
2981 It ain't worth the risking. Find another pair o' eyes. |
2982 As ye will and won't, 'tis your behind to hide. A grand time it'd ha' been if it was. Narlen dost consider ye a fellow night-mate! Good on ye where er'e ye go. |
2983 It was a world of fun and profit, but I've not the time for another night. |
2984 I'm sorry that you feel that way, old man. |
2985 Give me your component to the skyship, or suffer the consequences! |
2986 My apologies, but I am new to the estate and have lost my way. I'll not disturb you again. |
2987 Stay your wrath! I know of your mission here, and would buy what you are guarding. Name your price. |
2988 I am a daughter of Shandalar, and no helpless maiden! If you wish what I guard, you'd best be strong enough to pull it from my grasp! |
2989 You are no servant! You're spies or worse. If you thought to take me by surprise you're sorely mistaken. |
2990 No servile duty makes you skulk about my room! It is as father warned and worse. Thieves in the very house we sought seclusion! Leave, lest this daughter of Shandalar put you in your grave! |
2991 Your offer is more of an insult than your presence in my private room! Leave now, lest you not be able to! |
2992 This is me leaving! I'll not return to bother you! |
2993 Hollow words from a frightened lass! Hand over the skyship component! |
2994 You are foolish to attack the spider in its chosen den! We are here because it's guarded, so you'll not fight only I! Help to me! We are infiltrated! |
2995 This is me leaving! I'll not return to bother you! |
2996 Hollow words from a frightened lass! Hand over the skyship component! |
2997 And boredom stalked the halls. |
2998 This week's end will not come soon enough! I tire of standing about, playing watchman. Many a magical study awaits while I waste time guarding a rock. |
2999 Fragment or no, here I sit guarding a pebble while the world goes on without me. I don't know how you and she stand it. |
3000 Ithmeera, you should know by now that Father is a few sparks shy of a fireball. Skyship or rowboat, if he made it, I wouldn't trust it to hold air, let alone float on it. |
3001 I do not believe it! Sound a warning! 'Tis as Father predicted, a thief in our midst! |
3002 Surrender the items you guard, lest I take them from your corpses! |
3003 I am a servant here, just hired. I mean no harm. My apologies for disturbing you. I shall leave. |
3004 I am no thief! I offer good gold for the items you guard. Name a price! |
3005 Out! Return at your peril, and stupidity. |
3006 'Tis a long, cold journey to my corpse, fool! |
3007 No! Any hope of you leaving alive died with her! |
3008 Try to be more amiable, Helshara. |
3009 Helshara! Daddy would not trouble us with this were it not important! Your "rock" is an artifact fragment vital to constructing a skyship, no less so than my statuette and Delorna's spellbook. |
3010 Delorna is content to sit in contemplation, whether entrusted the book or not, and I simply know that our father would not have me here without reason. |
3011 I did not offer to captain the final product, just to guard the components. |
3012 We are invaded! Help! |
3013 Certainly you do not know the daughters of Shandalar, to think that gold would change our alliance! |
3014 No! Monster, take the blasted trinkets! Helshara... |
3015 invoker |
3016 This week's end will not come soon enough! I tire of standing about, playing watchman. Many a magical study awaits while I waste time guarding a rock. |
3017 Fragment or no, here I sit guarding a pebble while the world goes on without me. I don't know how you and she stand it. |
3018 Ithmeera, you should know by now that father is a few sparks shy of a fireball. Skyship or rowboat, if he made it, I wouldn't trust it to hold air, let alone float on it. |
3019 You know, sister, I think we have been duped. I do not believe I recognize this supposed servant. Sound a warning! It's as father predicted, a thief in our midst! |
3020 Surrender the items you guard lest I take them from your corpses! |
3021 I am a servant here, just hired. I mean no harm. My apologies for disturbing you, I shall leave. |
3022 I am no thief! I offer good gold for the items you guard. Name a price! |
3023 You are no servant! You're either assassins or thieves! It matters not which as you will die nonetheless. |
3024 It is a long, cold journey to MY corpse, fool! |
3027 Oh! Scared me you did! I suppose I'm caught then? Peacefully I'll go, I'm not much for fighting. Wait a minute. Holy leapin' lavender lizards! You're not the guard! You'reâ€â€you're burglaring just like me! Now this IS exciting! We should... we should work together! Yeah! I could use the help... uh... I mean, we could just help each other a little bit. Just for this one heist, you keep watch while I point out the good stuff. You can even keep most of it! I got a good tip on where to be looking! Whatcha say? |
3028 Holy kitty cacophony! You scared the bejeebbers outta me! Sure it's yer job to catch us thievers, but ye need not give me a heart attack too! Hey... you're not the guard! Yeesh! Getting me all in a tizzy when you're here for the same thing as me. Well, since you're here, howz about we work together? Just for this one heist, I mean. You keep watch while I show the stash. I know a secret here and there, but we get equal shares, okay? |
3029 A good plan. Do what you must, and I'll keep watch. |
3030 That is a good idea. I'll keep watch and help you. |
3031 I have no interest in a thief so easily caught. Off with you! |
3032 I have no interest in a thief so easily caught. Off with you! |
3033 You've seen me! I'm sorry, but I have to kill you now! |
3034 You've seen me! I'm sorry, but I have to kill you now! |
3035 Wha�! Aww, nutbunnies! Caught again! Hey, wait. There's no polish on yer boots, no snap in yer suspenders. You're... You're not the guard. They're always so much more... presentable. Well, be on your way then. I just wanna grab a few things and be off. There's lots for both of us, so leave me be. Hmph! Not so much fun if just anyone can bust in here. |
3036 Just you leave me to my sneakin'. I'm not gonna take the big stuff. |
3039 Well, if you're gonna be puppy-doggin' after me all night, maybe we should work together. I know this place pretty good, know a few secrets. Could be fun. What say you? Wanna keep watch while I scout for pretties? |
3040 Certainly. Do what you must while I keep watch. |
3041 I have no interest in a thief so easily caught. Off with you! |
3042 You've seen me! I'm sorry, but I have to kill you now! |
3043 Well! There's no need to be rude about it! Hmph! Never meet nice people in this line of work! No wonder people hate thieves! Well, we steal stuff too, BUT BEING JERKS DOESN'T HELP! Not one bit! Goodbye! |
3044 Double good and done! Oh, it'll be great fun having someone around to talk to! I don't meet many nice people in this trade. Just because we steal doesn't mean we have to be bad. Mostly I'm just curious what people have. Here, I'll point out a few things, and then we can get to sneakin'. He he, such fun! |
3046 Pretty good takin's with none too many bruises. We do pretty good for just meeting! How about we do this again, like all the time? Wanna join up permanent? |
3047 A splendid idea! Welcome aboard. |
3048 I really am sorry, but we've all we need. |
3049 Laughable! What do I need you for? Our job is done. Now get lost! |
3050 Ah, well, easy go I guess. Never get to keep my friends in this biz. Specially the nice ones. Bye, I guess. |
3051 Friends we are, and nice ones too! One for all and things like that! Fun for all of us, I just KNOW it! |
3056 Night children wayward, are you? Well, you are welcome here so long as you keep your manners about you. There is a cost for each head kept safe, but I do not feel like charging today. Please, rest a while with no worries. |
3057 Walk yourself slowly in, and keep your arms at your sides. This is no inn and you get no smiling welcome. I expect payment for your safekeeping, and you pay by the day and by the head! The risk I take harboring you low-grade hooligans is simply not worth it. 5 gold up front now, if you please. |
3058 This be your one warning! Walk ye slowly back out with your hands where I can see 'em! You twitch an eye and you're a fine red mist, instead o' the thick sludge you are now! Sanctuary ain't open to just any pig-stealin' knicker! |
3059 Payment-time! 5 gold or you hit the bricks! Everybody have your rent ready. |
3060 You've not the coin? I don't run a charity here! You've got till I get my muscle to be gone. After that, you'll hit the bricks a touch harder. |
3061 You canna say I didn't warn you. Please move along before Mongo makes you. |
3062 I know you not, but I'll not be turning away any of the night's children nowadays. It's almost with a vengeance that the Flaming Fist keep a lock on the streets now. Sanctuary be free of charge for the immediate future. Come in and rest you well. |
3063 I recall you. Hard to forget a face when I see so few nowadays. Many a sneaksman has been lost to the guard, now that they seem intent on cleaning the streets to the bone. Sanctuary is free for the time being. Rest well. |
3064 I've crossed this realm time and again, and I am thoroughly convinced that many a fight could have been avoided if the combatants simply had a good night's sleep aforehand. Sanctuary be not so much for hiding as it is for resting nervous bones. |
3066 'Ere there, a word wit' you I would have. House rules you be needin' to know. This here be Sanctuary, and Silence be our patron saint. You do anythin' to harm either, an' every thief, assassin, and scoundrel within 1,000 leagues will want ye dead. I dunno the magics that keep this place secure, but 'taint nowhere else where a night-sneak can sleep sound. It's neutral ground, and you leave your fightin' outside. Be on yer best behavior, 'cuz banishment for life is the nicest punishment Silence knows. |
3068 I daresay, the guard is downright rude these days! I say wot, it is good to see a familiar face, eh, chum? Lost many a friend in the fortnight afore this, I have. I fear Narlen be incarcerated, or worse. |
3069 Why have you come here? |
3070 Why did you not speak before now? |
3071 What of the Thieves' Guild? Could you not remain there? |
3072 It can't be as bad as everyone says. Thanks for the chat, but I'll have to check it out myself. |
3073 The Flaming Fist have taken it upon themselves to pursue the local thieving community somewhat more... aggressively than usual. I venture they are still a tad miffed by the death of their commander in chief, Scar. His replacement Angelo is a bit more... driven. If ye wish to keep to the streets ye had best be right bloody good at the clandestine. As for me, I'm, as the saying goes, exiting stage left. |
3074 Alas, it is a simple matter. My partner Narlen had such a better grasp on the local thieving vocabulary, so it was more suiting he would speak for both of us. It would seem I just project the wrong sort of airs, as it were eh wot? Sink me if it's so. |
3075 The guild is all but lost to the Flaming Fist. There was a mutual tolerance before, but lately they seem determined to wipe the slate clean, as it were. Not just the thievery neither. They seem to wish a lockdown on every person displaying a measure of talent with magic or a blade. The common folk have never known such peace, but it is a horrible constraint on all else. The myriad of adventurers usually about have taken to the countryside, or places like this. |
3076 Cheerio and all that then. I'm off to safer climes I think, eh wot? |
3077 I say, wot? There's no call for that sort of timbre! Lest I take offense ye had best recant that cant. |
3078 Hmpf! And after I went to all the trouble of being polite. Right then. When next we meet, I'll put a blade in yer gulliver. Just you wait, eh wot? |
3080 Never liked that Narlen. In fact, I never cared much for you either! |
3081 Why have you come here? |
3082 Why have you come here? |
3083 Why have you come here? |
3084 Why did you not speak before now? |
3085 Why did you not speak before now? |
3086 Why did you not speak before now? |
3087 What of the Thieves' Guild? Could you not remain there? |
3088 What of the Thieves' Guild? Could you not remain there? |
3089 What of the Thieves' Guild? Could you not remain there? |
3090 It can't be as bad as everyone says. Thanks for the chat, but I'll have to check it out myself. |
3091 It can't be as bad as everyone says. Thanks for the chat, but I'll have to check it out myself. |
3092 It can't be as bad as everyone says. Thanks for the chat, but I'll have to check it out myself. |
3093 Never liked that Narlen. In fact, I never cared much for you either! |
3094 Never liked that Narlen. In fact, I never cared much for you either! |
3095 Never liked that Narlen. In fact, I never cared much for you either! |
3096 The slight is forgotten. This is not a time for petty bickering. |
3097 Why have you come here? |
3098 Why did you not speak before now? |
3099 What of the Thieves' Guild? Could you not remain there? |
3100 It can't be as bad as everyone says. Thanks for the chat but I'll have to check it out myself. |
3101 Never liked that Narlen. In fact, I never cared much for you either! |
3102 Ah, your mother wore crampons. |
3103 I beg your pardon. The troubles of the day have addled my nerves. |
3104 'Ere, friend. A thief n'er had it so good as here at Sanctuary. That Silence be a saint if e're my eye have seen one. |
3105 Well met, stranger. Why have you come here? |
3106 Get lost, you rummy alley-rat. I've no time for you. |
3107 What of the Thieves' Guild? Could you not remain there? |
3108 It can't be as bad as everyone says. Thanks for the chat but I'll have to check it out myself. |
3109 It's rough going on the streets these days. Used to be that a few gold would turn a guard's eye, but The Flaming Fist have put a good number of me fellows in the pokey lately. I figures they are still a touch angered by the death of that Scar fellow. His replacement Angelo seems is a bit more... driven. If ye wish to keep to the streets, ye had best be a better sneaksman than I. |
3110 There be no call for that at all! If'n we weren't in the Sanctuary, you'd be a stain on me blade! Take yer words back! |
3111 The guild be all but gone. It's not just the thievery that suffers neither. The Fist seem to wish a lock on every person with skill in the magic or the blade. The average Joe Regular has never known such peace, but it is a horrible constraint on all else. Adventurers usually about have taken to the countryside, or places like this, rather than lose their arms. |
3112 Right, I'll do you for that! Just... not here. But just you wait! Ooo, you're gonna get it! |
3113 Ah, your mother wore crampons. |
3114 I fear the problems of the day have addled my nerves. Forgive my outburst. |
3115 Well... I suppose. Only 'cause a nightman needs all the LIVE friends he can get these days. |
3116 Why have you come here? |
3117 Get lost ye rummy alley-rat. I've no time for you. |
3118 What of the Thieves' Guild? Could you not remain there? |
3119 It can't be as bad as everyone says. Thanks for the chat, but I'll have to check it out myself. |
3120 Well met, stranger. Why have you come here? |
3121 Well met, stranger. Why have you come here? |
3122 Get lost ye rummy alley-rat. I've no time for you. |
3123 Get lost ye rummy alley-rat. I've no time for you. |
3124 What of the Thieves' Guild? Could you not remain there? |
3125 What of the Thieves' Guild? Could you not remain there? |
3126 It can't be as bad as everyone says. Thanks for the chat but I'll have to check it out myself. |
3127 It can't be as bad as everyone says. Thanks for the chat but I'll have to check it out myself. |
3128 Suit yourself as best you please, but I'm off tonight. Luck to you. |
3130 Cattack |
3131 Ah, you would be Ajantis, I presume. I trust your journey was uneventful? My brethren and I are grateful you have come, though it is regretful that you are needed. The keep is usually closed to outsiders, but circumstances do demand extraordinary measures in this case. No doubt Duke Eltan told you of the problem? Eight people have gone missing from the grounds, three of those in the last two days alone. Isolated as we are, we have not the means to deal with this. Please, do what you can. |
3132 Have you no security here? The keep cannot be without defenses of SOME kind. I must speak with the captain of the guard. |
3133 What is your station here? I don't even know your name. |
3134 Alas, normally we DO have a substantial number of guards. The majority have been sent east however, to help combat the rash of robberies along the Coastway road. It was after that our own problems began. Two of our remaining guards are among the missing, and Captain himself has not been seen since yesterday last. We have appointed a replacement in his stead, and you may find him about the grounds. |
3135 Forgive my manners, I have not introduced myself! I am Satos, and unfortunately I am the acting abbot. It is not that I don't find honor in the position, quite the contrary. It is just unfortunate how I came by it. Our true Elder Abbot was among the first to disappear. |
3136 Axe |
3137 Where are the rest of your fellows? I shall need to speak with all of them. |
3138 Khalid |
3139 Mage |
3140 Worm |
3141 Fist |
3142 [GIBBERLING growl] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
3143 [GIBBERLING die] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
3144 This information is appreciated, and I shall do what I can. It is quite a task to complete on my own, however. |
3145 This information is appreciated, and I shall do what I can. It is quite a task to complete on my own, however. |
3146 You will find some of our number about the grounds, though I fear some are too shaken to leave the keep building proper. I have instructed everyone to be as helpful as possible. |
3147 This information is appreciated, and I shall do what I can. It is quite a task to complete on my own, however. |
3148 Oh! I had meant to tell you but it slipped my mind. I fear I have been somewhat scatterbrained since this has begun. Duke Eltan anticipated your need for a little assistance, so he arranged for a mercenary guild to send along some hired help. A strange mix, to be sure, but I am certain they will serve with you well. All seem quite skilled in their... uh... niches. Introductions are in order, I believe. |
3149 Um... yes, well... Next? |
3150 Yes, well, now that that is taken care of I shall leave you to the task at hand. You have leave to wander where you will, and all but the main keep are open to you. That one building must be kept sealed regardless, for the sake of the many treasured tomes within. It's not as though we mistrust YOU, rather 'tis just better to have as little traffic as possible through. I hope you understand. Forgive me, but I have meditations to attend to. |
3151 Ahead... many of them... must be stopped... |
3152 Take this... end it for... |
3153 What is your station here? I don't even know your name. |
3154 Where are the rest of your fellows? I shall need to speak with all of them. |
3155 Have you no security here? The keep cannot be without defenses of SOME kind. I must speak with the captain of the guard. |
3156 Have you no security here? The keep cannot be without defenses of SOME kind. I must speak with the captain of the guard. |
3157 What is your station here? I don't even know your name. |
3158 Where are the rest of your fellows? I shall need to speak with all of them. |
3159 Heathen outsiders. |
3160 Watch your tongue lest I cut it out! |
3161 You should be grateful I'm here! If not for me you would be lost! |
3162 You distrust me, but I mean you no harm. I am here to help. |
3163 Hmph! I should expect no better than threats from the likes of you. Do what you must and begone from mine home. |
3164 Grateful? Grateful that strangers must invade my home because my missing fellows are gone, perhaps dead? No, I shall be grateful when you leave. Begone and do what you must. |
3165 Hmm, I fear I read your manner wrong and I apologize, though I still dislike strangers traipsing about mine home. Your efforts be appreciated, but I shall still be glad when you are done. |
3166 Ah, Satos advised us there would be strangers here this day. It's a great service you are doing here, undoubtedly with no small risk to yourselves. |
3167 What need ye from me? |
3168 What do you know of the people missing? |
3169 Did you hear anything troubling last eve? |
3170 I need nothing from you. I shall search on my own and kill what I find! |
3171 I know they were dear and trusted friends. That is enough. |
3172 Just the dreams in mine own head. I fear none of us remaining have slept soundly for the tenday last. |
3173 I... see. I fail to see how this kind of "help" is useful. What is your purpose here if we could have just loosed a rabid bear and got the same effect? Tonight I shall sleep no better. |
3174 Good luck on your search. Hopefully this shall all be over soon. |
3175 Thank you. I shall trouble you no more. |
3176 Thank you. I shall trouble you no more. |
3177 Did you hear anything troubling last eve? |
3178 I need nothing from you. I shall search on my own and kill what I find! |
3179 What do you know of the people missing? |
3180 I need nothing from you. I shall search on my own and kill what I find! |
3181 Dabron Sashenstar |
3182 By Ilmater, please, send him home. OH! You... you startled me. You are the one sent from Baldur's Gate, are you not? I welcome you, though I am all but without hope we will see our... our friends again. |
3183 By Ilmater, please, send him home. I know... knew them all, though I knew... a great deal more about one of them. We were... we... Montgomery and I were... I cannot speak of this! To think of losing him... 'Tis not fair, you know. We fought the other night and he left so mad. Such unions are... frowned upon by our order, but now he's gone and I... Please find him. Find all of them, and bring them home safe. |
3184 I know not. I only know they are sorely missed... by most if not all. |
3185 I... I should not have said that. It's unfair to think ill of another with no proof. It's just that... Well, some seem to have had much to gain in this loss. |
3186 Please! These people were closer than family! How could you accuse me so? |
3187 This is all so painful. I must do something besides sit idly by. Please, might I join with thee? I need to know what has happened to my... to all my friends. |
3188 Oh, please leave me be! There is pain enough without suffering your company too. |
3189 Tell me, what did you know of the missing people? |
3190 What do you think has happened to your lost friends? |
3191 Where were you when the last person went missing? SPEAK! |
3192 I shall do my best for all concerned. Thank you for your time. |
3193 Where were you when the last person went missing? SPEAK! |
3194 What do you think has happened to your lost friends? |
3195 What do you mean by that? Who does not miss them? |
3196 I shall do my best for all concerned. Thank you for your time. |
3197 Where were you when the last person went missing? SPEAK! |
3198 Tell me, what did you know of the missing people? |
3199 An interesting point, to be sure. I will think on this. |
3200 Where were you when the last person went missing? SPEAK! |
3201 Tell me, what did you know of the missing people? |
3202 Cry me a river, sweetheart, I'm just trying to get the job done. |
3203 Forgive my manner, but this is unpleasant business. Please, might we begin again? |
3204 I... I suppose. This is all so difficult. |
3205 Tell me, what did you know of the missing people? |
3206 What do you think has happened to your lost friends? |
3207 Where were you when the last person went missing? SPEAK! |
3208 Oh, please leave me be! I have pain enough without suffering your company too. |
3209 'Ere there. Not all the guard resent your coming as Eldoth does. |
3210 It's dangerous to go against your Captain so. |
3211 Good to know, though I doubt I shall be much help with him around. |
3212 I trust none of the guard while he commands you. Leave me be. |
3213 Eldoth is NOT my captain. MY captain is a noble man who never would have let this go so long without requesting aid. Eldoth has but made the problem worse. I will deny I said this if you tell another soul. I must go. |
3214 I blame you not at all. It is as though he be TRYING to isolate us. I wonder if it's possible the disappearances have weakened his sanity. Alas, it is not for me to say. I have said too much already. I must go. |
3215 Doubtful ANY of us will be of help while he commands. I can speak with you no longer, lest he see us together. Fare thee well. |
3216 What are you doing here! This is the Amnian military barracks. Unless you have a very good reason for being here, it would be prudent for you to leave. |
3217 We don't need any new recruits. Now leave! |
3218 You've had your look. Now get out! |
3219 Ah, sorry, we'll be leaving now. |
3220 We're here to join the Amnian army. |
3221 We just wanted to have a look around. |
3222 Get out now, or we'll take you out by force if need be. |
3223 A welcome release. Your weakling surface ways have left a bitter taste in my mouth. Perhaps I should seek shelter back under the cover of the earth. I understood my fellows there. |
3224 Deagan |
3225 'Ere there, pssst. This way. I've got a word or two for you, but when I'm done talkin' I never said a word, understand? |
3226 I have no time for secret meetings, fool. Begone with your games. |
3227 Speak that I might know your intent. |
3228 What is your purpose here at the keep? |
3229 Pique I am, and I am a member of the guard. At least I was when there was a guard to speak of. The new captain has made it otherwise. |
3230 Slander of your superiors is no trait of a guard! I trust you not! |
3231 I have no time for secret meetings, fool. Begone with your games. |
3232 Speak! That I might know your intent. |
3233 If Eldoth bears the traits of a guard, you are lucky to be alive to mistrust me! Bah! It was a mistake to speak with you! I am done with all of this! |
3234 I ain't no monk who takes a kick and then turns the other cheek to take another! You no want my help, then so be it! Do yourself a favor though, and search well again the quarters of Eldoth. I go now and hope never to again lay eyes upon this accursed place. |
3235 My intent be to get out of this place alive. Guard duties or no, the pay be not near enough for dying. I know who be taking the missing people. I seen 'im! It was Eldoth! |
3236 Eldoth had much to gain with the disappearance of the captain, but this is hardly a reason for such crimes. |
3237 And why should I believe you? You said nothing till now! Perhaps you just wish me to remove Eldoth so you can captain the guard! |
3238 Then he will be dead before the morning! With righteous fury we shall smite him down! |
3239 Are you mad? Does captain of the guard seem such a glorious position to you? One worth murder and kidnapping? Use some sense! There is more here than you see! Feh! I have not time to spell things out to you! Fling your accusations where you will, but watch your back. I am gone, and I leave you to whatever fate you make. Hmph! I will at least save my OWN life. |
3240 Eh, so that's yer plan then? There's more to this story I fear, and your blade may have to work a fair bit harder than you think. By all means, throw yourself at him, but watch carefully what is BEHIND his actions. I leave you to your... glorious bloodbath. *sniff* |
3241 Aye, this is what I thought too! Once the main garrison returns from the Coast Way, they would simply replace him as captain. There is more to it, something stranger. I saw him when last dark fell, when he dragged off the monk Montgomery. It was a masterful ambush when night was darkest, and I thought myself lucky to have discovered him. A single snapped twig gave away his position, and I followed slow, ready to leap to rescue. I stopped meself short though, when he turned and looked RIGHT AT ME! He knew my every move, as though he PLANNED for me to see him! His face showed no such cunning at that moment though. Blank he was, blank as the night around us. I had not the nerve to approach, and his eyes seemed to show sadness when I did not move, though his face remained stone cold. He walked away slowly, almost haltingly, while I sat there shivering. Here, take this. He dropped it, and I know not what it means. I am done with this place. There is something most unnatural here, and I want no part of it. Fare you well. |
3242 Oh, I's not gonna be no helps fer you. I just sits wit' me pretties and watch 'em sparkles. |
3243 Um, what do you know of the missing people? |
3244 Where were you when the last person disappeared? |
3245 Thanks for your... uh... help. Goodbye. |
3246 I knows dat my pretties shore do sparkle. Got dem from me friends. Friends, dey go bye-bye an' not been back. I sad, but sparkle makes for happy. |
3247 OH! I remembers! 'Twas dark it was, and the star pointys shone in my pretties. Friends here one night, and go 'way the next. Other friend takes dem away. |
3248 I not like this sad talk. I go sit wit' my pretties. |
3249 Other friend? What other friend? |
3250 Thanks for your... uh... help. Goodbye. |
3251 Um... what do you know of the missing people? |
3252 Thanks for your... uh... help. Goodbye. |
3253 Where were you when the last person disappeared? |
3254 Can I be helpin' you? I'll say what I can, but Utor here won't be of much use. He's... well, younger than he looks, I'm afraid. |
3255 Who are you and what is your position here? |
3256 Who do you think is behind these disappearances? |
3257 Can you think of a motive for these kidnappings? |
3258 Who me? I am Hastenback. I have my studies here like all the rest of the brethren. I also tend to the gardens and watch over Utor as well. Shame about him really. Once was a brilliant mage I hear. Apparently he found some ancient tome in a ruin somewhere. Full of forgotten magic that was not quite... compatible with the human mind. He's about three seasons old now, I reckon. Couldn't even walk when he first came here. A shame it is. |
3259 Thank you for your time. |
3260 Who do you think is behind these disappearances? |
3261 Can you think of a motive for these kidnappings? |
3262 That be quite the question. If I had an easy answer for it, I venture we wouldn't need you around, would we? Not that people haven't gained from the loss, mind you. I don't much like how quickly the abbot and captain were replaced, but I suppose that was a matter of necessity. Still... some have adapted to their new positions quicker than others. |
3263 Thank you for your time. |
3264 Can you think of a motive for these kidnappings? |
3265 Who are you and what is your position here? |
3266 None too subtle, are you? I cannot say what would drive someone to steal another away in the night. Pride, envy, lust: these are the classics, of course. All are as likely as any other I could name, though I don't know if they apply in this case. One thing is certain; we are under siege. It's a quiet siege to be sure, but a siege nonetheless. |
3267 It was nothing, I am quite sure. |
3268 Fiend! He is but a child inside! Help! |
3269 Leave me! I would be alone! |
3270 Thank you for your time. |
3271 Who do you think is behind these disappearances? |
3272 Who are you and what is your position here? |
3273 I heard the commotion! What the...? Kobolds? It is very strange, very strange indeed! |
3274 Why do you say that? What do monks know of monsters? |
3275 They are but a couple of wandering creatures. Nothing of concern. |
3276 They are dead. I need to know nothing more than that! |
3277 If you say so, but ask yourself this: If they be wandering monsters, WHERE did they wander FROM? Kobolds never stray far from their clans, and there are NO clans in the area. What e'er your enemy be, they are not always what they seem. Good eve to you. |
3278 Monks know a great deal. The keep be full of tomes dedicated to the subject. For instance, kobolds are known social creatures. That means they prefer to travel and live in large communities. There are no such communities around, neither have there been any in this area for nigh on a hundred years. What does that tell you? |
3279 Bah! Book learnin' is no substitute for firsthand experience! I know they die at the end of a blade, and that is enough! |
3280 It tells me there is something odd about monsters that wander so far afield of where they should be. |
3281 Indeed. It would seem there may be more to fear here than meets the eye. I wish you luck and good fortune. |
3282 Hmm. Killing is the easy part to understand. It's what brought it into being in the first place that's the hard part to grasp. Luck be with you, for you will need it. |
3283 I fear I cannot help you. My duties rarely bring me outside. |
3284 I know nothing of this business! Leave me be! |
3285 Oh, very well. I am Eldoth, and I am captain of the guard here at the keep. I'll not tolerate your nosing about, and I don't care what duke of whatever city sent you! Keep your best behavior, or I shall be forced to turn you out! |
3286 There is no need for this. We are here to aid in the search for your lost compatriots. We do not mean to step on your toes. |
3287 As I heard it, you are but the "acting" captain. Should you not be more concerned with the return of your true leader? |
3288 I go where I wish! You have already demonstrated how ineffective you are! It's best we clean up your little mess for you! |
3289 My compatriots are in no need of your help. We shall manage their rescue just fine without you. Best you go to the guesthouse and stay out of our way. |
3290 I'll have you know that it is I who rules this roost, and I'll not have you "Gallihading" about. I am Captain of what little guard is left, and we shall manage fine without help from you! |
3291 I should watch whom you threaten! Since I am the duly appointed captain of the guard, it is WELL within my power to have you taken out and flogged! If I were in your position, I should just go to the guesthouse and stay there! |
3292 I did warn you about poking around. Now I fear I must... I fear... I must kill you! |
3293 Free? My mind is free! His blasted evil tentacles have been ripped out! Please, I have been under such a wicked spell! It was Krotan who made me... made me... Oh, by all the gods, what have I done?! Such things I could not have... such things I was made to do... I must tell you! There is a great evil at work amongst us, and it is an ogre mage of considerable power. The knowledge of the Keep is what he seeks, and he has been gathering forces these last weeks. I was his... pawn and have killed for him... killed friends for him! PLEASE! I can show you where he is hiding if you will but let me help in taking his head! |
3294 This is trickery! You have kidnapped and murdered and now you wish to save your skin. It is to no avail! You die tonight! |
3295 I trust you not an inch farther than I can throw you, and do not think I am not tempted to try! We will fight him, but you must remain here. Where can we find him? |
3296 I know not whether to trust you, but if you have been treated as you say I cannot deny you right of vengeance. Fight with us for right and justice! |
3297 No! I must live to take my vengeance! If I have to go through you, then so be it! |
3298 As As you wish it. He has concealed his growing forces beneath the old Mausoleum. You will find him there, if you have the key to access it. Here it is. Take it. Take it, and send that vile creature thrice through the hells! |
3299 I've the blood of my fellows on my hands. Tonight I will see if the blood of evil be the same color as that of the innocent. Come, he hides beneath the Mausoleum, gathering strength. There we must go! |
3300 No! The blood... The blood is on my hands... |
3301 I'll kill you for what you... for what I did! It's all because of YOU! |
3302 Yes... |
3303 What?! Well, I guess me have visitors. Do come in. Are these ones you saw above? |
3304 Then good indeed! I not need to find myself! Ah, Eldoth. I should expect traitor to traitor me too. No matter. A useful tool you. A useful tool your skull be next! |
3305 You will kill no more! Now ME kill! KILL THEM! KILL THEM AND THE KEEP BE OURS! |
3306 What?! Well, I guess me have visitors. Do come in. Are these ones you saw above? |
3307 Then good indeed! I not need to find myself! |
3308 He no hear you. But a tool he is, and GOOD tool too. Weak will. Weaker SKULL! |
3309 No longer need tools! We strike now! KILL THEM! KILL THEM AND THE KEEP BE OURS! |
3310 What?! Well, I guess me have visitors. Do come in. Are these ones you saw above? |
3311 Then good indeed! I not need to find myself! Clever you are to have made it this far. Clever I am for letting you! Now you die here nice and clean. Tomorrow the Keep is mine! KILL THEM! |
3312 Ye brash fool! That gnome had a touch of madness, but now our party is short a man! We are weaker without him! |
3313 We will make do without him and proceed with caution. Our virtue will see us through. |
3314 You guys really should get permission from Emerson 'fore you enter the mines. He can get really nasty 'bout unauthorized guys wandering 'bout his mines. |
3315 What are ya doing in my home?! Get outta here 'fore I have ta hurt ya. |
3316 Who are you? What do ya want? FATHER! There's strangers in the kitchen! |
3317 What's wrong, son? HEY! What are the buncha you doing in me home? Get out! Ya hear me, get out! |
3318 We don't want no trouble, please don't hurt me family. I beg you. |
3319 Please don't hurt my hubby. Please just leave us alone! |
3320 Hello. Could you please be very quiet? My mother is asleep, and I don't wish to wake her. What is it that you need? |
3321 What?! Okay, take everything. *sob* There's nothing I can do against armed adventurers. |
3322 You're back! What happened? Did you find Joseph? |
3323 Sorry we found nothing. |
3324 We found his greenstone ring, but I'm afraid we think he's dead. |
3325 All I know about the mines are that men keep on disappearing in their hellish depths. My husband is one of the miners, but he hasn't been home for weeks. |
3326 Thanks. |
3327 Maybe we could help you. We're thinking of exploring the mines. Describe your husband for us. Maybe we'll see him. |
3328 He's got black hair, blue eyes... Oh, damn, you'll never find him from that description. His name is Joseph, and he wears his wedding ring on his left hand. It's a greenstone ring. |
3329 We don't need anything, sorry for bothering you. |
3330 We want all of your money. Give it to us or die. |
3331 Do you, uh, have any information on the mines? |
3332 That's, that's... too bad. I'm sorry about bothering you. |
3333 He's... he's dead. My Joseph is dead. |
3334 Yup, and we're taking his ring as payment for telling you the bad news. Bye now. |
3335 We're very sorry for your pain. Here, have his ring to remember him with. |
3336 You bastards, get out of my house. GET OUT! |
3337 Thank you. Thank you for bringing me the news. |
3338 You look like a gamblin' fool. Why don't you try yer luck on the wheel? |
3339 Hey, <GIRLBOY>s, if ye're interested in winnin' easy, ya should try the craps table. A roll of the bones is yer best bet for quick cash. I wouldn't play too long though. You lose in the long run. |
3340 My dear! Common riffraff running about my house. Perhaps all of you could be so kind as to leave, at once. I'm off on important business, and I really can't have strangers stomping about my home. When I get back, please make sure that you're gone. |
3341 Who in the Seven Heavens are all of you?! Why, you didn't even have the common decency to remove your footwear. Look at all of the mud you've tracked over the house! Get out! Leave! Begone! |
3342 You're not allowed in here, child. Please make your way out immediately. |
3343 Sorry, young one, but ye're not to be allowed in here. Now go run along and do somthun' useful. |
3344 So are you sick? You look rather healthy to me, but you never can tell. Do you need any potions or such things? |
3345 No need, sorry for bothering you. |
3346 Yes, that would be nice of you. |
3347 All right then, take this potion. |
3348 Hey there! No time to chat. I've a mountain of dishes to tackle. |
3349 Hmm... Oh, sorry, didn't mean to ignore you like that. I'm just rather busy right now. |
3350 Can't talk right now, I'm studying the martial strategy of Rhigaerd II. You know his son, Azoun, borrowed a great deal of his father's strategies. |
3351 Hey, I remember you. Your father was Gorion, wasn't it? You should see all of the strange fellows who've come to the keep these days. Three men work for that mercantile organization, Iron Throne I think they called it. They've been meeting with the two spookiest people I've ever seen. It's like clockwork. Every day, they meet on the third floor to discuss who knows what kind of dastardly plots. Ha ha, I'm sure they're just boring old merchants counting their money. |
3352 I'm just a humble reader, there is little that I can tell you about the world outside of Candlekeep. |
3353 Hold your place, thief! How dare you try to steal from that noble monk! |
3354 Then you will be forced to behave while here! If you cannot profit by your evil thoughts, perhaps you will learn to think otherwise. |
3355 Your actions fly in the face of everything Helm holds sacred! Such disregard for the rights of others! |
3356 Your thieving skills are no doubt of primary importance to you, but I seriously doubt you will ever put them to productive use! There is naught but good and evil. I suspect you are of the latter! |
3357 What is this treachery?! You have shed the blood of a childlike soul, and all for a few paltry gems? |
3358 Those who need aid are to be cherished all the more! Your actions are despicable and without remorse! I can bear no more! Raise your weapons and defend yourself that you may die with the dignity you lacked in life! |
3359 It is unfortunate that our companion died before he could recant his ways. Evil must be purged wher'er it lay, even if it is among colleagues. Helm watch over our quest that its end may come soon. |
3360 Bah! This cause is but a paltry diversion! It is a mere alleyway astride the road to greatness Tiax travels! If not for a... ahem... debt to the Baldur's Gate guard, Tiax would nary be here at all! Do as you will, but it is for naught! Tiax must rule! |
3361 Hmmph, it's not how Tiax dares, but how he fares, and that it is not well. These monks have naught to steal! |
3362 *grumble* When Tiax rules, paladins won't be such a pain in the backside. |
3363 Tiax has harmed him not! There is nothing amiss that Tiax should practice his skills! He shall need them eventually... heh heh... should Tiax ever find someone with something worth stealing. |
3364 Your insults carry little sting. Tiax knows he will rule in the end. |
3365 Tiax does as he will, though little of harm has been done! None shall miss this Utor fool. 'Twas but a mockery of a man. |
3366 Tiax and his greatness shall squash you as a bug, you... you... insolent BUG! |
3367 I have little patience for these paltry pleasantries, but we should know whom we are to fight beside. I am Shar-Teel, and a more competent blade you will not find this side of Waterdeep. I have been paid well to be here, but the sooner we are done, the better. It is likely but a wild dog or some such that plagues these foolish monks. I prefer more challenging circumstances. Life is made fun by crushing your enemies. |
3368 Flattery will get you nowhere. |
3369 Kobolds? So few would never come this close to a fortified keep. They've not the stomach for overwhelming odds. Strange... |
3370 Harrumph! Quite the fire ye have, young lady. I sincerely hope it doesn't take ye with it when it burns out. We fight for what's right, but you needn't take such pleasure in it. Still, I'd rather be beside yer blade than in front of it. |
3371 I'm sure. Well, to business then. My name is Yeslick, and I wield what power Clangeddin sees fit to grant me. I hope I can be of help to our cause here. |
3372 Gar! Toc-La! |
3373 ELDOTH! YOU TRAITOR! |
3374 Gar! Toc-La! |
3375 [no text] |
3376 [ALORA 01] Blast and bother! These locks have always given me trouble! Trouble, they are! |
3377 Is there a reason why ye're in my kitchen? 'Cause Martha here don't like people messin' with her kitchen. Ain't that right, Martha? |
3378 [ALORA 02] AHHH! Somebody hide me! |
3379 [ALORA 03] Careful, everyone! Play nice! |
3380 [ALORA 04] Isn't this great? All of us, doing nice things, being happy. It's great! |
3381 [ALORA 05] Hey, I think everyone would be happier if we were a little nicer! |
3382 [ALORA 06] Please be nicer. You don't want me to pick up any bad habits, do you? |
3383 [ALORA 07] I don't think you're the type of people I should be hanging around with! Goodbye! |
3384 [ALORA 08] Wow, leader? Me? Oh, this'll be GREAT fun! |
3385 [ALORA 09] *yawn* I'm sleepy. Can we nap a moment? |
3386 [ALORA 10] So when are we gonna do something? I'm raring to go! |
3387 [ALORA 11] I'm hurt! Please help me. |
3388 [ALORA 12] What a great forest, huh? I never seen trees like these before. |
3389 [ALORA 13] I like the bustle of the city! So many interesting people! |
3390 [ALORA 14] Ooh, this is pretty scary, isn't it? I-I-I mean, I'd be scared with-without the rest of you. |
3391 [ALORA 15] What a great day for adventuring! In fact, every day is a great day for adventuring! |
3392 [ALORA 16] Pretty spooky night, but still great for adventuring! |
3393 [ALORA 17] Whatever you wish! |
3394 [ALORA 18] Whatever you need! |
3395 [ALORA 19] Hey there, hi there! |
3396 [ALORA 20] Hop skip to it! |
3397 [ALORA 21] With a smile! |
3398 [ALORA 22] Happy to help! |
3399 [ALORA 23] I'm so sweet I've got rotting teeth and gums! |
3400 [ALORA 24] C'mon, people, now, smile on your brother. Everybody get together; try to love one another right now. |
3401 [ALORA 25] I don't think you're happy enough! I'll teach you to be happy! |
3402 [ALORA 26] Happy happy joy joy, happy happy joy joy! |
3403 [ALORA 27] So you're a mage? I knew a mage once, but he was pretty stuffy. You're not like that. |
3404 [ALORA 28] Smile more often, Edwin. It looks good on you. |
3405 [ALORA 29] Well, everyone is basically decent, once you get them to unwrinkle their faces. |
3406 [ALORA 30] Play your song again, Garrick. That one I like. Please? |
3407 [ALORA 31] Awww! It's just the cutest little hamsty-wamsty! Who's a fuzzy Boo? |
3408 [ALORA 32] You needn't be so mean! I'm nice to you! |
3409 [ALORA 33] Oh, someone needs a tickle. Someone needs a tickle! Smile already! Yeesh! |
3410 [ALORA 34] You are mean, mean, mean! No wonder people don't like you! |
3411 [ALORA 35] Why must you be such a grumpypuss?! Cheer up! |
3412 [ALORA 36] I've heard that if you go too long without smiling, your face will crack! |
3413 [ALORA 37] It must be hard work to be negative all the time! |
3414 [ALORA 38] Ugh! |
3415 [ALORA 39] [DYING SOUND] |
3416 [ALORA 40] I've had friends die before, and it's still sad. |
3417 [ALORA 41] Poor Edwin! He was just learning how to loosen up. |
3418 Ya, I don't like no snot-nosed brats causin' trouble here. You better scram, 'fore I give you a whippin'. |
3419 Hello. I am the level coordinator. Is there anything I can help you with? |
3420 [XAN 1] I thank you for my freedom, friends, for I have languished in these dismal vaults too long. |
3421 No, I don't need your help. |
3422 Xzar and Montaron wish me to travel to Nashkel. |
3423 Of course they ain't, you stupid cully. |
3424 Jaheira and Khalid would have me accompany them to Nashkel. |
3425 Help us please. Free us! |
3426 [XAN 2] We're all doomed! Run while we're still able. |
3427 [XAN 3] Eh. Onward, to futility! |
3428 [XAN 4] Ooh, perhaps we'll survive longer than I had originally thought! |
3429 [XAN 5] This group is especially hopeless today! |
3430 [XAN 6] Keep up this evil, and we're deservedly doomed. |
3431 [XAN 7] I cannot abide by these actions! I must take my leave from this barbaric fellowship. |
3432 [XAN 8] While leader, I will endeavor not to get ALL of us killed. |
3433 [XAN 9] *yawn* Certainly I shall collapse from exhaustion before I fall on the battlefield. |
3434 [XAN 10] If we are doomed to fail, could we at least do it faster?! |
3435 [XAN 11] My wounds are too grave. I am a dead man. |
3436 [XAN 12] The majesty of the forest makes me feel insignificant. |
3437 [XAN 13] The bustle of the city makes me feel insignificant. |
3438 [XAN 15] The sun shines, and I am amazed we live to see another day. |
3439 [XAN 17] We're all doomed. |
3440 [XAN 18] Life is so hollow. |
3441 [XAN 19] Our quest is vain. |
3442 [XAN 20] Whatever. |
3443 [XAN 21] Oh, what is the point? |
3444 [XAN 22] If you want. |
3445 [XAN 23] It is hardly worth the effort of trying. |
3446 [XAN 24] We delude ourselves to think our pitiable band will stand up to our enemies. |
3447 [XAN 25] Let us save our effort and just lie down and die. |
3448 [XAN 26] I'll do what I can, but expect very little. |
3449 [XAN 27] Eldoth, could you stand away from me? The stench is somewhat unnerving. |
3450 [XAN 28] Perhaps, Eldoth, you could be a little more polite to our companions? |
3451 [XAN 29] You could do us all a favor, Eldoth, by getting killed in the next battle. |
3452 [XAN 30] Have you ever wondered how hollow your convictions sound, Ajantis? |
3453 [XAN 31] It seems our resident suicide monger, Ajantis, lives in a black and white world. |
3454 [XAN 32] If I'd wanted your opinion I would have asked for it. |
3455 [XAN 33] I hope what you say was well intentioned. |
3456 [XAN 34] Do not think I will endure your insults indefinitely. |
3457 I've troubles enough without strangers in my face. If I want to chat I'll come see you first thing, but for now I just want to be left alone. |
3458 Unless you're buying the drinks I'd suggest you leave me be. I ain't got nothing to say to you. |
3459 [XAN 35] Your stupidity makes you a doomed man. |
3460 [XAN 36] Well, with you as my companion, who needs enemies? |
3461 [XAN 37] Around you, I almost feel that we have a chance. |
3462 [XAN 40] Another victim in our hopeless crusade. |
3463 [XAN 41] I would grieve for Eldoth if it were not for the sense of joy I now feel. |
3464 [KIVAN 1] Hail! It is not often that I come across strangers in this part of the world. |
3465 [KIVAN 2] Retreat, you fools! We have no hope to win. |
3466 [KIVAN 4] That was a noble deed. |
3467 [KIVAN 5] I don't agree with our party's course of action. |
3468 [KIVAN 6] I won't stand for such behavior again. |
3469 [KIVAN 7] I cannot allow this to go on. Defend yourselves! |
3470 [KIVAN 8] I will lead for as long as I am needed. |
3471 *yawn* It is time for us to rest. |
3472 [KIVAN 10] Oh please, we have tarried long enough. |
3473 [KIVAN 11] I don't know how much longer I can go on. |
3474 [KIVAN 13] The city is an example of man's excesses. I wish we would be gone from this miserable place. |
3475 [KIVAN 14] Why must we emulate the ways of the dwarven folk by crawling about these warrens? |
3476 [KIVAN 17] Yes? |
3477 [KIVAN 18] What do you want? |
3478 [KIVAN 19] Don't bother me. |
3479 [KIVAN 21] As you wish. |
3480 [KIVAN 22] Aye. |
3481 [KIVAN 23] There is a time for talk. This is not such a time. |
3482 [KIVAN 24] Oh, my soul aches for my lost Deheriana. |
3483 Could you tell me where I could find Tethtoril? |
3484 [KIVAN 25] We must not waste time on idle chatter. |
3485 I was wondering where I could find Ulraunt? |
3486 [KIVAN 26] My need for revenge gives me strength to go on. |
3487 Tethtoril is a very busy man, and I don't keep track of his schedule. Sorry. |
3488 [KIVAN 27] Stay away from me, dark elf. |
3489 [KIVAN 28] How are we to trust one who venerates the Spider Queen? |
3490 [KIVAN 29] Your evil ways will bring your ruin, dark elf. |
3491 You can find Ulraunt in his apartment on the sixth floor. I wouldn't bother him there though; he doesn't like unannounced intrusions. |
3492 [KIVAN 30] Don't make me warn you again, drow. Your next slip will be your last. |
3493 [KIVAN 31] You dark-hearted bitch! You'll die for that! |
3494 [KIVAN 32] Watch what you say. |
3495 [KIVAN 33] Shut your mouth! |
3496 [KIVAN 34] Your candor is appreciated. |
3497 [KIVAN 35] You are a valuable companion. |
3498 [KIVAN 36] Your courage shames the others. |
3499 [KIVAN 37] Shut up! Your chattering might drive us all insane. |
3500 [KIVAN 40] One more friend to mourn. |
3501 [KIVAN 41] May Viconia's soul rot in Hell. |
3502 [AJANTIS 01] Halt! Be you friend or foe? |
3503 [AJANTIS 02] What cowardice is this?! Return to where you are needed. |
3504 [AJANTIS 03] For the glory of Helm! |
3505 [AJANTIS 04] We follow the righteous path, the path of Helm. |
3506 [AJANTIS 05] This course we take is beyond all tenets of decency. |
3507 [AJANTIS 06] I will not stand by while this party descends into depravity. |
3508 [AJANTIS 07] Your evil ways end here! Draw steel and we will settle this dispute once and for all. |
3509 [AJANTIS 08] I take honor with this responsibility you have bestowed. |
3510 [AJANTIS 09] I grow weary. |
3511 [AJANTIS 10] We have much evil to fight; we have no time for idleness. |
3512 [AJANTIS 11] Ah! I am in need of aid. |
3513 [AJANTIS 12] This forest has a sense of evil about it. |
3514 [AJANTIS 13] This city has a sense of... evil about it. |
3515 [AJANTIS 14] This dungeon has a sense of evil about it. |
3516 [AJANTIS 17] My honor is my life. |
3517 [AJANTIS 18] Helm, give me strength! |
3518 [AJANTIS 19] By Helm! |
3519 [AJANTIS 20] As you will. |
3520 Hello there. I'm sorry but I can't help you right now, I have many studies to finish. |
3521 [AJANTIS 21] With Helm's blessing. |
3522 [AJANTIS 22] Yea! |
3523 [AJANTIS 23] We must always strive to be role models to the meek. |
3524 Perhaps you didn't hear me the first time, but you see, I need my privacy. Could you PLEASE leave? |
3525 [AJANTIS 24] Duty to one's cause outweighs all. |
3526 [AJANTIS 25] Evil will always fail against courage and honor. |
3527 [AJANTIS 26] Evil must be purged without mercy. |
3528 [AJANTIS 27] Your actions fly in the face of everything Helm holds sacred! |
3529 [AJANTIS 28] There is naught but good and evil. I suspect you are of the latter. |
3530 [AJANTIS 29] Evil must be purged wherever it is found, even among companions. |
3531 [AJANTIS 30] The stench of evil clings to you in the most vile manner. |
3532 [AJANTIS 31] I can bear no more. Raise your weapon and defend yourself! |
3533 [AJANTIS 32] I may yet still be a squire, but I possess more integrity than you could ever hope for. |
3534 [AJANTIS 33] You will watch your mouth around the fairer sex. |
3535 [AJANTIS 34] I thank you for your compliment. |
3536 [AJANTIS 35] You are a most beautiful lady, miss. |
3537 [AJANTIS 36] You are a man of honor. I respect your integrity. |
3538 [AJANTIS 37] I think it would be wise for you to improve your conduct while in this party. |
3539 [AJANTIS 40] We can only be content that our companion has fallen while pursuing a just cause. |
3540 [AJANTIS 41] It is unfortunate that our companion died before he could recant his ways. |
3541 [KAGAIN 1] Greetings. I am Kagain. What can I do for you? |
3542 [KAGAIN 2] This isn't worth dying over. |
3543 [KAGAIN 3] For the love o' money. |
3544 [KAGAIN 5] You buncha chumps! What the hell do ya think you was doing? |
3545 [KAGAIN 6] Do gooders always make me wanna vomit. |
3546 [KAGAIN 7] That's it. This dwarf is leaving! |
3547 [KAGAIN 8] As leader, I plan to make us stinking rich. |
3548 [KAGAIN 9] Even a dwarf's got a limit to his stamina. |
3549 [KAGAIN 10] Waiting around ain't gonna make us any money. |
3550 [KAGAIN 11] This dwarf's not feeling too good. |
3551 [KAGAIN 12] Damn forest, always reminds me of pansy elves. |
3552 [KAGAIN 14] I like it here, where the gold grows. |
3553 [KAGAIN 17] I don't wanna talk. |
3554 [KAGAIN 18] Go pester someone else. |
3555 [KAGAIN 19] I need an ale. |
3556 [KAGAIN 20] *buuurp* Sure. |
3557 [KAGAIN 21] All right. |
3558 [KAGAIN 22] Why me? |
3559 [KAGAIN 23] The only thing better than gold... is more gold. |
3560 [KAGAIN 24] You pugs are starting to piss me off. |
3561 [KAGAIN 25] Gold runs the world, kid. Faster ya learn that, the better life will treat ya. |
3562 [KAGAIN 26] If I had a copper for every moron I've run across, I could buy Baldur's Gate! |
3563 [KAGAIN 27] You're the stupidest dwarf I've ever met! You're an embarrassment to dwarves everywhere! |
3564 [KAGAIN 28] Yeslick, your stupid mine is what started all this trouble. |
3565 [KAGAIN 29] Yeslick, shut your lousy mouth and get out of my face. |
3566 [KAGAIN 30] You're an imbecile, Yeslick! If you piss me off one more time, I'm gonna rip your head off. |
3567 [KAGAIN 31] Ya lousy excuse for a dwarf, I'm gonna rip you a new arse. |
3568 [KAGAIN 32] You should shaddup. |
3569 [KAGAIN 33] Keep on talking that way and I'm gonna stuff yer mouth full o' horse dung. |
3570 [KAGAIN 34] Shaddup and show me the money! |
3571 [KAGAIN 35] Are you some kind of a moron? What do ya think you was doing?! |
3572 [KAGAIN 36] Altruistic moron! |
3573 [KAGAIN 37] Ya dolt, shut yer trap before it gets you into trouble. |
3574 [KAGAIN 40] Better them than me. |
3575 [KAGAIN 41] Stupid dwarf was gonna die sooner or later. |
3576 [SHAR-TEEL 1] Hold, travelers! I challenge your best warrior to a duel. |
3577 [SHAR-TEEL 2] Discretion is the better part of valor. |
3578 [SHAR-TEEL 3] Eat steel, scum. |
3579 [SHAR-TEEL 4] It seems that this party isn't as pathetic as I first suspected. |
3580 [SHAR-TEEL 5] This is the kind of stupidity we get with male leadership. |
3581 [SHAR-TEEL 6] I can't take much more of this male imbecility. |
3582 [SHAR-TEEL 7] Forget our deal, I'm leaving. |
3583 [SHAR-TEEL 8] I'll lead this party better than any man could. |
3584 [SHAR-TEEL 9] Some rest is in order. |
3585 [SHAR-TEEL 10] This is such a waste of time, or should I say that men are such a waste of time. |
3586 Ya should do yerself a favor and stay indoors tonight. I've heard of all sorts of weird things happening at night. |
3587 Have you ever danced with the devil in the pale moonlight? Well, neither have I. |
3588 [SHAR-TEEL 11] I don't have time to bleed. |
3589 [SHAR-TEEL 17] Men are pathetic. |
3590 [SHAR-TEEL 18] If it bleeds, I can kill it. |
3591 [SHAR-TEEL 19] I love bloodshed. |
3592 [SHAR-TEEL 20] Okay. |
3593 [SHAR-TEEL 21] Really? |
3594 [SHAR-TEEL 22] I'll do it. |
3595 [SHAR-TEEL 23] Life is made fun by crushing your enemies. |
3596 [SHAR-TEEL 24] Sometimes, the smell of a man makes me sick to my stomach. |
3597 [SHAR-TEEL 25] Steel is the only thing that a woman can depend on. |
3598 [SHAR-TEEL 26] Men never think with their minds. |
3599 [SHAR-TEEL 27] Say another word, Eldoth, and I'll cut out your tongue. |
3600 [SHAR-TEEL 28] Your impudence will one day get you killed, Eldoth. |
3601 [SHAR-TEEL 29] Eldoth, you're an impotent, degenerate lout who has delusions of male superiority. |
3602 [SHAR-TEEL 30] Watch your mouth, Eldoth, or I'll end your life where you stand. |
3603 [SHAR-TEEL 31] You were warned, Eldoth! Now reap the consequences. |
3604 [SHAR-TEEL 32] Flattery will get you nowhere. |
3605 [SHAR-TEEL 33] You're such a funny man! That's why I'm gonna kill you last. |
3606 [SHAR-TEEL 34] How would you like my sword tickling your innards? |
3607 [SHAR-TEEL 35] Useless male dung heap. |
3608 [SHAR-TEEL 36] I spit on your manhood. |
3609 [SHAR-TEEL 37] Don't think yourself second to any man. |
3610 [SHAR-TEEL 40] More carrion for the vultures. |
3611 [SHAR-TEEL 41] The swine had it coming. |
3612 [VICONIA 1] Help me! If you don't help me, they'll kill me. |
3613 [VICONIA 2] We must run! |
3614 [VICONIA 3] Lil alurl! For Shar! |
3615 [VICONIA 4] Shar looks upon us with favor. |
3616 [VICONIA 5] Surface-dwellers can be so stupid. |
3617 [VICONIA 6] I am disappointed by our lack of progress. |
3618 [VICONIA 7] I have no desire to remain in the company of the witless. |
3619 [VICONIA 8] With the guidance of Shar, we shall prosper. |
3620 [VICONIA 9]I must rest. |
3621 [VICONIA 10] Drow are never this idle with their time. |
3622 [VICONIA 11] Shar! Save me from the spider queen's vengeance. |
3623 [VICONIA 12] Your forests seem very strange, and yet somehow familiar. |
3624 [VICONIA 15] The light, it burns! |
3625 [VICONIA 16] There's no roof to this world. |
3626 [VICONIA 17] Jal khaless? |
3627 [VICONIA 18] Nightsinger, give me power. |
3628 [VICONIA 19] Oloth zha? |
3629 Hey there, you look like the adventurin' type. So, do ya need some new equipment? My prices might seem a little steep, but with the iron shortage and all that, there ain't nothin' I can do about it. |
3630 [VICONIA 20] Nau natha. |
3631 [VICONIA 21] Khaless nau! |
3632 [VICONIA 22] May darkness prevail. |
3633 [VICONIA 23] I pity you for your short lifespan. |
3634 [VICONIA 24] I am born of a noble race. |
3635 [VICONIA 25] Shar is a goddess of conviction and purpose. |
3636 [VICONIA 26] I'll go where you wish, if you keep me from the accursed sun. |
3637 [VICONIA 27] Greetings, darthiir. I know that you look upon me as an enemy, but perhaps we could ignore our differences. |
3638 [VICONIA 28] Iblith! If that is how you want things, then so be it. |
3639 [VICONIA 29] I worship Lolth no longer. |
3640 [VICONIA 30] Don't threaten me, Kivan. It shall only lead to your death. |
3641 [VICONIA 31] If you wish to die, I am pleased to assist. |
3642 [VICONIA 32] I will not accept such arrogance from a male! On your knees. |
3643 [VICONIA 33] I am... flattered. Thank you. |
3644 People are afraid to travel for some reason. |
3645 [VICONIA 34] Never again speak to me in such a manner! |
3646 [VICONIA 35] You are one of the few among us whom I can respect. |
3647 [VICONIA 36] In the Underdark, you would be fodder for the kuo-toa. |
3648 [VICONIA 37] Male, fetch me something to eat. |
3649 [VICONIA 40] Death is not something to mourn. |
3650 [VICONIA 41] It is sad that Kivan and I never understood each other. |
3651 [GARRICK 1] Hello there. I have a pretty proposal for you. |
3652 [GARRICK 2] Brave, brave Sir Garrick, Sir Garrick led the way. Brave, brave Sir Garrick, Sir Garrick ran away! |
3653 [GARRICK 3] Once more unto the breach, dear friends! |
3654 Tools of iron seem to become brittle after a short time. |
3655 [GARRICK 4] If man is known by the company he keeps, I shall be thought of gloriously. |
3656 [GARRICK 5] Why did we just do that? |
3657 [GARRICK 6] I can't stand by and just let this happen. |
3658 Tools seem to become brittle after a short time. |
3659 [GARRICK 7] I'm sorry, but I have to leave. I can't stomach what we do anymore! |
3660 People seem nervous about Amn in the south. |
3661 Business has been really bad, what with all the troubles with bandits along the coast way. |
3662 [GARRICK 8] I feel a little unprepared for this job, but I'll try my best. |
3663 [GARRICK 9] *yawn* A yawn is a silent shout. |
3664 [GARRICK 10] A bored man is an angry man. |
3665 [GARRICK 11] My goodness! I think I'm dying. |
3666 Some threats may just be paranoia. |
3667 [GARRICK 12] I think that I shall never see a poem lovely as a tree. |
3668 [GARRICK 13] 'Tis a beautiful day in the neighborhood. |
3669 [GARRICK 17] Yes, sir? |
3670 [GARRICK 18] I am at your service. |
3671 [GARRICK 19] Life is glorious. |
3672 [GARRICK 20] At once. |
3673 [GARRICK 21] With godspeed. |
3674 [GARRICK 22] With joy, sir. |
3675 [GARRICK 23] Give and spend, and the gods will send. |
3676 [GARRICK 24] Make short the miles with talk and smiles. |
3677 People seem to fear a Zhentish threat. |
3678 [GARRICK 25] Love makes the world go round. |
3679 [GARRICK 26] Music has charms to soothe the savage breast. |
3680 The mine in Nashkel seems to scare people. |
3681 [GARRICK 27] Perhaps you'd care to hear my music, Skie. It's very different and somewhat better than Eldoth's. |
3682 [GARRICK 28] Why do you stay with Eldoth, Skie? Can't you see he's just using you? |
3683 [GARRICK 29] Don't speak to Skie that way, Eldoth. She deserves better. |
3684 My name is Deagan, and I'm a servitor to Aldeth Sashenstar. Recently there have been problems at the Merchants' League Estate, which my master owns. He gave me orders to find a team of mercenaries that would be able to help him out. I really don't have much more to say, unless you'd like to hear about the problems I've been having with my wife. No? Okay then. |
3685 [GARRICK 31] A girl of beauty is a joy forever. |
3686 [GARRICK 32] Thank you so very much for your most gracious compliment. |
3687 [GARRICK 33] I don't know what I did to deserve THAT. |
3688 [GARRICK 34] It takes two to make a quarrel. |
3689 [GARRICK 35] I think you're an honorable person. |
3690 [GARRICK 36] I don't remember knowing a more caring person. |
3691 I'm one bad ass merchant. You better not mess with me. I'M SERIOUS! When I give you a price you buy it, none of that bartering crap. DO you get ME?! |
3692 [GARRICK 37] I think you need to learn some manners. |
3693 People are afraid to travel for some reason. |
3694 [GARRICK 40] The world is such a cruel place. |
3695 [GARRICK 41] Nooo! Why her? She didn't deserve this! |
3696 [SAFANA 1] I've been looking for... strong men like yourselves. |
3697 [SAFANA 2] Nothing's worth dying for. |
3698 Iron goods are becoming extremely expensive. |
3699 [SAFANA 4] Mm. I keep very pleasant company. |
3700 [SAFANA 5] I really think this party needs new leadership. |
3701 [SAFANA 6] To lead this party, we need someone intelligent, preferably female, and most likely me. |
3702 [SAFANA 7] I've tried to guide this group in the right direction, but I'm tired of trying. Goodbye. |
3703 [SAFANA 8] This is probably the sanest decision this group has ever made. |
3704 [SAFANA 9] Mm. A woman needs her beauty rest. |
3705 [SAFANA 10] Perhaps we could do something a little more exciting than looking pretty. |
3706 [SAFANA 11] I'm hurt. S-stop what you're doing and help me now. |
3707 [SAFANA 13] The city is a beautiful place, so full of the gullible and stupid. |
3708 [SAFANA 17] Yes, dear? |
3709 [SAFANA 18] I'll do anything. |
3710 [SAFANA 19] Oh, I feel so sensual. |
3711 [SAFANA 20] If that's your desire. |
3712 [SAFANA 21] With pleasure. |
3713 People seem to fear a Zhentish threat. |
3714 [SAFANA 22] Of course, darling. |
3715 [SAFANA 23] Between two evils, I always choose the one I haven't tried. |
3716 The iron from the Nashkel mines seems to be tainted somehow. |
3717 [SAFANA 24] I love it when you speak to me that way. |
3718 [SAFANA 25] When I'm good, I'm very, very good... but when I'm bad, I'm better. |
3719 [SAFANA 26] Everyone in this party is entitled to my opinion. |
3720 Bandits are killing and robbing people who dare to travel the Coast Way. |
3721 [SAFANA 27] I assume, Coran, that you think your elven charms are considerable. Let me enlighten you: They aren't. |
3722 COME ONE, COME ALL! Try your luck at the wheel of fortune. Roll the dice and win BIG! Tymora looks down at one of you, and blesses you with her divine luck. |
3723 [SAFANA 28] You have about as much appeal as a rutting owlbear. |
3724 [SAFANA 29] You think I'd surrender myself to the likes of you? That's a laugh. |
3725 Few people travel with so many bandits about. |
3726 [SAFANA 30] Watch what you say, elf. |
3727 [SAFANA 31] I might find you attractive, Coran, if you weren't so irritating. |
3728 [SAFANA 32] I like it when you're nasty to me. |
3729 [SAFANA 33] You could be somewhat more creative in your insults. |
3730 [SAFANA 34] Oh, I always love a good compliment. |
3731 [SAFANA 35] You're a very sexy man. |
3732 [SAFANA 36] I'd love to see what other skills you possess. |
3733 I say! This roulette table is paying off rather nicely today! Give it a try, I'm quite sure it will prove as lucky for you. |
3734 [SAFANA 37] My feet are very soreâ€â€perhaps you could... massage them. |
3735 [SAFANA 40] The rest of you should be carefulâ€â€lest you end up like our unfortunate friend. |
3736 [SAFANA 41] Don't die, silly elf, I didn't mean all of the things I've said. |
3737 [FALDORN 1] I am Faldorn. I have been looking for those who would fight for the sanctity of this forest. |
3738 [FALDORN 2] I will not waste my life here. |
3739 [FALDORN 4] We have pleased Oak Father; I sense it. |
3740 They look like they need some luck dear. |
3741 [FALDORN 5] Oak Father would frown on us now. |
3742 [FALDORN 6] I cannot stand by people of such little character. |
3743 [FALDORN 7] I will have nothing more to do with your lot! |
3744 [FALDORN 8] I will do as best I can as your leader. |
3745 [FALDORN 9] *yawn* All of nature's children must rest sometime. |
3746 [FALDORN 10] There is much to do, and little time to waste. |
3747 [FALDORN 11] Ugh... I am wounded. |
3748 [FALDORN 12] The sanctity of these woods must be preserved. |
3749 [FALDORN 13] Cities are a blight on the beauty of nature. |
3750 [FALDORN 17] Nature is all. |
3751 [FALDORN 18] I am one with nature. |
3752 [FALDORN 19] You want something? |
3753 [FALDORN 20] I will do that. |
3754 [FALDORN 21] Of course. |
3755 [FALDORN 22] *grunt* |
3756 [FALDORN 23] Why must man always despoil the Oak Father's gifts? |
3757 [FALDORN 24] Man is the least grateful of nature's children. |
3758 [FALDORN 25] Oak Father, please forgive your wayward brood. |
3759 [FALDORN 26] I am angry! Don't talk to me now. |
3760 [FALDORN 27] You are a fool, Jaheira, to think that man can live with nature and not destroy it. |
3761 [FALDORN 28] You dilute our order with your compassionate attitude. |
3762 [FALDORN 29] One day, woman, you and I will settle our differences. |
3763 [FALDORN 30] Jaheira, your choice of a mate suits your weakling nature. |
3764 I'm a gamblin' man, yes I am. I'm 20 gold ahead and 40 gold behind. I'll make even money if my luck holds. You couldn't spot me a few coins, eh? No, I thought not. |
3765 [FALDORN 31] It's time that I rid our fellowship of your unwholesome influence. |
3766 [FALDORN 32] I... don't know why you speak to me so. |
3767 [FALDORN 33] I have no quarrel with you. Pleaseâ€â€don't create one. |
3768 [FALDORN 34] I thank you. |
3769 So I'm fat, wanna make something outta it? Not that I'm sensitive about it or anything. I just don't need lanky beanpoles rubbing it in my face all the time. |
3770 [FALDORN 35] You have more wisdom than the others give you credit for. |
3771 [FALDORN 36] I am glad to adventure with one who respects our Oak Father's kingdom. |
3772 HEY! I'm not fat, I'm just big-boned. |
3773 [FALDORN 37] Your shallow regard for nature sickens me. |
3774 [FALDORN 40] Death is a natural end that everyone must face. |
3775 [FALDORN 41] Her poisonous influence has been ended. |
3776 [ELDOTH 1] Gentlemen, gentlewomen, may I introduce myself? I am Eldoth Kron. |
3777 [ELDOTH 2] Better a coward than a dead man. |
3778 [ELDOTH 3] If we must. |
3779 [ELDOTH 4] I am glad to be associated with such a fine group of gentlemen. |
3780 [ELDOTH 5] This party's direction seems to be somewhat misguided. |
3781 [ELDOTH 6] I don't know how much longer I can bear the company of so many fools. |
3782 [ELDOTH 7] Goodbye now. Hope to never see you again. |
3783 [ELDOTH 8] I take this responsibility knowing I am best suited for it. |
3784 [ELDOTH 9] I think it would be well to stop and rest. |
3785 [ELDOTH 10] If I wanted to live a life of tedium, I would have become a monk. |
3786 [ELDOTH 11] Help, my injuries are grievous. |
3787 [ELDOTH 17] You're so dull. |
3788 [ELDOTH 18] What's your worry? |
3789 [ELDOTH 19] Don't bore me. |
3790 [ELDOTH 20] As you command. |
3791 [ELDOTH 21] Certainly. |
3792 [ELDOTH 22] This is so tedious. |
3793 [ELDOTH 23] There is no evil but stupidity. |
3794 [ELDOTH 24] There is no good or evil, only the charming and the tedious. |
3795 [ELDOTH 25] Only shallow people don't judge by appearance. |
3796 [ELDOTH 26] The first duty in life is to be as artificial as possible. |
3797 You aren't supposed to be here! Stupid adventurers, you're gonna to learn a lesson you won't soon forget. |
3798 We're here to sign up as mercenaries. |
3799 We're here on special business from Baldur's Gate. |
3800 Not good enough. Surrender yourselves now. |
3801 All right then, move along. |
3802 We'll see who'll be doing the dying today! |
3803 So, have you come to look at my handiwork? Rather impressive, ain't it? The guy to the left of me screamed quite a while before he finally expired. HA ha ha ha. |
3804 Uh, that's quite the handiwork, all right. We'll be leaving now. |
3805 We've been given orders that you are to release the prisoners. Please do so now. |
3806 You disgusting animal. Unlike the pathetic slave that you've tortured, we can fight back! |
3807 Sure, though I'm rather disappointed that you didn't have the time to look over the artwork I've created here. |
3808 I don't think you got any such orders. No, I think you're not even supposed to be here. |
3809 Take your best shot. |
3810 [ELDOTH 27] Skie, my little angel, a woman should know her place. |
3811 [ELDOTH 28] Skie, don't bother me right now. |
3812 [ELDOTH 29] Be silent, Skie! It's not like your opinion is worth anything. |
3813 [ELDOTH 30] Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
3814 [ELDOTH 31] Stop your whining, wench. |
3815 [ELDOTH 32] Your wit is somewhat lacking. |
3816 [ELDOTH 33] I knew that. |
3817 [ELDOTH 34] Don't try my patience. |
3818 [ELDOTH 35] Perhaps we could talk over wine tonight. I've never met a lady such as you and am desirous to know you better. |
3819 [ELDOTH 36] Try to keep quiet and speak only when spoken to. |
3820 [ELDOTH 37] You must be the most uninteresting person I have had the honor of knowing. |
3821 [ELDOTH 40] Too bad. |
3822 [ELDOTH 41] The wench had it coming. |
3823 [CORAN 1] Ho, travelers! Hold a moment. |
3824 [CORAN 2] This adventure has gotten out of hand. |
3825 [CORAN 4] I think we all deserve a pat on the back. |
3826 [CORAN 5] I cannot give my approval for what we've just done. |
3827 [CORAN 6] If our fellowship continues in this vein, I may have to leave. |
3828 [CORAN 7] I can't stay with this group any longer. I have to call it quits. |
3829 [CORAN 8] I think my new responsibility will be a great deal of fun. |
3830 [CORAN 9] Even the most prolific adventurer must take some time to rest. |
3831 [CORAN 10] My worst hate is reserved for sitting and doing *yawn* nothing. |
3832 [CORAN 11] *grunt* It's only a flesh wound. |
3833 [CORAN 17] Yes? |
3834 [CORAN 18] What is your bidding? |
3835 [CORAN 19] Life is adventure or nothing. |
3836 [CORAN 20] Luck be a lady. |
3837 [CORAN 21] Great peril yields great beauty. |
3838 [CORAN 22] Wherever fate takes me. |
3839 [CORAN 23] The storm is always preferable to the calm. |
3840 [CORAN 24] The essence of pleasure is spontaneity. |
3841 [CORAN 25] You can't live without a little adventure. |
3842 [CORAN 26] Luck is always on the side of the romantic. |
3843 [CORAN 27] Safana, you are full of such subtle wit and charm. |
3844 [CORAN 28] Sometimes, Safana, I find myself attracted to you... despite your shallow, spiteful demeanor. |
3845 [CORAN 29] You've been dominating my thoughts recently, Safana. It's distracting my work. |
3846 [CORAN 30] If you weren't such a self-serving wench, I... don't think I'd find you half as attractive. |
3847 [CORAN 31] Admit it, Safana! You sometimes find me to your liking. |
3848 [CORAN 32] You are rather uncouth today. |
3849 [CORAN 33] I don't appreciate your humor. |
3850 [CORAN 34] I accept your compliments. |
3851 [CORAN 35] A fine figure like yours shouldn't be risked in an occupation such as adventuring. |
3852 [CORAN 36] A more beautiful girl I don't think I've laid eyes on. |
3853 [CORAN 37] You have the most beautiful, eh... eyes. |
3854 [CORAN 40] I grieve to lose a friend. |
3855 [CORAN 41] I wish we had more time to know each other, Safana. |
3856 [BRANWEN 01] By the ice breath of Auril! 'Tis good to see new faces and taste freedom again. |
3857 [BRANWEN 02] Tempus, forgive my cowardice. |
3858 [BRANWEN 03] Tempus! Give us victory! |
3859 [BRANWEN 04] I am proud to stand among such strong warriors. |
3860 [BRANWEN 05] Our actions are not those of warrior born. |
3861 [BRANWEN 06] What sort of craven cowards are we? |
3862 [BRANWEN 07] I can no longer honorably work with such as you. |
3863 [BRANWEN 08] I have always dreamt of leading such a worthy band. |
3864 [BRANWEN 09] Ooh, I'm tired. |
3865 [BRANWEN 10] Damn the icicles of Auril. I'm BORED. |
3866 [BRANWEN 11] *groan* 'Tis but a flesh wound. |
3867 [BRANWEN 17] By Tempus's shield! |
3868 [BRANWEN 18] What is your command? |
3869 [BRANWEN 19] Hello? |
3870 [BRANWEN 20] 'Tis a fine day to die. |
3871 [BRANWEN 21] If Tempus wills it. |
3872 [BRANWEN 22] By Valkur's mighty blade! |
3873 [BRANWEN 23] 'Tis better to die on your feet than live on your knees. |
3874 [BRANWEN 24] May Auril bestow the frost kiss upon our enemies! |
3875 [BRANWEN 25] By Valkur's strapping buttocks! |
3876 [BRANWEN 26] A god's favor is fickle, at best. |
3877 [BRANWEN 27] Shar-Teel seems to have more spine than a lot of the men in this party. |
3878 [BRANWEN 28] You are valiant of action, Shar-Teel. A pity your spirit is mismatched. |
3879 [BRANWEN 29] Stay well clear of me, you foul speakin' heretic! |
3880 [BRANWEN 30] Tempus would guide your wayward soul, if you let him. |
3881 [BRANWEN 31] May Tempus someday show you the error of your ways. |
3882 [BRANWEN 32] I do not take such insults lightly. |
3883 [BRANWEN 33] Thank you for your kind words. |
3884 [BRANWEN 34] Do not mock me! |
3885 [BRANWEN 35] You shame this party by your mere presence. |
3886 [BRANWEN 36] You are a strong warrior. I respect that. |
3887 [BRANWEN 37] Ha! In a war of virtues, thou art unarmed. |
3888 [BRANWEN 40] To die in battle is the most glorious death of all. |
3889 [BRANWEN 41] 'Tis a shame to lose such an accomplished warrior. |
3890 [SKIE 1] Eldoth! I thought I'd never see you again. Who are you? What are you doing here? |
3891 [SKIE 2] Please, help me! |
3892 [SKIE 4] You're the finest group of friends I've ever had. |
3893 [SKIE 5] I don't think what we're doing is morally right. |
3894 [SKIE 6] All of you are such pigs. |
3895 What are you doing in my room?! You're not supposed to be here! |
3896 [SKIE 7] I can't take this anymore. I'm going back home! |
3897 [SKIE 8] I don't know if I can handle this leadership thing, but I'm gonna try. |
3898 [SKIE 9] I'm getting tired. Couldn't we take a rest soon? |
3899 The bunch of you better have a good reason for being here. |
3900 [SKIE 10] I'm so bored. |
3901 [SKIE 11] Ahh! I'm hurt. Help! |
3902 [SKIE 17] Can I help you? |
3903 [SKIE 18] Aw, I broke a nail. |
3904 [SKIE 19] Oh, I've mussed my hair. |
3905 [SKIE 20] Oh, my feet hurt. |
3906 [SKIE 21] I have a cold. |
3907 [SKIE 22] I have a headache. |
3908 [SKIE 23] Do you like my perfume? |
3909 [SKIE 24] It's been so long since I've had a hot meal. |
3910 [SKIE 25] Let's go shopping! |
3911 [SKIE 26] I wanna go home. |
3912 [SKIE 27] Eldoth, why do you treat our companions so badly? |
3913 [SKIE 28] I love you, Eldoth. |
3914 [SKIE 29] Why do you always have to make fun of me?! I hate you! Get away from me! |
3915 Well, we don't. That's not too much of a problem, is it? |
3916 [SKIE 30] I'd love to hear your music, Garrick. |
3917 [SKIE 31] Eldoth is a kind man. He cares about me, Garrick. |
3918 [SKIE 32] Uh, I'm sorry. Did I do something wrong? |
3919 [SKIE 33] Eldoth, tell them to stop being so cruel. |
3920 [SKIE 34] Thank you. You're very kind. |
3921 [SKIE 35] You're a good friend. |
3922 [SKIE 36] I feel safe with you in the party. |
3923 [SKIE 37] I think you're a beautiful person. |
3924 [SKIE 40] *sniffle* I can't believe he's dead. |
3925 We're here to purchase some iron ore. |
3926 [SKIE 41] What am I gonna do? *sniffle* You can't die, Eldoth, you can't. |
3927 We want to see the master of the mine. |
3928 [DYNAHEIR 1] Minsc continues to make the most, ah... unique of acquaintances. To follow his charge, thou art brave indeed. |
3929 [DYNAHEIR 2] These odds are idiocy! Retreat! |
3930 [DYNAHEIR 3] For right! And I always am! |
3931 [DYNAHEIR 4] This group shows promise exceptional. |
3932 [DYNAHEIR 5] Must I watch over this group as a nanny the child?! |
3933 [DYNAHEIR 6] I cannot abide by this decision! 'Tis idiocy! |
3934 [DYNAHEIR 7] Thy manner is inexplicably evil! I take my leave! |
3935 [DYNAHEIR 8] A wise choice to appoint the wiser. |
3936 [DYNAHEIR 9] *yawn* Magic does not nest well in a tired mind. I must sleep. |
3937 [DYNAHEIR 10] Might we move on? |
3938 [DYNAHEIR 11] By the Three, Iâ€â€I do not feel well inside. |
3939 [DYNAHEIR 13] Oh, such bustle! Why, the cities of Rashemen are empty compared. |
3940 [DYNAHEIR 17] Thy called? |
3941 [DYNAHEIR 18] Whatever thy need. |
3942 [DYNAHEIR 19] Thy wish my ear? |
3943 [DYNAHEIR 20] As directed. |
3944 [DYNAHEIR 21] No less than done. |
3945 [DYNAHEIR 22] As well as I can. |
3946 [DYNAHEIR 23] Go here! Do that! What about MY needs? |
3947 [DYNAHEIR 24] These boots were made for walking, and that's just what they'll do. |
3948 [DYNAHEIR 25] Who art thou to touch me like you know me?! |
3949 [DYNAHEIR 26] Watch thee where thy place that pointer! |
3950 [DYNAHEIR 27] Ugh... Must thou keep that rodent so close? 'Tis surely unclean. |
3951 [DYNAHEIR 28] Stand easy, Minsc! Thy needs not be so motherly. |
3952 [DYNAHEIR 29] Evil to thy cause? Perhaps. However, those of decent nature know otherwise. |
3953 [DYNAHEIR 30] Any protection would be courtesy, not necessity. My power is no less than thine! |
3954 [DYNAHEIR 31] Thou shalt not question my will once I present thy neck to the othlor! |
3955 [DYNAHEIR 32] I pray thee did not kiss thy mother with that mouth. |
3956 [DYNAHEIR 33] Thou art right indeed. After my own heart. |
3957 [DYNAHEIR 34] Thou art fluent in compliments. Some might say effluent. |
3958 [DYNAHEIR 35] I'll thank thee to remain upwind. 'Tis hard to cast spells while I gag. |
3959 [DYNAHEIR 36] I should keep an eye towards Edwin. One can only expect treachery from his kind. |
3960 [DYNAHEIR 37] Thy decency is refreshing when so many we meet are... lacking. |
3961 [DYNAHEIR 40] No more mistakes, people! We can afford no more losses! |
3962 [DYNAHEIR 41] Minsc! Minsc... His mighty berserker wrath will not go unremembered. |
3963 Davaeorn never told me about this. I'll have to assume you're lying. |
3964 Davaeorn doesn't like unexpected guests. |
3965 [EDWIN 1] Go no further! I require the services of your group. (Yes, they will do nicely.) |
3966 [EDWIN 2] Enough of this! Let these fools lose their own lives! |
3967 [EDWIN 3] Your worthless lives end here! |
3968 [EDWIN 4] A rare display of intelligence, undoubtedly fleeting. |
3969 [EDWIN 5] I thought I could think no less of this group, but with THIS behavior... |
3970 [EDWIN 6] I can stand no more. This idiocy must stop, or I will be forced to take my leave. |
3971 [EDWIN 7] Our deal is void. I cannot stand your continued waste of resources. We are at odds forevermore! |
3972 [EDWIN 8] They finally realize my true place! |
3973 [EDWIN 9] I'll not keep this pace without a rest soon. |
3974 [EDWIN 10] Inactive outward, inactive inward. Why do I suffer these fools? |
3975 [EDWIN 11] Strange, I... do not feel so well. |
3976 [EDWIN 17] Again you disturb me! |
3977 [EDWIN 18] You are so irritating. |
3978 [EDWIN 19] WHAT is it NOW?! |
3979 [EDWIN 20] My actions are yours. |
3980 [EDWIN 21] As directed, for now. |
3981 [EDWIN 22] If I must. |
3982 [EDWIN 23] I do not understand this "mouse magic" that makes me do your bidding! |
3983 *snort* Hey there. Have you come to enjoy the wonders of some black lotus? I have enough for all of us... Wait a second, you're not members of my unit! |
3984 [EDWIN 24] Elminster this, Elminster that. Give ME two thousand years and a pointy hat and I'll kick his arse! |
3985 [EDWIN 25] Please don't disturb me while I plot to overthrow you! |
3986 [EDWIN 26] They continue under the delusion that I care at all. |
3987 [EDWIN 27] This witch deceives you with her lies! I tell you she is evil! |
3988 [EDWIN 28] There is no protection if you goad me further, witch! |
3989 [EDWIN 29] Her power is nothing without the will to use it! Step from behind your excuses and let us end this here! |
3990 [EDWIN 30] 'Tis welcome you find no fault with one such as I. |
3991 Hey! Who are you? |
3992 Mercenaries, huh. Well, I don't know what you're doing about these parts, but you'd better not have had any part in polluting this area. Someone's really messed up nature's beauty, and eventually there's going to be hell to pay! |
3993 We're mercenaries. |
3994 We're adventurers. |
3995 We're just your average travelers. |
3996 [EDWIN 31] Her company is refreshing, but I am surprised I find it so. |
3997 [EDWIN 32] No harm shall come to her while I yet live! |
3998 [EDWIN 33] Watch your words when addressing me, lest they be fed to you on the end of my boot! |
3999 [EDWIN 34] Your words please, though I know not their motive. |
4000 Never met adventurers before. Well, if you're a bunch of heroes, maybe you could find out who's been dumping all their waste in the lakes round here. You could find out who's at fault and maybe put a stop to it, permanent-like. |
4001 [EDWIN 35] This group be a damn sight better off without you! |
4002 [EDWIN 36] Must you crowd so close? 'Tis bad enough I must walk with you chimps. |
4003 [EDWIN 37] Typical response; I wonder if they will prove useful at all. |
4004 Ya, and if you're a normal bunch of travelers, then I'm Elminster himself. Sarcastic bastards. |
4005 [EDWIN 40] Pawn discarded. I'll have to find another group if this keeps up. |
4006 [EDWIN 41] Checkmate! At last, the witch dies! |
4007 [JAHEIRA 1] How long must we wait here? Things stir to the south as we sit! |
4008 [JAHEIRA 2] Better to fight this battle when 'tis winnable! |
4009 [JAHEIRA 3] For the fallen! |
4010 [JAHEIRA 4] Perhaps this group needs not quite as much help as I thought. |
4011 [JAHEIRA 5] I don't like the way this group is turning out. Better leadership might help. |
4012 [JAHEIRA 6] Decide you well your next move! I'll not allow this to continue! |
4013 [JAHEIRA 7] You have shown your true nature, and we are henceforth enemies! |
4014 [JAHEIRA 8] You couldn't have made a better choice. |
4015 [JAHEIRA 9] I've just about seen enough waking hours, slave-driver. |
4016 [JAHEIRA 10] Shouldn't we be doing something USEFUL with this time?! |
4017 [JAHEIRA 11] I fear I need healing... lest I not survive. |
4018 [JAHEIRA 12] Tread lightly. You must show respect in nature's house. |
4019 [JAHEIRA 13] This city is a blight on the landscape. Better to have let the land grow wild. |
4020 [JAHEIRA 14] An open wound in Mother Earth. I would plug it, had I the power. |
4021 [JAHEIRA 16] Darkness falls, and nature sleeps. Why do we still tromp about?! |
4022 [JAHEIRA 17] Nature's servant awaits. |
4023 [JAHEIRA 18] Yes, oh omnipresent authority figure? |
4024 [JAHEIRA 19] You've a task? |
4025 [JAHEIRA 20] For the group. |
4026 [JAHEIRA 21] As you direct. |
4027 [JAHEIRA 22] 'Tis good as done. |
4028 [JAHEIRA 23] Ah, what now? Need your pantaloons pressed?! |
4029 [JAHEIRA 24] By your command. |
4030 [JAHEIRA 25] This would be a good place for a henge! |
4031 [JAHEIRA 26] If a tree falls in the forest... I'll kill the bastard what done it! |
4032 [JAHEIRA 27] Khalid, my dear, 'twould take a sailor to untie that tongue. |
4033 [JAHEIRA 28] Insufferable? |
4034 [JAHEIRA 29] Beautiful? |
4035 [JAHEIRA 30] Do you claim to fight evil while you are diabolic yourself? |
4036 [JAHEIRA 31] I know not your goals, but you are nearly Zhentish in spirit. Ooh, 'tis disgusting. |
4037 [JAHEIRA 32] You demonstrate your own pettiness. It saves me the trouble, so I take no offense. |
4038 [JAHEIRA 33] Ah-ah, careful. Ground tongue makes excellent fertilizer, especially with what you're spewing. |
4039 [JAHEIRA 34] Is grass not made of blades? Do stars not shoot? Nature be well armed, and demands so of her servants! |
4040 [JAHEIRA 35] You are amusing, in a "what the hell is wrong with you" kind of way. |
4041 [JAHEIRA 36] Seldom do I find so little fault with someone. I hope it lasts. |
4042 [JAHEIRA 37] Keep your distance! I doubt your motives are as you claim. |
4043 [JAHEIRA 40] No sorrow for those lost in righteous battles. |
4044 [JAHEIRA 41] Blast it, Khalid! You die, and Iâ€â€I swear you'll never hear the end of it! |
4045 [KHALID 1] C-calm yourself, dear. We must proceed c-c-carefully. |
4046 [KHALID 2] Better part of valor! Better part of valor! |
4047 [KHALID 3] Oh, my heart's really not in this! |
4048 [KHALID 4] Gorion would be proud of your actions. |
4049 [KHALID 5] Gorion would have none of this! 'Tis shameful! |
4050 [KHALID 6] I'll not have a part in this! Change your course lest I be forced to s-stop you! |
4051 [KHALID 7] I will not allow this! It'sâ€â€it's utterly evil! |
4052 [KHALID 8] I-if you wish, but Iâ€â€I'm not a very inspiring leader. |
4053 [KHALID 9] *yawn* I think much c-c-clearer withâ€â€with rest. Might we stop? |
4054 [KHALID 10] I prefer these long periods of relaxation. Lovely day for it. |
4055 [KHALID 11] Ah, I am getting weaker. I'll need a healer as soon as possible. |
4056 [KHALID 12] I am much more at ease in the forest. |
4057 [KHALID 13] Cities are always so intimidating. So many people. |
4058 [KHALID 14] T-there are S-SO many places I would rather be. |
4059 [KHALID 15] Sunny or not, 'tis nice to enjoy the out-of-doors. |
4060 [KHALID 16] Even with infravision, I prefer the daylight. |
4061 [KHALID 17] C-can I help you? |
4062 [KHALID 18] You have need of me? |
4063 [KHALID 19] WHA...? Y-yes? |
4064 [KHALID 20] If none are better. |
4065 [KHALID 21] I can but try. |
4066 [KHALID 22] I'll do my best. |
4067 [KHALID 23] If at first I don't succeed, the wife won't let me forget. |
4068 [KHALID 24] Th-th-th-that's all, f-folks! |
4069 [KHALID 25] Ch-ch-ch-... ch-ch-ch-ch-ch-chia! |
4070 [KHALID 26] Click on someone your own size! |
4071 [KHALID 27] P-please, Jaheira, you needn't be so... so... oh... |
4072 [KHALID 28] Yes, that's definitely it! |
4073 [KHALID 29] Ye... no, no, no, no! Stay beautiful. Despite yourself. |
4074 [KHALID 30] Usually everyone proves themselves, but there is something... disturbing about you. |
4075 [KHALID 31] I had thought none could be so b-b-beyond the bounds ofâ€â€of goodness. Certainly you need h-help. |
4076 [KHALID 32] Sharpen your t-t-tongue elsewhere. Everyone deserves a chance. |
4077 [KHALID 33] You... ooh! M-must you c-continually... |
4078 [KHALID 34] Th-thank you. |
4079 [KHALID 35] I don't want to seem, eh, c-confrontational, but c-could you be a little less, well, uhâ€â€uh, evil? |
4080 [KHALID 36] Your honesty is refreshing, but lace it well with tact. |
4081 [KHALID 37] Your company is a w-welcome part of this group. |
4082 [KHALID 40] Another friend fallen. Does it never end? |
4083 [KHALID 41] Jahâ€â€jaheira. No. NO! |
4084 [MINSC 1] Stand and deliver, that my hamster might have a better look at you! |
4085 [MINSC 2] No, despair not! I will inspire you by charging blindly on! |
4086 [MINSC 3] Go for the eyes, Boo. GO FOR THE EYES! RrraaaAAGHGHH! |
4087 [MINSC 4] Camaraderie, adventure, and steel on steel. The stuff of legend! Right, Boo? |
4088 [MINSC 5] Yes, Boo, I agree. This group could do with a swift kick in the morals! |
4089 [MINSC 6] If I continue with this, I'll never look Boo in the eyes again. Choose carefully; I'll not let this come to pass! |
4090 [MINSC 7] You have stepped beyond the line of evil! Taste hamster justice! |
4091 [MINSC 8] Magic is impressive, but now Minsc leads! Swords for everyone! |
4092 [MINSC 9] I must rest, I've a bad case of armor chafe. |
4093 [MINSC 10] My hamster is getting antsy! If we be adventurers, let us adventure! |
4094 [MINSC 11] I need aid soon... lest my hamster become an orphan. |
4095 [MINSC 12] Boo likes the forest. |
4096 [MINSC 14] Evil 'round every corner. Careful not to step in any. |
4097 [MINSC 16] Ahh, nighttime. Good for sneaking up on evil. |
4098 [MINSC 17] Who wants some? |
4099 [MINSC 18] You point, I punch. |
4100 [MINSC 19] Less talk, more fight! |
4101 [MINSC 20] Butt-kicking for goodness! |
4102 [MINSC 21] Squeaky wheel gets the kick! |
4103 [MINSC 22] Full plate and packing steel! |
4104 [MINSC 23] Fool me once, shame on you; fool me twice, watch it! I'm huge! |
4105 [MINSC 24] When the going gets tough, someone hold my rodent. |
4106 [MINSC 25] There be safety in numbers, and I am two or three at least. |
4107 [MINSC 26] Make way evil! I'm armed to the teeth and packing a hamster! |
4108 [MINSC 27] It is as you would have it. 'Tis my sworn vow to ensure your every need is catered to. |
4109 [MINSC 28] Where Dynaheir goes, so goes my blade. |
4110 [MINSC 29] Lay a finger on what I protect, and forevermore you will answer nature's call with a hook! |
4111 [MINSC 30] Stand you not too close! Dynaheir is under my protection! |
4112 [MINSC 31] Play on, bard! 'Tis sweet music to my furry friend. |
4113 [MINSC 32] I take no offense from your comments. You just don't understand the bond I have with Boo. |
4114 [MINSC 33] Your words are as sharp as my blade, though not half as shiny. Oooo, shiny. |
4115 [MINSC 34] I am of few words and fewer hesitations! Warning's past, and now you die! |
4116 [MINSC 35] You travel with Minsc, you toe the line! I'll not suffer slackers while I'm busy hero-ing! |
4117 [MINSC 36] Boo does not like your manner. Away with you! |
4118 [MINSC 37] Choose your friends wisely. Not all are as trustworthy as Minsc and Boo. |
4119 [MINSC 40] No finer a place to die than the battlefield! |
4120 [MINSC 41] Dynaheir! Nooooo! You will be avenged! |
4121 [MONTARON 1] Ye already be disturbed; now leave me be. Yer company be toil enough as is. |
4122 [MONTARON 2] A pox on ye! I'll no lose my neck to this lot! |
4123 [MONTARON 3] And the rivers run red! |
4124 [MONTARON 4] Effective. I may not kill you after all. |
4125 [MONTARON 5] Ye goody goodies make me sick! |
4126 [MONTARON 6] Any more of yer nice-nice and I'm gone! |
4127 [MONTARON 7] I'll suffer this group no more! Best ye sleep with one eye open! |
4128 [MONTARON 8] I have no equal, but I prefer to work alone. |
4129 [MONTARON 9] If'n I'm not allowed to sleep, our next assailants may just live. |
4130 [MONTARON 10] A good blade must be fed. Find prey or I find you. |
4131 [MONTARON 11] A death be in me if I no get help. |
4132 [MONTARON 12] I hate the woods. Prey be so much easier to find in the city. |
4133 [MONTARON 14] Dungeons! The dark be nice, but blast this damp! |
4134 [MONTARON 15] I be much preferring the cover of night o'er this blasted daylight! |
4135 [MONTARON 17] Ye spoke at me? |
4136 [MONTARON 18] This better be good. |
4137 [MONTARON 19] What need ye dead? |
4138 [MONTARON 20] I'll do yer toil. |
4139 [MONTARON 21] Go suck yer blade. |
4140 [MONTARON 22] Sleep lightly, taskmaster. |
4141 [MONTARON 23] I warrant your attention?! Oh frabjous day, callooh callay! |
4142 [MONTARON 24] Arrrr! |
4143 [MONTARON 25] Leave me be, lest your head leave yer neck. |
4144 [MONTARON 26] What part of "I'm a loner" do ye not understand?! |
4145 [MONTARON 27] *sigh* That mad wizard is off on one of his "spells" again. |
4146 [MONTARON 28] My "equal" is a talent of many men, all of them fools. |
4147 [MONTARON 29] Do ye truly want yer last words to be so stupid? |
4148 [MONTARON 30] Do not make light of me! My purpose is greater than you can imagine! |
4149 [MONTARON 31] I've suffered yer company as long as I'm going to! Ye could be Harpers, the way ye irritate me so! |
4150 [MONTARON 32] Yer wit be as sharp as my blade! Do we exchange jabs, or will ye cease yer prattle?! |
4151 [MONTARON 33] Mayhaps we should just befriend them all and go for tea, eh? |
4152 [MONTARON 34] Ye live longer if ye don't annoy me. Mayhaps even a week or more. |
4153 [MONTARON 35] Keep yer distance, ye goody-goody. I no like the smell of charity. |
4154 [MONTARON 36] Good or bad, you'll go the way of all flesh. |
4155 [MONTARON 37] 'Tis a wonder you've lived as long as ye have. |
4156 [MONTARON 40] Fool! Now we'll need another mule! |
4157 [MONTARON 41] And the mad wizard falls! Saves me the trouble! |
4158 [QUAYLE 1] Walking alone on the Coastway road! How smart is this? |
4159 [QUAYLE 2] Live smart! Live long! Run away! |
4160 [QUAYLE 4] This group may be capable of learning after all! |
4161 [QUAYLE 5] 'Tis a wonder your brains can keep you breathing! Try to behave! |
4162 [QUAYLE 6] Only the truly inept would resort to such evil as this! I'll not stand much more! |
4163 [QUAYLE 7] I am getting stupid just being near you! You are unteachable! Goodbye! |
4164 [QUAYLE 8] At last, you realize the potential of my amazing brain! |
4165 [QUAYLE 9] If I go too long without rest, I'll end up as stupid as you! |
4166 [QUAYLE 10] The mind atrophies with disuse! Let's do something! |
4167 [QUAYLE 11] Hello! I need healing here! |
4168 [QUAYLE 12] Deciduous, coniferous, and... uhhh... green. |
4169 [QUAYLE 14] If I'm so smart, what am I doing down here? |
4170 [QUAYLE 16] If I weren't so intelligent, I might be a little *gulp* nervous of the dark. |
4171 [QUAYLE 17] What do you need?! |
4172 [QUAYLE 18] You grunted? |
4173 [QUAYLE 19] Can I... help you? |
4174 [QUAYLE 20] I'm too smart for this. |
4175 [QUAYLE 21] Is that all? |
4176 [QUAYLE 22] There's none better. |
4177 [QUAYLE 23] I am so smart! S M R T! Iâ€â€I mean S M A R T! |
4178 [QUAYLE 24] Shake a paw! Come on, shake a paw! |
4179 [QUAYLE 25] Feel my amazing brain! Go on, touch it! |
4180 [QUAYLE 26] I wile away the hours, conferring with the flowers, consulting with the rain. |
4181 [QUAYLE 27] Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
4182 [QUAYLE 28] Indeed you grow "grander" by the moment. Though how a fat head will help, I do not know. |
4183 [QUAYLE 29] Oh yeah?! Well, I've got more smarts in my little finger than you've got in your little finger! No... wait a minute. |
4184 [QUAYLE 30] Violence is a trademark of low intelligence! |
4185 [QUAYLE 31] Mind not what others say. The intelligent enjoy your music regardless. |
4186 [QUAYLE 32] Ooo, insult me again. Only this time, use your brain! |
4187 [QUAYLE 33] You don't expect me to believe you meant that? I'm too smart for your hidden insults! |
4188 Leaving Shadows |
4189 [QUAYLE 34] Who taught this chimp to talk?! What they can't do these days! |
4190 [QUAYLE 35] Well, I certainly would've handled THAT better. |
4191 [QUAYLE 36] If you were smarter, you'd enjoy my company more. |
4192 [QUAYLE 37] If you need any help... y'now... thinking, just let me know. I'm here to help. |
4193 Is there a reason why you have come to our sacred grove? We do not usually allow strangers on this sacred ground. |
4194 [QUAYLE 40] The stupid will fall while the smart survive. |
4195 [QUAYLE 41] Ahh, Tiax! Had you asked, I would've said you were too dumb to live. |
4196 [TIAX 1] You! Tiax would speak at you, for 'tis destined to be so! |
4197 [TIAX 2] Tiax will rule... from a distance! |
4198 [TIAX 3] Tiax will smite thee! |
4199 [TIAX 4] Tiax is impressed with this group! You will continue to serve him once he rules. |
4200 We search for those known as the Iron Throne. Perhaps you have heard of them? |
4201 We have come in search of healing. |
4202 [TIAX 5] Tiax fails to see how this will aid in his ascension! |
4203 [TIAX 6] Continue with this unprofitable behavior, and Tiax will seek his destiny elsewhere! |
4204 [TIAX 7] You are unworthy to sit at the feet of Great Tiax! I shall find another for that exalted spot! |
4205 [TIAX 8] As it should be! Tiax was destined to lead! |
4206 [TIAX 9] Tiax needs rest if he is to rule! |
4207 We apologize for trespassing on your sacred grounds. |
4208 [TIAX 10] We get no closer to world domination just standing about! |
4209 [TIAX 11] Destiny had best hurry. Tiax does not feel well at all. |
4210 [TIAX 12] When Tiax rules, this forest will be lumber for but a leg of his throne! |
4211 [TIAX 13] When Tiax rules, the stones of this city shall build his castle! |
4212 Yes, we have heard of those that you refer to as the Iron Throne. They have set up an encampment in the northeast part of the forest. Could you please leave our grove. |
4213 [TIAX 14] Why must Tiax traverse this dank hole?! Cyric said nothing of soggy boots! |
4214 [TIAX 15] Tiax must squint in the sunlight! One day, revenge shall be his! |
4215 [TIAX 16] Night would DARE hamper the sight of Tiax?! |
4216 [TIAX 17] Who dares prod Tiax?! |
4217 [TIAX 18] Tiax hears ya. |
4218 [TIAX 19] Soon Tiax rules! |
4219 [TIAX 20] Tiax is as Tiax duz. Hm-hm. |
4220 We have no healing to offer you. Could you please leave our grove. |
4221 [TIAX 21] Tiax WILL rule ALL! |
4222 [TIAX 22] Tiax moves. Make way! |
4223 [TIAX 23] Ya little monkey-spanker. |
4224 [TIAX 24] When Tiax rules, breeches shall not ride up so wedge-like! |
4225 [TIAX 25] Tiax does as ye will, but one day... BOOM! He rules! |
4226 [TIAX 26] The day comes when TIAX will point and click! |
4227 [TIAX 27] Where will your learning get you when Tiax rules? Duke of manure at best! |
4228 [TIAX 28] Sure you be smart, but none are grander than Tiax! |
4229 [TIAX 29] Thou wouldst mock me? Ye stiff-rumped foole! |
4230 [TIAX 30] All the world will tremble beneath the feet of Tiax! |
4231 [TIAX 31] Tiax and his greatness shall squash you as a bug, you... youâ€â€you... insolent BUG! |
4232 [TIAX 32] Your insults carry little sting. Tiax knows he will rule in the end. |
4233 [TIAX 33] Ye cup-shot muttonhead! Tiax will slap ya silly... when he rules! |
4234 [TIAX 34] Give thy tongue a holiday! Tiax so commands! |
4235 [TIAX 35] Ah, your goals are petty in comparison to the wonder of Tiax! |
4236 [TIAX 36] Do as ye will, but 'tis for naught! Tiax must rule! |
4237 [TIAX 37] Has Tiax mentioned he's going to rule? 'Tis inevitable. |
4238 [TIAX 40] Blast you! Escaping the inevitable rule of Tiax by dying? Coward! |
4239 [TIAX 41] Ha ha ha ha ha! Smart guy dies, and Tiax goes on to RULE! |
4240 [XZAR 1] Montaron, you are so AGGRAVATING! 'Tis disturbing to my demeanor! |
4241 [XZAR 2] Waaaa! Mommy, I'm a scared! |
4242 [XZAR 3] I am become death, destroyer of worlds! |
4243 [XZAR 4] I'm starting to find this group almost... palatable. |
4244 [XZAR 5] Must we be so insufferably charitable?! |
4245 [XZAR 6] I'll not tolerate any more of this benevolence! |
4246 [XZAR 7] I can take this no longer. May you all die cold, miserable deaths! Farewell! |
4247 [XZAR 8] Ah, a wise choice for leader. |
4248 [XZAR 9] I tire! I'll be MUCH MORE AGREEABLE with rest! |
4249 [XZAR 10] Much as I enjoy these moments of repose, GET A MOVE ON IT! |
4250 [XZAR 11] Mommy, I don't feel too good. |
4251 [XZAR 12] The trees move. Do you not see it?! |
4252 [XZAR 13] A cutthroat in every alley, but I'll not let them take us alive! |
4253 [XZAR 14] I'm never quite so comfortable as when I'm at least six feet under. |
4254 [XZAR 15] I've never liked the sunlight. 'Tis just too bright. |
4255 [XZAR 16] I wanted infravision like the elves, but 'tis more than just taking their eyes. |
4256 [XZAR 17] Something troubling you? |
4257 [XZAR 18] Your voice is ambrosia. |
4258 [XZAR 19] Stop touching me! |
4259 [XZAR 20] If I must! |
4260 [XZAR 21] I could do no other. |
4261 [XZAR 22] Hardly worth my time! |
4262 So, who are you guys? Ye here to buy some iron or somethin'? Ya know, while ye're here, maybe ya should give me some advice. Me wife's been complaining lately, mostly about our late-night life. Ya see, with all the stress and trouble lately, it's taken a little starch out of my maypole, if ye get me meaning. |
4263 [XZAR 23] Ahh, tell me 'bout the rabbits. |
4264 [XZAR 24] Those the gods wish to destroy, they first make mad! Mad! Mahahahahahaa! |
4265 [XZAR 25] I ate his liver with a nice Chianti and some fava beans. |
4266 [XZAR 26] Ah, Iâ€â€Iâ€â€I'll teach yer grandmotha to suck eggs! |
4267 [XZAR 27] Tell us a story, Monty. Something with bears and gold. |
4268 [XZAR 28] Har HAR there, Montaron! Quite the fight, eh, chum? |
4269 [XZAR 29] Oh, come on, Montaron, lighten up. Must you be so moody all the time? |
4270 [XZAR 30] Why must you goad us into other people's concerns? Can you not just let us mind our own enterprise? |
4271 [XZAR 31] I begin to see your true nature, and 'tis as I expected. None are as insufferably righteous as Harpers! |
4272 [XZAR 32] Oh, speak no more lest ye gorge my sweet tooth! |
4273 [XZAR 33] I'll not be mocked, thou most slanderous harlot! |
4274 [XZAR 34] Ahh yes, the chatter of friends and compatriots! Does it not warm the cockles? |
4275 [XZAR 35] Could we cease the incessant noise?! 'Tis such a pain behind the eyes! |
4276 [XZAR 36] Smiles, everyone, smiles! This is like some great fantasy! |
4277 [XZAR 37] I know dragons with feet like rabbits! 'Tis true, I swear! |
4278 [XZAR 40] I suppose I should feel a sense of loss. How unfortunate. I don't care! |
4279 [XZAR 41] Montaron! I... I never loved you. |
4280 [YESLICK 1] Aye, who's there now? More smithing, or did ye burrow into another river? |
4281 [YESLICK 2] I should'na got out of bed this morn! |
4282 [YESLICK 3] Clangeddin's might be with us! |
4283 [YESLICK 4] We do good! 'Tis as my clan was, long ago. |
4284 [YESLICK 5] There'll be dark horizons if we don't change our ways! |
4285 [YESLICK 6] I've seen enough greed and evil! Change your ways, lest enemies we be! |
4286 [YESLICK 7] Ye be no better than the Throne themselves! I'll not stand by while this happens! |
4287 [YESLICK 8] Slow and steady while I'm leader. |
4288 [YESLICK 9] Even dwarves need to rest. I can't walk much further. |
4289 [YESLICK 10] Why did I leave my cell if I'm to stand about doing nothing?! |
4290 [YESLICK 11] Ill I am, and when a dwarf says he's sick, you know it's serious! |
4291 [YESLICK 14] 'Tis just like the tunnels of my old clan. |
4292 Why, in the Nine Hells, are you asking us such a question? |
4293 [YESLICK 15] I prefer the stone of my cell o'er this wide-open empty. |
4294 Uh, sorry, we don't have any advice for you. |
4295 [YESLICK 17] You need something? |
4296 [YESLICK 18] What e're ye need. |
4297 Well, you could get some more fresh air, it might be the fumes down here in the mines. |
4298 [YESLICK 19] Ye need only ask. |
4299 Hey, wait a second, I recognize the bunch of you now. You're the guys who've been causing all the trouble lately. Surrender right now! |
4300 'Ere there! Secure the door behind you, lest some passing spy put the eyes on us! What are you doing back in the "Gate"? Every night-walker in town be keeping a low-end profile, what with the guards putting force behind their swords. Not safe to wander; not safe at all. Alatos has gone deep under, so as not to be warmin' a bunk in the jailhouse... or worse! Lost most our number, we have. Stay if you wish, but here be no more safe than the street outside. |
4301 You're those bastards who've been taking down our mining ops. Well, you've come to the wrong place, kiddos. I'm one mean son of a bitch, and I'm gonna give you a world o' hurt. |
4302 [YESLICK 20] As you will. |
4303 [YESLICK 21] Clangeddin's will be done. |
4304 [YESLICK 22] Be glad to. |
4305 [YESLICK 23] My father was a miner. And my mother was a miner before him. |
4306 I have nothing more to say to you! You chose your goody-goody bedfellows, now make your bed and lay in it! |
4307 [YESLICK 24] Keep yer straw and sticks! Only stone protects the pigs! |
4308 Hey! You're those adventurers. I... I give up. Please don't hurt me; I promise I won't scream. I don't wanna dieeee! Oh, please let me live... just don't kill me. Are you gonna let me live? Are ya, huh? Huh? |
4309 [YESLICK 25] You load sixteen tons, what do ya get? Another day older and deeper in debt. |
4310 You're gonna kill me?! You bastards, I won't go down without a fight. COME ON! Ya wanna piece of me? |
4311 [YESLICK 26] *whistle* |
4312 [YESLICK 27] The mines were there for anyone who looked! I'll not be blamed for what the Throne does with 'em! |
4313 [YESLICK 28] 'Twould be good if you tithed a few coins now and then. The favor of gods is worth a few gold. |
4314 [YESLICK 29] You've sold your mores for the love of gold. All dwarves are kin, but I'll not call YOU family. |
4315 [YESLICK 30] Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
4316 [YESLICK 31] I've been through enough without suffering you as well. Begone. |
4317 [YESLICK 32] Watch what you say. Good-natured I am, but I swing a mean axe where evil's concerned! |
4318 [YESLICK 33] We fight for what's right, but you needn't take such pleasure in it. |
4319 [YESLICK 34] Kind words are always appreciated. |
4320 [YESLICK 35] Violence solves only the simplest problems. You must think your way through the tough ones. |
4321 [YESLICK 36] A friendly face is a blessed sight in these times. |
4322 Sure, we'll let you live, just tell us everything we want to know. |
4323 I have agreed to help Minsc rescue his friend. She is held captive at a gnoll stronghold, far west of Nashkel. |
4324 Sorry, bucko, but we can't let anyone live. |
4325 [YESLICK 37] Your ego is positively elven. Drop it a notch, lest I do it for you. |
4326 [YESLICK 40] I've lost too many clan-mates already! Must I lose these as well? |
4327 [YESLICK 41] I wish no dwarf dead, but I'll not miss his company! |
4328 Just shut up. Please SHUT UP! |
4329 [IMOEN 1] Please, sirs, I'm sorry for what I've done, but a girl's gotta eat, you know. |
4330 [IMOEN 2] I feel so cold. |
4331 [IMOEN 3] Yep? |
4332 [IMOEN 4] Whatcha want? |
4333 [IMOEN 5] Booooorrrring. |
4334 [IMOEN 6] Ha, ye're a queer fellow. |
4335 [IMOEN 7] I am gone. |
4336 [IMOEN 8] Do ya wanna tell me a story 'bout trollops an' plug tails? Please? |
4337 [IMOEN 9] Ye're all buffle-headed. |
4338 [IMOEN 10] Mutton-mongerin' riffraff. |
4339 [IMOEN 11] *yawn* I'm gettin' a little sleepy. |
4340 [IMOEN 14] Poor sod, takin' the dirt nap so soon. |
4341 [IMOEN 15] Heya! It's me, Imoen. |
4342 [GORION 1] Ahhh, my child, I am glad I have found you. |
4343 I'll tell ya everything, everything! My boss, Davaeorn, he's on the fourth level. He's the head honcho. Now are ya gonna let me live? |
4344 Minsc is getting impatient, I must go to rescue his friend soon. He previously said that she was being held at a gnoll encampment to the west of Nashkel. |
4345 Nope. |
4346 Yes, now get the hell out of here! |
4347 You there! You're not supposed to be in this area! Surrender yourselves now. |
4348 We don't think so. |
4349 You wouldn't kill a man with a wife and ten children, would you? |
4350 Yessss, we would. |
4351 No way, you've got a fate worse than death already. |
4352 I have agreed to kill a witch named Dynaheir for Edwin, for a price yet to be determined. She is somewhere to the west of Nashkel, in a gnoll stronghold. |
4353 Just wait here until the other guards arrive. |
4354 Edwin is getting impatient. I should look for his witch soon. Her location is on my map. |
4355 I have met a man named Edwin near Nashkel, who hates Dynaheir for some reason. I shall have to be wary of him. |
4356 I have met a man named Edwin near Nashkel, and I refused his deal to kill someone named Dynaheir. I shall have to be on the lookout for both of them. |
4357 So you wish to aid me. And in return, I help you... dominate the planet. Ohhhkay. Just let me know when you are going to "ascend." |
4358 I rather think not, you demented little man. |
4359 What makes you think you are going to rule everything? That's a pretty big job for such a... diminutive fellow. |
4360 So you wish to aid me... and in return... I help you... dominate the planet. Ohhhkay. Just let me know when you are going to "ascend." |
4361 I rather think not, you demented little man. |
4362 What makes you think you are going to rule everything? That's a pretty big job for such a... diminutive fellow. |
4363 So you wish to aid me. And in return, I help you... dominate the planet. Ohhhkay. Just let me know when you are going to "ascend." |
4364 So your whole belief system centers around some celestial midget toss? Count me out. I'm not a member of the "Up With Dwarves League," you know! |
4365 And this Cyric is who exactly? |
4366 WHAT?! You know not of the glory of Cyric? Tiax can but barely comprehend this! Is destiny to link Tiax with such a dullard? No, it does not matter. Tiax can make use of such fodder regardless of their belief or understanding! Join with me, and I shall compensate for your stupidity! |
4367 And this Cyric is who exactly? |
4368 Oh, this cannot be! Tiax will not be saddled with such a milksopped dullard! Begone, and beware my inevitable rule, ye bandy-legged clapdragons! |
4369 You are in your owwwn little world, aren't ya? Good day to you, and goodbye. |
4370 So you wish to aid me. And in return, I help you... dominate the planet. Ohhhkay. Just let me know when you are going to "ascend." |
4371 I have met and joined with a gnome named Tiax. I am to help him rule the world (though I quite think he is off his rocker). |
4372 You don't look like any mine guard I've ever seen; you new bigwig mercenaries for Davaeorn? |
4373 You are welcome in my company. One cannot have too many friends. |
4374 You need more practice if these beasts captured you. I have no need of you. |
4375 How did you come to be captured by the likes of these creatures? |
4376 Who are you that you warrant a bodyguard? |
4377 You are welcome in my company. One cannot have too many friends. |
4378 Yes, we're new mercs. Perhaps you could tell us where we could find Davaeorn. |
4379 You need more practice if these beasts captured you. I have no need of you. |
4380 How did you come to be captured by the likes of these creatures? |
4381 Who are you that you warrant a bodyguard? |
4382 Actually, we're adventurers. We're here to free all of you from your servitude to the Iron Throne. Tell us where we can find the master of the mine. |
4383 What I seek is my concern alone. Continue your "passages" if you will, but I wish none of it. I will endeavor alone. |
4384 How did you come to be captured by the likes of these creatures? |
4385 Cloak |
4386 Bugger off. Nah-naw-nah-naaah-naw! |
4387 You are welcome in my company. One cannot have too many friends. |
4388 Why would you be asking me that question? I don't know nothing. Just leave me be. |
4389 Hey, that's good news. If you wanna find Davaeorn, you're best to look on the fourth level. It's a secret level I think, so it won't be easy to find. |
4390 There is trouble enough watching my own back, let alone yours. You are welcome for the rescue, but now find your own way. |
4391 He-he-hello. I'm s-s-so cold, I th-think I have some s-sort of disease. My legs h-hurt so much, a-and my chest feels like it's going to explode. I-I'm useless. Please put me out of my misery, p-please. |
4392 Who are you that you warrant a bodyguard? |
4393 You are welcome in my company. One cannot have too many friends. |
4394 Sure, we'll oblige you. |
4395 We're not killers, sorry. |
4396 Sure, it's such a small favor to ask anyway. |
4397 Hail and well met, traveler. Raleo is the name, Raleo Windspear. Haven't seen you around here before. Perhaps you are new to town, then? I make a point of meeting as many people as I can, wherever I go. So many stories and tales. |
4398 I fear that where Dynaheir goes, so must I! It must be both of us, or neither. |
4399 Thank you so much. I owe you my life! Is there anything that I can do for you? |
4400 Then neither it must be. I do not need either of you. |
4401 No, but thanks for the offer. |
4402 Then I shall welcome you both to the party. |
4403 You could tell us everything you know about this mine. |
4404 I know about the magical plug! It keeps the underground river from flooding the mine. You can find it in the northeast section of the mine, but it'll do you no good. Everyone says that the thing's magically sealed, but I bet you Davaeorn, the master of the mine, could open the plug. |
4405 Cloak of Protection +1 |
4406 So it's another bunch of loser mercenaries. Well, I'm not impressed! I've had it with working for you and your Iron Throne overlords! Come on, take your best shot! I don't care about my life anymore! |
4407 We don't need any trouble. |
4408 I think you've mistaken our identities. We don't serve the Iron Throne, we plan to take it down. Maybe you can help us? |
4409 Do you think I'm stupid?! Why don't ya go shag some sheep? I don't need to hear any more of your wild stories. |
4410 I am Dynaheir, a witch of Rashemen. I and my comrade Minsc have been sent by the Wychlaran to determine whether the prophecies of Alaundo are true. We search for the spawn of Bhaal. |
4411 Please, I don't want any trouble. If you leave me alone, I promise to be good. |
4412 A voice of reason at last. Join my group with no fear. I never liked him anyway. |
4413 A deal is a deal is a deal! It was nothing personal, but now you must die! |
4414 I trust neither of you! Mayhaps I sleep better after I cast both of you out! Settle your own differences! |
4415 I'm so very, very tired. Please let me rest for just a while more. |
4416 By all the gods, we're saved. Oh thank you, thank you. I will forever remember this. I shall never forget this act of mercy. |
4417 We're not here to save you, idiot! Get back in your cell. |
4418 You're free to go, but be careful, there are probably more guards in the upper level. |
4419 You're not here to save me? But I I thought you were adventurers. Fate is so cruel. |
4420 The forge is so hot. Please, are you here to rescue us? |
4421 No, now get back to work! |
4422 Yes, you are free to go. |
4423 Yes, master. |
4424 By all the gods! Thank you, thank you. |
4425 You're intruders! Get away from me! |
4426 We're rescued! Go and kill all of those Iron Throne bastards! Kill them all! |
4427 Are you here to pay homage to our dread lord? |
4428 Yes, we are. |
4429 No! Now die, scum! |
4430 Say our dread lord's name aloud in prayer. |
4431 We don't feel like it right now. |
4432 By the Black Hand of Bane. |
4433 By the knife of Bhaal. |
4434 By the Black Sun of Cyric. |
4435 With the ill luck of Beshaba. |
4436 Wrong answer. |
4437 Good! You may proceed. |
4438 He's dead, you idiot. Now die! |
4439 [GORION 2] Run, child! Get out of here! |
4440 [GORION 3] Wait! There is something wrong. We are in an ambush. Prepare yourself! |
4441 [GORION 4] You must learn to be patient, child. |
4442 [GORION 5] Everything will be explained to you in time. |
4443 [GORION 6] *cough* *cough* I'm too old for this. |
4444 [GORION 7] We have very little time! |
4445 [GORION 10] Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. |
4446 [GORION 11] Let's hurry, child! The night can only get worse, so we must find shelter soon. Don't worry, I will explain everything as soon as there is time. |
4447 [GORION 12] You're a fool if you believe I would trust your benevolence. Step aside and you and your lackeys will be unhurt. |
4448 [GORION 13] Awake, my adopted child. Awake, and face the terrible tests ahead of thee. |
4449 [NIMBUL 1] I am Death come for thee. Surrender, and thy passage shall be quicker. |
4450 [NIMBUL 2] So be it then. Another day you'll die! |
4451 [NIMBUL 4] Hush, little baby, don't say a word. Nimbul's gonna show you the big... black... bird. |
4452 [NIMBUL 5] Taking reward for this easy a kill is almost a crime. Hee hee. |
4453 [NIMBUL 6] Why Nimbul has been hired to deal with the likes of you, I'll never know. |
4454 [NIMBUL 7] Struggle if you must, dead one. I do not mind working for my money. |
4455 [MULAHEY 1] What?! How'd you get in here? |
4456 [MULAHEY 2] I yield! I yield to thee! |
4457 [MULAHEY 3] Fools! You would turn your back on a servant of Cyric? |
4458 [MULAHEY 6] You'll not have me! You'll not, you'll not! |
4459 [MULAHEY 7] Help, my minions, help! |
4460 [TAMOKO 1] Shhh, I must talk to you in private. These are troubled times. |
4461 [TAMOKO 3] Stupid cretins. |
4462 [TAMOKO 4] Loyalty to one's lord is all that can be expected. |
4463 [TAMOKO 5] In these times, only the strong survive. |
4464 [TAMOKO 6] A secret is only a secret if kept to oneself. |
4465 [TAMOKO 7] I have nothing else to say. |
4466 [TAZOK 1] Watch your words. I am in a very foul mood. |
4467 [TAZOK 2] The longer the fight, the sweeter your blood when I kill you! |
4468 [TAZOK 3] I will have your head! |
4469 [TAZOK 4] No begging's gonna help you now! |
4470 [TAZOK 5] Oh sure! Touch me like you know me! Now I kill you twice! |
4471 [TAZOK 6] Maybe you will stay quiet when you're dead! |
4472 [TAZOK 7] Do I LOOK like I enjoy being prodded by strangers? Stow the pointer, mouse-boy! |
4473 [DAVEORN 1] So the stoic adventurers have found their way down to my lair. |
4474 [DAVEORN 2] You meddling fools! Your victory shall be short-lived. |
4475 [DAVEORN 3] Die, insolent whelps! |
4476 [DAVEORN 4] Ah ha ha ha ha ha ha ha! |
4477 [DAVEORN 5] Your efforts are futile! |
4478 [DAVEORN 6] Tremble before the might of my sorcery! |
4479 [DAVEORN 7] Your feeble skills are no match for my magic! |
4480 [ALDETH 01] You there! Identify yourselves! |
4481 [ALDETH 02] Come now, old chaps, can't we be friends? |
4482 [ALDETH 03] For Baldur's Gate! |
4483 [ALDETH 04] Learn some manners, brute. |
4484 [ALDETH 05] Nothing is more vulgar than bad manners. |
4485 [ALDETH 06] Learn to bathe, lout. |
4486 [ALDETH 07] Oh my goodness! |
4487 [ELTAN 1] Greetings, taxpayers. I am Duke Eltan, commander of the Flaming Fist. |
4488 [ELTAN 3] Insolent madmen. Guards! To arms! |
4489 [ELTAN 4] By all that's holy! |
4490 [ELTAN 5] Honorable men are hard to come by. |
4491 [ELTAN 6] The common folk are the true rulers of this land. |
4492 [ELTAN 7] I AM the law! |
4493 [SCAR 1] Citizens, please step forward. |
4494 [SCAR 3] If it's a fight you want, a fight I'll give ya! |
4495 [SCAR 4] I am a man of my word. |
4496 [SCAR 5] Evil finds its worst enemy in truth and honor. |
4497 [SCAR 6] Oh, my bum's itchy, but I can't scratch it 'cause my armor's too tight. |
4498 [SCAR 7] The Flaming Fist aren't mercenaries. They're this city's police force! |
4499 [DRIZZT DO'URDEN 1] All I wish is to continue my journey! Friends await, while I must suffer this tiresome dance?! Does the mere mention of Drizzt attract your ilk?! |
4500 [DRIZZT DO'URDEN 3] 'Tis your lives to waste! |
4501 [DRIZZT DO'URDEN 4] I am a gentle man at heart. At least, while I'm not slaughtering the stupid. |
4502 [DRIZZT DO'URDEN 5] I've sparred with demons from the Nine Hells themselves! I shall barely break a sweat here today! |
4503 [DRIZZT DO'URDEN 6] *sigh* All this chatter is fine, but I've places I'd rather be. |
4504 [DRIZZT DO'URDEN 7] Don't poke Drizzt! 'Tis entirely unsociable. |
4505 [ELMINSTER 1] Ho there, wanderer. Stay thy course a moment to indulge an old man. |
4506 [ELMINSTER 3] Oh, it is most distressing that this is the course thou've chosen. I remove my support and will have no further dealings with thee. |
4507 [ELMINSTER 4] I can offer some guidance, but I will not interfere in your destiny. |
4508 [ELMINSTER 5] Thy mission is urgent! Must thou waste time poking the elderly? |
4509 [ELMINSTER 6] The years I have seen number hundreds, and yet I put up with thy prodding. |
4510 [ELMINSTER 7] Whoa, lord, it is hard to be humble when you're perfect in every way. |
4511 [SAREVOK 2] Run as you will; you cannot hide forever! |
4512 [SAREVOK 3] Your death is inevitable. |
4513 [SAREVOK 4] Only the strongest shall prevail. |
4514 [SAREVOK 5] The streets will run red with blood when my work is finished! |
4515 [SAREVOK 6] Heh. I do not fear death. Do you? |
4516 [SAREVOK 7] Killing is our father's work! Embrace it as I have. |
4517 [SAREVOK 10] You're perceptive for an old man. You know why I'm here. Hand over your ward and no one will be hurt. If you resist, it shall be a waste of your life. |
4518 [SAREVOK 11] I'm sorry that you feel that way, old man. |
4519 [VOLO 1] Ah, yes, the, ah... a tab! Um... another ale, young miss. I'll be sure to have your funds ready. |
4520 [VOLO 2] Oh, this is not my day at all! |
4521 [VOLO 3] Perhaps some other time! I'm not in the mood for fighting today! Or any day. |
4522 [VOLO 4] 'Tis surprising what one can learn at a simple country fair, hm? |
4523 [VOLO 5] I've traveled the length and breadth of Faerûn, and there's always something new. |
4524 [VOLO 6] Awfully familiar with that pointer, aren't you? And after only one drink, too. |
4525 [VOLO 7] I've a story for every man, woman, and child in Faurûn. However, copyright laws forbid me the telling. |
4526 [CADDERLY 1] Salutations. I am Cadderly, a visitor of Candlekeep, like yourselves. |
4527 [CADDERLY 3] Violence is never the wisest course. |
4528 [CADDERLY 4] Faith is all one needs to surpass life's obstacles. |
4529 [CADDERLY 5] You are a special one in the eyes of the gods. |
4530 [CADDERLY 6] Never let greed or malice guide your destiny. |
4531 [CADDERLY 7] One is not forced to walk in the steps of their father. |
4532 [SLYTHE 1] Look it, Krystin, honey, it's the heroes of the Sword Coast. They're the real deal. |
4533 [SLYTHE 2] It looks like tough times for us, honey. |
4534 [SLYTHE 3] Hey, fellas! Guess what time it is? Yep, you got it: It's time to die. |
4535 [SLYTHE 4] Krystin, love, keep your mind on your work. We're professionals over here. |
4536 [SLYTHE 5] Krystin, honey, don't break down on me here. I still need your help! |
4537 [SLYTHE 6] Shut up and bleed faster. |
4538 [SLYTHE 7] I once met a man from Nantucket... Oh, wrong world. |
4539 [KRYSTIN 1] Ooh! I'm so excited, Slythe. I've never heard real live heroes beg for their lives. |
4540 [KRYSTIN 2] I can't take this! I can't. I'm sorry, darling. |
4541 [KRYSTIN 3] You're all going to die. I'm going to slit your throats, open up your guts, and spoon out your brains. |
4542 [KRYSTIN 4] Ooh, blood makes me giddy. I love to see it in great big spurts. |
4543 [KRYSTIN 5] Oh, ohhh, you bastards, you hurt me. They hurt me, honey. DIIIEEE, die, die, AAARGGHH. |
4544 [KRYSTIN 6] Ninety nine buckets of blood on the wall, ninety nine buckets of blood. |
4545 [KRYSTIN 7] |
4546 [GREYWOLF 1] None cross Greywolf and live! |
4547 [GREYWOLF 2] You've not heard the last of this, ye worthless priggers! |
4548 [GREYWOLF 3] Have at thee, ye thieving scoundrel! |
4549 [GREYWOLF 4] No one meddles with my businessâ€â€lest they become it! |
4550 [GREYWOLF 5] All o' ye deserve the morning drop on the gallows! |
4551 [GREYWOLF 6] Ugh. Stupid cullies. |
4552 [GREYWOLF 7] The back of my hand or the tip of my boot. Take your pick. |
4553 [KORAX 1] Wait! Me no want fight. Me Korax, me friend! |
4554 [KORAX 3] Me kill your enemies. Yes, me will! |
4555 [KORAX 4] Korax hungry. Mm, very hungry. |
4556 [KORAX 5] Ohh, Korax thinks you look very tasty today. |
4557 [KORAX 6] Korax good dog, yes, good dog! |
4558 [KORAX 7] Korax sorry, but he so very hungry. He must eat now! He must eat you! |
4559 [HUSAM 1] Greetingshh, fellow rogues. *hic* |
4560 [HUSAM 2] There are too many. Retreat! |
4561 [HUSAM 3] The Shadow Thieves send their regards. |
4562 [HUSAM 4] *hic* I think I h-had too much to drink. |
4563 [HUSAM 5] |
4564 [HUSAM 6] You know, one day, I'lls have me mys revengsh. Ha ha ha ha ha! *hic* *burp* |
4565 [HUSAM 7] Lying, causing terror, and murderâ€â€those are my pastimes. |
4566 [LIIA JANNATH 1] As all of you know, this is a special occasion for the city of Baldur's Gate. |
4567 [LIIA JANNATH 4] The evidence we have about Entar's murder does resemble the work of the Shadow Thieves, but... |
4568 [LIIA JANNATH 5] If I MAY continue, the signature left behind was very blatant and could have been put there to mislead all of us. |
4569 [BELT 1] Could we all have a round of applause for Silke Rosena? She is a performer who hails from Berdusk. |
4570 [BELT 4] The votes have been tallied from those submitted by the landowners. The result was nearly unanimous. |
4571 [BELT 5] All of your questions will be answered in due time; you need not worry. |
4572 [BELT 6] Perhaps I could interject something before this meeting degenerates into meaningless bickering. |
4573 [BELT 7] Wait one moment, that is not in your power to decide. |
4574 [NOBLEMEN 4] What of Duke Eltan? Has his condition improved at all? If he dies, who will replace him? |
4575 [NOBLEMEN 5] What about the rumors of Amn mobilizing for war? Why aren't we preparing for war? |
4576 [NOBLEMEN 6] With our iron shortage, how are we to defend ourselves, and who will give us the iron we need? |
4577 [NOBLEMEN 7] Entar was killed by Shadow Thieves, agents of Amn; if it isn't obvious to the rest of you, it's obvious to me: Amn wants a war. |
4578 [NOBLEMEN 8] I believe that Eltan was poisoned by members of the Shadow Thieves. They're obviously trying to kill our leaders. |
4579 [NOBLEMEN 9] Resembles?! That's ridiculous! The signature left behind on the body WAS the mark of the Shadow Thieves. Are you blind *and* stupid, woman?! |
4580 [NOBLEMEN 10] Who would want to mislead us?! |
4581 [NOBLEMEN 11] What of the Zhentarim? I've heard that they may be somehow involved. |
4582 [NOBLEMEN 12] Shut up! Let Sarevok speak. |
4583 [GNARL 1] Stop! You go nowhere! This our bridge. You pay to walk it! |
4584 [GNARL 2] Me Gnarl. Me hungry! |
4585 [HAIRTOOTH 1] Yeah, you pay 20 gold for each head, or lose head! |
4586 [HAIRTOOTH 2] Mmmm... smell good! |
4587 [CALDO 1] Hey dere. I'm Caldo, and dis is my brother Krumm. |
4588 [CALDO 2] Me's gonna be rich! |
4589 [KRUMM 1]Uhhh... yeah. |
4590 Uhhh, YES! Yes, I would be Greywolf. That's me all right. None other than Greywolf. I'll take that reward because... of what I did! I'm Greywolf, and I deserve it! Thank you. |
4591 [KRUMM 2] Duhhhhhhh... |
4592 You must have made some mistake. I am not this Greywolf. Keep your money; it's not mine to take. |
4593 [DRYAD OF CLOUDPEAKS 1] Please, kind spirits, a wondrous ancient oak is in peril. |
4594 [DRYAD OF CLOUDPEAKS 2] My tree is in such pain! |
4595 [PRISM 1] Ahh, beauteous creature! You are my masterpiece! |
4596 [PRISM 2] Soon... my work will be done. |
4597 [ULRAUNT 1] Someone disturbs me?! |
4598 [ULRAUNT 2] My station is much greater than that of Tethtoril's. Hmph! |
4599 [TETHTORIL 1] Greetings, young one. |
4600 [TETHTORIL 2] I am very proud of you, as I am sure Gorion is. |
4601 [CHANTER 1] In the Year of the Turrets, a great host will come from the east like a plague of locusts. So sayeth the wise Alaundo. |
4602 Ahh, my fine and honest friend. What can I do for you today? |
4603 [CHANTER 2] When shadows descend upon the lands, our divine lords will walk alongside us as equals. So sayeth the great Alaundo. |
4604 Best you state your business and go! |
4605 [CHANTER 3] The Wyrm shall wander the earth, and such a pestilence will follow in his wake that all that know of his passing shall be struck down by the plague. So sayeth the wise Alaundo. |
4606 [CHANTER 4] When conflict sweeps across the Dales, the great lizards of the north shall descend with fire and fury. So sayeth the great Alaundo. |
4607 [CHANTER 5] The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sown from their passage. So sayeth the wise Alaundo. |
4608 Players |
4609 [GUIDE 1] I do apologize, but I must assist thee some other time. |
4610 [GATEWARDEN 1] Our library is a reservoir of human knowledge. |
4611 I've come to turn in a bounty and collect the reward that is duly mine. |
4612 [GATEWARDEN 2] Our rules are very strict! |
4613 [BRUNOS 1] Outta my way, less ya want a rib-roastin'. |
4614 [BRUNOS 2] Jabberin' cus! Shut up! |
4615 [THALDORN 1] H-hello, I don't want any trouble. |
4616 [THALDORN 2] What?! Oh, oh, sorry for yelling. |
4617 [RIELTAR 1] I don't have time to associate with drivel. |
4618 [RIELTAR 2] Your arrogance is most distasteful! |
4619 [KESTOR 1] The Iron Throne demands much, perhaps more than the Knights of the Shield can give. |
4620 [KESTOR 2] I could have you all killed with the lift of a finger. |
4621 [TUTH 1] We are being spied upon! |
4622 [TUTH 2] Ignorant barbarians. |
4623 [KEEPER OF THE PORTAL 1] Hold, travelers! Before you will be allowed entrance, you must donate a tome of great value to our libraries. |
4624 [KEEPER OF THE PORTAL 2] I'm not a doormat! |
4625 [TRANZIG 1] Seems to me like dese men want a little trouble. I'll give 'em trouble. |
4626 What do you do here, exactly? |
4627 I've come to turn in a bounty and collect the reward that is duly mine. |
4628 I've come to turn in a bounty and collect the reward that is duly mine. |
4629 Me? Why, I am what binds the guard to the public! A vital relations link, I am. Indispensable. |
4630 I see. And would I get that same response if I spoke with your commanding officer? |
4631 How COULD I have thought otherwise? Of COURSE you are. |
4632 Wait, me no want fight. Me Korax, me friend! |
4633 What? How dare you question my duly-appointed, middle-management power! I'll... I'll... |
4634 Sorry, chum, but you're a ghoul, and we're adventurers, so we're going to have to kill you. And don't look so surprisedâ€â€it's all by the book. |
4635 How COULD I have thought otherwise? Of COURSE you are. |
4636 You're not our friend, but since you're a talking ghoul, and we haven't seen too many talking ghouls, we'll let you live. Now get out of here! |
4637 How COULD I have thought otherwise? Of COURSE you are. |
4638 You can be our friend, but you better not do anything that'll make us mad. |
4639 You're meanies, and me don't like you. |
4640 A more fanciful load of horse droppings I have never heard in my life! |
4641 Drown me in paperwork? Begone, stooge. You are beneath my notice. |
4642 There is no need to get your shorts in a knot. I was merely jesting with you. |
4643 There is no need to get your shorts in a knot. I was merely jesting with you. |
4644 My sincerest apologies. I don't know what came over me. |
4645 What bounties are currently unclaimed? |
4646 CHARACTER |
4647 I've come to turn in a bounty and collect the reward that is duly mine. |
4648 I fail to see how this is relevant to anything. Please return when you have something worth my time. |
4649 I've come to turn in a bounty and collect the reward that is duly mine. |
4650 Well, it is good to see you attempting to earn honest gold, even if it is through the unsavory task of bounty hunting. I shall pay you, though less than the posted amount. We shall store the extra in case you decide to... alter the facts in any further dealings. |
4651 What do you do here, exactly? |
4652 What do you do here, exactly? |
4653 It would seem you have nothing that is on our list of wanted items. Please don't waste my time so. |
4654 What bounties are currently unclaimed? |
4655 Well, you have certainly earned your reward. A pleasure doing business with you. |
4656 I've come to turn in a bounty and collect the reward that is duly mine. |
4657 Harrumph! If you insist on being confrontational I have nothing more to say to you. Come back when you have something worth my attention. |
4658 Indeed. Eh, what's so funny? No matter. It is just SO refreshing to speak with someone who understands my position. See you again soon. |
4659 How COULD I have thought otherwise? Of COURSE you are. |
4660 I enjoy this conversation every time we have it, though I fear the money is not available to award you extra yet again. Farewell. |
4661 You have not the charm to carry this irreverent attitude. Mayhaps your insults should cost ye a portion of your earnings. I think a portion of the bounties you retrieve will do nicely. I may not be truly important, but I am not to be dismissed. |
4662 I have little time for this "humor." Please leave, and do not return until my mood has improved. |
4663 Neither do I know what I have done to deserve your ridicule. I accept your apology, but when next we meet please try to be more agreeable. |
4664 No one likes me. Me so sad. |
4665 Me will be good boy, me promise. Me will help you with anything you need. |
4666 [MAINGUI BUTTON]Attack |
4667 Hold! I am a member of the Flaming Fist, and require that you identify yourselves. |
4668 We're mercenaries in the service of Amn. |
4669 We don't have to answer your stinking questions! |
4670 We're adventurers. |
4671 We're bandits. |
4672 We're a rampaging horde of tarrasques. Krie! Krie! |
4673 A little far from home, aren't you? You should know that the Flaming Fist patrols these regions, so why don't you turn yourselves around and head back home? |
4674 Not a very nice thing to say. I'll have to assume that you're members of the bandits. |
4675 Adventurers, huh? Well, you should keep a look out; there's been quite a few reports about bandits causing trouble 'round these parts. Also, I've been searching for a deserter. His name is Samuel, and he should be traveling with a woman. There is a bounty of 50 gold for his capture. |
4676 Well, now you're about to be dead bandits. |
4677 Your sarcasm isn't appreciated, so just shut your mouth before it gets you into trouble. |
4678 Why don't you shut your own mouth, you ugly prigger?! |
4679 Sorry, sir. I guess my mouth sometimes gets ahead of my brain. |
4680 Not smart. I think it's time you got taught a lesson. |
4681 Nice apology. Before we leave I'd better warn you: There are bandits that have been causing trouble along the Coast Way, you'd be best to avoid them. Also, I've been searching for a deserter by the name of Samuel. He's traveling with a woman, so if you see him, remember, there's a 50 gold reward for his capture. |
4682 Hey there, city folks! So what in the name of Lathander takes you so far from home? |
4683 We are adventurers. |
4684 Why don't you tell us about yourself first? |
4685 We're a band of ravening lunatics. Bwahahahahaha! |
4686 We're farmers. |
4687 Ye're adventurers? I used to have an uncle who thought of himself as some kind a hero. He had the sword, shield, the whole bit. But he got himself killed, see? He was going off ta kill some sort of beastie with all of his buddies, but something went terribly wrong. I guess this beastie figured out he was coming and set up a trap for him and his friends. So anyhow, there are him and his buddies, trudging through the wilderness on their way to the monster's lair. Then all of a sudden, BAM! SMACK! The monster leaps out and starts ripping off arms and legs. When my pops found his brother, there was nothing left but a big pile of rotting meat. |
4688 [MAINGUI BUTTON]Cast Spell |
4689 That... was a real cool story. You wouldn't by any chance have any advice for us? Some sort of adventuring advice? |
4690 We have to get going now. Bye! |
4691 That was the most lame-arse story I think I've ever had the displeasure of listening to. Go away, old man. |
4692 Well, sure! My name's Ted, and I'm a big game hunter. Right now, I'm hunting for bear. Ya know a bear's pretty valuable, what with its pelt and meat. Hell! You could even sell its teeth for some sort of profit. Actually, I better get a move on; I don't want to be out after dark, with all those bandits and all. |
4693 I think I'll be leaving now. |
4694 I'm not stupid ya know! I might look stupid, but stupid I ain't! Ye're fer sure not farming folk. I think I'll be leaving now. |
4695 [TRANZIG 2] Tranzig's not afraid of rabble such as you! |
4696 [SILKE 1] Greetings, mercenaries. I am Silke, thespian extraordinaire. |
4697 [SILKE 2] I am a musician, not a chatterbox. |
4698 [THALANTYR 1] I be Thalantyr, mighty mage of Beregost. |
4699 [THALANTYR 2] Why do I live in such a pissant town? |
4700 [TAEROM FUIRUIM 1] Kiss me blarmy! What ya wish done? |
4701 [TAEROM FUIRUIM 2] I can make whatever you wish for a wee little bit more than me competition. |
4702 [CENTEOL 1] My spiderssss! Kill them. Kill them all! |
4703 [SENIYAD 1] I have no quarrel with those who respect my forest. |
4704 [SENIYAD 2] Never underestimate the power of nature's wrath! |
4705 [ENTAR SILVERSHIELD 1] What are intruders doing in my home? |
4706 [ENTAR SILVERSHIELD 2] I hope nothing has happened to my sweet daughter, Skie. |
4707 [MAREK 1] Could we have a moment of your time? |
4708 [MAREK 2] Stupid saps. They'll never know what hit 'em. |
4709 [LOTHANDER 1] Excuse me, please let me speak before you attack. |
4710 [LOTHANDER 2] My life is in shambles. |
4711 [IRLENTREE 1] So, these are the guests you have been talking about, Aldeth. |
4712 [IRLENTREE 2] I have no wish to speak with you, meat. |
4713 [BRIELBARA 1] Wait! Iâ€â€I must speak with thee. |
4714 [BRIELBARA 2] My poor, dear Namara. I hope she fares well. |
4715 [JHASSO 1] *pant* Come to torment me some more, you shapeshifting bastards? |
4716 [JHASSO 2] Damn, this would've cost my business a pretty penny! |
4717 [THE SURGEON 1] It would seem that you travelers are in need; it is lucky that I found you. |
4718 [THE SURGEON 2] What I do is my own business. |
4719 Oh, yeah! I have lots of advice about adventurin'. If ya wants to get rich, the best place to go would probably be the ruins at Firewine Bridge. If you want some action, why don't you give back some of that trouble those bandits have been dishin' out on the Coast Way? |
4720 [MYSTERY MERCHANT 1] Ah, I know a discerning eye when I see one. |
4721 [MYSTERY MERCHANT 2] Wonders I have seen, but I save the best for you. |
4722 [EMERSON 1] So ye want to take a look at me mine, do ye? |
4723 [EMERSON 2] I'll thank ye not to disturb me work! |
4724 [NALIN 1] Ahh, intrepid adventurers at our door. |
4725 [NALIN 2] Helm watch over thee upon thy quest. |
4726 [BRAGE 1] Greetings, playthings. Thou hast found me when I alone could not. |
4727 [OUBLEK 1] Ooh! Y-you have returned, and so soon! |
4728 Your safety is no concern of mine. I don't fancy trying to get between a bounty hunter and his bounty. |
4729 Well, there was no need to be rude! |
4730 Help me! You have to help me, please. I've lost... a lot of blood. |
4731 What happened to you? Who did this? |
4732 Bugger off, dead man. |
4733 You can't leave me to die. *sob* |
4734 Bandit! Bandits along the Coast Way road. They attacked my caravan. Everyone dead... My poor Shelley. *sob* I feel so weak... so cold. |
4735 I'm saved! You saved me, oh may all the gods bless your soul. What is there that I can do to repay you. |
4736 Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale tracesâ€â€a shimmeringâ€â€allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made <PRO_HISHER> presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard. |
4737 You could give us money, and lots of it. |
4738 You could tell us more about these bandits you've been talking about. |
4739 No, but thank you for the offer. |
4740 Actually, I doubt there is anything that you could do for us. We're mighty adventurers, and you're just one measly peasant. |
4741 I don't have any money to give. I I'm sorry, but I have to go. |
4742 Well, I never! There was no reason to get so snotty. I apologize for taking so much time out of your important lives! |
4743 I don't know much about the bandits. They just came out of nowhere. There were hobgoblin and human mercenaries. They told us to surrender and give up our iron stores, but our captain refused them! The foolish, altruistic idiot. They fell upon us like a pack of ravenous wolves. I only barely escaped with my life. That's all I really have to tell. I had better get a move on, I have to tell the families of those who died. |
4744 [OUBLEK 2] Dealing with criminals jades a man so. |
4745 [TAURGOSZ 1] You there! I would speak, and best you listen well. |
4746 Aye. Uh, Greywolf sent us, and you know why we've come, don't you? |
4747 I have nothing to do with anyone named Greywolf, nor would I want to. |
4748 If it is so important, then I shall guard you as best I can. Yes. |
4749 [TAURGOSZ 2] Taurgosz "Tenhammer" has no need of "people skills." |
4750 All that is yours, eh? So be it. |
4751 "All else that is yours" does not concern me. I'm taking you and the gems to the guard, where I shall get a hefty reward. |
4752 [ARDENOR CRUSH 1] Ah, a few more ham-fisted fools for the Talons. |
4753 [ARDENOR CRUSH 2] A curious human be a dead human. Touch me not. |
4754 [BASSILUS, MAD ZHENT 1] Heh hurh heh! Oh, brother Thurm, why not grace our ears with a ripping tale of the old days? Always a delight! |
4755 [BASSILUS, MAD ZHENT 2] Nothing is more important than family! |
4756 [BENTLY MIRRORSHADE 1] It's been dreadful slow business lately. |
4757 [BENTLY MIRRORSHADE 2] My inn is open to all who behave themselves. |
4758 [GELLANA MIRRORSHADE 1] You are welcome here in Garl Glittergold's sight. |
4759 [GELLANA MIRRORSHADE 2] Glittergold guide your eye on your travels. |
4760 [TENYA 1] Stop! You are trespassing on my land-home! |
4761 [TENYA 2] Umberlee guides my way. |
4762 [GALKEN 1] Will no one take me offer? Bah! You're all nae men at all! |
4763 [GALKEN 2] Uh... The gout be in me left leg somethin' fierce, and, uh... I gotta pay off the innkeep lest he take me right! |
4764 [THE NAMELESS THUG 1] Well, if your trinket be what you say, why don't *you* go down? |
4765 [THE NAMELESS THUG 2] Ye're a fool, Galken. |
4766 [JEBADOH 1] Damn it, Sonner, we can't go on like this forever! |
4767 [JEBADOH 2] I just wanna be done with all this. |
4768 [TELMEN 1] Jeb's right! It's only a matter of time before we're... we're... |
4769 [TELMEN 2] WHAT?! Um... ahem... uh... W-what do you want? |
4770 [SONNER 1] Keep your heads about you, and we'll work it out! We just need a little help, is all. |
4771 [SONNER 2] Cool tempers will prevail. |
4772 [BREVLIK 1] HELLO! SHHH... um... I mean... hello. *chuckle* |
4773 [BREVLIK 2] All that glitters is not gold, but all that's gold most certainly glitters. |
4774 [ALATOS THUIBULD 1] Welcome, my little friends! Please, relax, and keep your weapons at your sides. |
4775 [ALATOS THUIBULD 2] My apologies, but no time for idle chatter. |
4776 [NIKLOS 1] Yes, stop a moment. I've got a word or two ye need to hear. |
4777 [NIKLOS 2] Ye spake at me? |
4778 [RESAR 1] Apologies, but you must die! |
4779 [RESAR 2] I listen not to you! Your death by my hand! |
4780 [DELORNA 1] Ha. Would that I had this luxury of time alone always. |
4781 [DELORNA 2] I know you not! Leave me to my solitude! |
4782 [HELSHARA 1] And boredom stalked the halls. |
4783 [HELSHARA 2] Only a fool would goad a daughter of Shandelar so! |
4784 [ITHMEERA 1] Try to be more amiable, Helshara. |
4785 [ITHMEERA 2] Be wary. Different we sisters are, but we share the same temper. |
4786 [SERVING WENCH TO VOLO 1] If you will, the tab? Mr. Volo was here for some time. |
4787 [SERVING WENCH TO VOLO 2] Of course, I'm actually a writer. I just wait tables to pay the bills. |
4788 [RAGEFAST 1] Now know thee well: I cannot let thee leave. We are meant to be together, whether ye know it or not. |
4789 [RAGEFAST 2] Love is blind, deaf, and ever, ever so dumb! |
4790 [RAMAZITH 1] Good eve on you and yours, my friend. Might I have your ear a moment? |
4791 [RAMAZITH 2] My secrets are mine alone. You know enough of me already. |
4792 [ABELA 1] Destiny or no, I am not long for this place. |
4793 [ABELA 2] I must be free! |
4794 [BE'LAND 1] Welcome, travelers, to the archival stores of Gond, Wonderbringer to the realms. |
4795 [BE'LAND 2] 'Tis a pleasure to serve Gond's tinkering majesty. |
4796 [GONDSMAN BRATHLEN 1] Please, follow, and I shall endeavor to introduce you to the majesty of Gond. |
4797 [GONDSMAN BRATHLEN 2] Please, don't touch the displays... or me. |
4798 [BLACK LILY 1] 'Twill be the darkest day ye never seen before I don't have what ye need. |
4799 [BLACK LILY 2] Off with ye now! I've got counting to do. |
4800 [TOWN CRIER 1] HEAR YE! HEAR YE! |
4801 [TOWN CRIER 2] I'M ACTUALLY QUITE SHY! |
4802 [GLANMARIE 1] Hmm... Bother 'n bother! Never a calm spot, never a break. |
4803 [GLANMARIE 2] A well-ordered home is a happy home. |
4804 [NARLEN DARKWALK 1] So I's at daggers drawing with him, an' he drops the swag an' runs! |
4805 [NARLEN DARKWALK 2] Swiped the duchess's knickers once, if ya know what I mean. |
4806 [REDEDGE 1] I daresay, the guard is downright rude these days! |
4807 [REDEDGE 2] I'll not taint the beauty of the night with superfluous chatter. |
4808 [SILENCE 1] Be ye friend or be ye dead? |
4809 [SILENCE 2] I'll speak when I wills it. Not 'cause ye're proddin'. |
4810 [Gantolandan 2] ZZZâ€â€*snork* I don't wanna go to school, Mommy. They call me Stinky. ZZZ... |
4811 [KELDDATH ORMLYR 1] Welcome! The traveling adventurer is never turned away from a house of Lathander. |
4812 [KELDDATH ORMLYR 2] Don't touch me! I'm super important. |
4813 [VARCI ROARINGHAM 1] P-please, might I have your ear a moment? |
4814 [VARCI ROARINGHAM 2] Please help. 'Tis a wasted life at stake. |
4815 [TREMAIN BELDE'AR 1] There is nothing I can do, but I must do something. 'Tis a risk, and risk is everything. |
4816 [TREMAIN BELDE'AR 2] You roll your dice, and you take your chances. |
4817 [CASSON BELDE'AR 1] *gasp* *cough* What� |
4818 [CASSON BELDE'AR 2] Aw, chores? But I've been dead! |
4819 [FARMER BRUN 1] Please, will no one help me? Anyone? I've nowhere else to be turning. |
4820 [FARMER BRUN 2] 'Twill be hard going without my son. |
4821 [FARMER WILTON 1] Stop a second there, young'n, 'cuz I heard what you gone and done for old Brun. |
4822 [FARMER WILTON 2] So hard to find decent folk nowadays... |
4823 [CATTACK 1] Hee hee hee ha! You no fight! You fight, you die! |
4824 [CATTACK 2] Clickety click, clickety click. No good you do! Heh heh heh! |
4825 [RAIKEN 1] 'Tis your choice which hits the ground firstâ€â€your swords or your heads! |
4826 [RAIKEN 2] Pester someone who might care. |
4827 [TEVEN 1] Drop ye weapons, and mayhaps ye outlive the day! I'll no be sayin' it twice! |
4828 [TEVEN 2] I be of the Blacktalons! I'll not suffer your scrutiny! |
4829 [SHOAL 1] Please to help me will you? I am alone on this desolate dry-land, and who knows what lurks in these woods. |
4830 [SHOAL 2] I dream of wind-swept shores, even while there. |
4831 [DROTH 1] What be this trouble, Shoal? Why have you not destroyed these small-pinks? |
4832 [DROTH 2] You blither and blather like small yapping dog! |
4833 We want no part of this fight. Take him back to face the penalties for his crimes. |
4834 Prism wishes only to finish his masterwork. Why not let him? What harm can it do? |
4835 [SIL 1] Return whence you came. This is not your place! |
4836 Who we are is unimportant. What is important, is that we are armed to the teeth and we mean to stop you from hurting him! |
4837 [SIL 2] You have heard my wishes! Speak to me no more! |
4838 Who we are is unimportant. What is important, is that we are armed to the teeth and we mean to stop you from hurting him! |
4839 [DELSVIRFTANYON 1] Blast it thrice over! I am through with it, I am so! 'Tis no livin' left here, none! |
4840 Prism wishes only to finish his masterwork. Why not let him? What harm can it do? |
4841 We want no part of this fight. Take him back to face the penalties of his crimes. |
4842 [DELSVIRFTANYON 2] WHAT?! What and what now?! |
4843 [GANDOLAR LUCKYFOOT 1] Well met, traveler. Gandolar Luckyfoot, at your disposal. |
4844 [GANDOLAR LUCKYFOOT 2] Gullykin is our pride and joy. Treat her well. |
4845 [AVALHENDAR 1] Eh? Who's this then? More intrepid fools on the road to a beating? |
4846 [AVALHENDAR 2] If ye must adventure, take ye no stupid risks. I don't need the extra work. |
4847 [MARL 1] 'Ere now, get out! I don't like your type in here! |
4848 [MARL 2] Are you talkin' to me? Are YOU talkin' to ME? |
4849 [DUNKIN 1] Heh, you tell 'em, Marl. |
4851 [DUNKIN 2] Hey, don't click ME. I don't want any trouble. |
4852 [MAL-KALEN 1] Release! Release! Return to body to finish life! Must revenge! |
4853 [MAL-KALEN 2] Release the body! Live again, I! |
4854 [ANGELO 1] So, these are the infamous murderers, finally brought to justice. |
4855 [ANGELO 2] Justice may be blind, but I'm not. |
4856 [MALE CHILDREN 1] Mother said not to talk with strangers. |
4857 [SLAVES 3] Save me, dear sir, please save me. |
4858 [MALE CHILDREN 2] You funny lookin'. |
4859 [MALE CHILDREN 3] Loser, loser, loser! |
4860 [MALE CHILDREN 4] You wanna fight me? Come on, you wanna fight? |
4861 [FEMALE CHILDREN 1] I lost my dolly. |
4862 [FEMALE CHILDREN 2] *sob* |
4863 [FEMALE CHILDREN 3] Ooh, you smell! |
4864 [FEMALE CHILDREN 4] I want my mommy. |
4865 [SERVING WENCH 1] 'Tis always good to give a little tip. |
4866 [SERVING WENCH 2] Why, ye're all such BIG men. |
4867 [SERVING WENCH 3] I hope our establishment's to yer likin'. |
4868 [SERVING WENCH 4] Please, seat yourselves wherever you wish. |
4869 [BEGGARS 1] Alms, alms for the poor? |
4870 I have nothing of value... p-please, let me be. |
4871 *cough* *cough* *retch* My lung! It's flopping all over the dirt! Damn. |
4872 Eh, miserable ragamuffins. |
4873 [NOBLEMAN 1] A man shouldn't speak to his better unless spoken to first. |
4874 [NOBLEMAN 2] No time to chitchat. |
4875 [NOBLEMAN 3] Away with you, beggar. |
4876 [NOBLEMAN 4] Don't touch me! I might catch something. |
4877 [NOBLEWOMAN 1] You need a new tailor; your clothes are absolutely dreadful! |
4878 [NOBLEWOMAN 2] Do you mind? I'm off to go shopping. |
4879 [NOBLEWOMAN 3] Hmph! Well, I never! |
4880 [NOBLEWOMAN 4] Don't give me any lip, peasant. Do you know who I am? |
4881 [STOREOWNER 1] Welcome to my humble establishment. |
4882 [STOREOWNER 2] Eh, business has been poor, what with the iron shortage and all. |
4883 [STOREOWNER 3] The customers are always right. |
4884 [STOREOWNER 4] My prices are the best south of Waterdeep. |
4885 [MINERS 1] Oh, I'm so tired. |
4886 [MINERS 2] Leave us be... 'tis much work to be done. |
4887 [MINERS 3] *cough* *cough*... *cough* I think I'm coughing up blood. |
4888 [MINERS 4] SO dark down here. |
4889 [SLAVES 2] Help us, please. |
4890 [SLAVES 3] Save me, dear sir, please save me. |
4891 [SLAVES 4] Get me outta this hell hole. |
4892 [MONKS 1] Praised be the blessed knowledge of Oghma. |
4893 [MONKS 2] We should hurry. The Atlar's sermon is to start in a few minutes. |
4894 [MONKS 3] Knowledge, used wisely, is the most powerful of tools. |
4895 [MONKS 4] Excuse me, but I am late for my classes. |
4896 [MALE TOWNSFOLK 1] 'Ey! Get outta me way, ya crummy lager-head. |
4897 [AMNISH SOLDIERS 1] For the glory of Amn! |
4898 [MALE TOWNSFOLK 2] Ye're a long-tongued lout, ain't ya? |
4899 [MALE TOWNSFOLK 3] I have things to doâ€â€one NOT being sittin' on me duffer talkin' to you. |
4900 [MALE TOWNSFOLK 4] Wife's been gettin' prickly on me arse. |
4901 [FEMALE TOWNSFOLK 1] Oh, ye're a handsome bunch, ain't ya? |
4902 [FEMALE TOWNSFOLK 2] My hubby don't want me talkin' to no strangers. |
4903 [FEMALE TOWNSFOLK 3] Me young 'uns are waitin'. |
4904 [FEMALE TOWNSFOLK 4] You fool adventurers better be responsible out there! |
4905 [AMNISH SOLDIERS 2] Stand away, citizen! |
4906 [AMNISH SOLDIERS 3] Move along. |
4907 [AMNISH SOLDIERS 4] Are you lookin' at me? Are you lookin' at me?! |
4908 [FARMERS 1] I've no time fer ta talk to ye now. |
4909 [FARMERS 2] Crops haven't done too well this season. |
4910 [FARMERS 3] Weather's been lousy lately. |
4911 [FARMERS 4] Sheep haven't been puttin' out lately. |
4912 [PERFORMER 1] My muse shall not speak to such as thee. |
4913 [PERFORMER 2] I'm always ready to entertain. |
4914 [PERFORMER 3] Come see me swallow flaming knives! |
4915 [PERFORMER 4] Watch as I make myself disappear! |
4916 [DRUID 1] It would be good for you to watch your actions while in this wood. |
4917 [DRUID 2] Don't mess with nature, or it'll mess with you. |
4918 [MAINGUI BUTTON]Bard Song |
4919 [DRUID 3] Civilization seems far, city-dweller. |
4920 [FEST HALL GIRL 1] Hey, sexy. Do ya want to take a look at me diddeys? |
4921 [FEST HALL GIRL 2] Well, if ya wants to go strappin' with this nab, you'll first have to give up the socket money. |
4922 [FEST HALL GIRL 3] I'm a fine-lookin' strumpet, ain't I? |
4923 [FEST HALL GIRL 4] Are ya interested in some thrills, darlin'? |
4924 [HALFLING 1] Nasty times are comin', I reckon. |
4925 [HALFLING 2] You're rather outlandish folk to be wanderin' 'round here. |
4926 [HALFLING 3] Queer things have been afoot lately. |
4927 [MAINGUI BUTTON]Find Traps |
4928 [HALFLING 4] I wish I had my old tobacco pipe. |
4929 [GNOME 1] I am happy not. No, I'm not. |
4930 [GNOME 2] Happy I am. Yes, I am! |
4931 [GNOME 3] Who you are, know not I. |
4932 [GNOME 4] Useful gadgets I have, yes, I do. |
4933 [MAINGUI BUTTON]Talk |
4934 [DWARF 1] By Moradin's hammer. |
4935 [MAINGUI BUTTON]Quick Formation |
4936 [DWARF 2] I need a swig o' some strong dwarven ale. |
4937 [MAINGUI BUTTON]Quick Item |
4938 [MAINGUI BUTTON]Quick Spell |
4939 [DWARF 3] Me temper's bad enough without ye botherin' me. |
4940 [DWARF 4] Your chatterin's startin' to wear on me nerves. |
4941 [ELF 1] The Fair Folk rarely have time for small talk. |
4942 [ELF 2] Troubled times are upon us. |
4943 [ELF 3] Soon, we shall all be together upon Evermeet. |
4944 [BARTENDER 1] You want some whiskey? |
4945 [BARTENDER 2] I got some cheap beer for ya. |
4946 [BARTENDER 3] Urgh... I gotta stop dippin' into me own ale. |
4947 [BARTENDER 4] I got me some nice lookin' waitresses, don't I? Eh he hehehe... |
4948 [INNKEEPER 1] My rooms are the best kept on the Sword Coast. |
4949 [INNKEEPER 2] Never had rats, no sirree. |
4950 [MAINGUI BUTTON]Quick Weapon |
4951 [INNKEEPER 3] My hotel's as clean as an elven arse. |
4952 [INNKEEPER 4] You're not mercenaries, are ye? I hate those moneygrubbin' scum. |
4953 [BANDITS 1] So I kicked 'im in the head till he was dead. Har har. |
4954 [MAINGUI BUTTON]Special Abilities |
4955 [BANDITS 2] I hate dem Flamin' Fist pansies. |
4956 [BANDITS 3] Whoa, now that was a stinker. Har har. |
4957 [BANDITS 4] Stop pickin' yer nose! |
4958 [MAINGUI BUTTON]Shape Change |
4959 [MERCHANTS 1] I've got the best prices this side of Cormyr. |
4960 [MERCHANTS 2] All my stuff is authentic. Really, it is. |
4961 [MERCHANTS 3] Those damnable bandits have been really bad for business. |
4962 [MERCHANTS 4] I love money! Yes, I do. |
4963 [GUARDS 1] *yawn* |
4964 [GUARDS 2] I shoulda joined the army. |
4965 [GUARDS 3] Today, I saw a girl with the biggest pair of diddeys I've ever seen! |
4966 [GUARDS 4] I could take Drizzt with both my arms tied behind my back. |
4967 [DRUNK 1] Ha ha ha ha ha! Haa ha ha! *burp* ...eh, sorryâ€â€'scuse me! |
4968 [MAINGUI BUTTON]Stealth |
4969 [DRUNK 2] Blaaarrrghghgh... *cough* Corn? When did I eats corn...? |
4970 [DRUNK 3] W-whoa... Why're the streets so wobbly? |
4971 [MAINGUI BUTTON]Thieving |
4972 [DRUNK 4] I needs some ale. *burp* Eh... |
4973 [UMBERLEE PRIEST 1] The Bitch Queen brooks no insolence. |
4974 [MAINGUI BUTTON]Turn Undead |
4975 [UMBERLEE PRIEST 2] The storm shall take those who are unfaithful. |
4976 [HELM PRIEST 1] Helm sees all. Know that and be judged! |
4977 [HELM PRIEST 2] The Vigilant One knows of all your sins. |
4978 [MAINGUI BUTTON]Use Item |
4979 [GOND PRIEST 1] Gond's greatest gift was the ability to invent. |
4980 [GOND PRIEST 2] My friend Oppenheimer's got some cool invention cooked up. |
4981 [OGHMA PRIEST 1] Wisdom is only possessed by the learned. |
4982 [OGHMA PRIEST 2] These walls contain the world's knowledge. |
4983 [READERS, SCRIBES 1] Our library is a man's harem of knowledge. |
4984 [READERS, SCRIBES 2] Ohâ€â€'scuse me, but I am late for my classes. |
4985 [FLAMING FIST SOLDIER 1] I serve the Flaming Fist! |
4986 [FLAMING FIST SOLDIER 2] I AM the law! |
4987 [FLAMING FIST SOLDIER 3] Every crime must be punished! |
4988 [FLAMING FIST SOLDIER 4] You there! Give me fifty pushups! |
4989 [GAMESMAN 1] Take your chance with Lady Tymora! |
4990 [GAMESMAN 2] Come on! Be a man. See if fortune smiles on ya! |
4991 [GAMESMAN 3] Come in poor, walk out rich! |
4992 [GAMESMAN 4] Ye're a lucky fella, aren't ya? |
4993 [KOBOLD 01] Grrrr, yip yip yap! Yip yip *snarl*... |
4994 [KOBOLD 02] Yap! Grrr grr... yip yip yip yap! Look, we don't speak Common, all right?! *snarl* Yip yip yap! |
4995 [KOBOLD 03] *snarl* Yip! Yip yip yip yip yap! |
4996 [KOBOLD 04] Grrrrrrrr... grrrr! |
4997 All I have is this ring. Will it do? Here take it. |
4998 Delsvirftanyon |
4999 I have made an enemy of Greywolf, the bounty hunter. Best keep a lookout for him. |
5000 Some stooge in Nashkel has mistaken me for a man named Greywolf. A foolish mistake that was very profitable for me. |
5001 Sorry, wench, but the ring just doesn't cut it. We'll keep it for you though. |
5002 [XVART 01] Humanoid scuz-suckers! |
5003 Sure, the ring will do. |
5004 [XVART 02] Die, snot heads! |
5005 Only the basest villains would take advantage of a gentle forest spirit! Lead on, and I will deal with them! |
5006 What is one more tree? I have more important tasks! |
5007 What is my payment for helping you? I don't take risks for free you know. |
5008 As you wish, though I seldom work for charity. Lead on. |
5009 One more tree?! Even if this were just "one more tree," it would still be priceless to me! As it is, it is the tree to which I am bonded! If it dies, I die. Please help. |
5010 If there is to be no reward, there will be no help. |
5011 Your offer is now to my liking. I am always glad to help those in need. Especially for a good price. |
5012 My apologies, I will do whatever I can to help. |
5013 The rumors of birds have no interest for me. If you've nothing tangible then I am leaving. |
5014 While traveling in the Cloud Peaks, I met a dryad. She asked that I help protect her tree. How could I refuse such a request? |
5015 So it is extra important to you? Then certainly you should be willing to pay well for my help! |
5016 Linked with you or not, it is still none of my concern. I must leave now. |
5017 I have angered a dryad near the Cloud Peaks and have been warned out of "her" wood. It's of little concern. She also directed me to look into a wolf cave just to the south, where a treasure cache is hidden. |
5018 Hello guysh, how are youse doing. Heh heh, I kinda got losht on my way *hic* home. Any ways, thats don't matter no more, give me alls your moneys. |
5019 Ah, look fella, we're not going to give you all of our money. |
5020 Okay, here is all of our money, hope you enjoy it. |
5021 You're asking for a world of trouble guy! Why don't you get lost before we have to hurt ya? |
5022 *buurrp* I'm glad ya knews what was goods for ya. |
5023 Wrongs answer, <GIRLBOY>s. *hic* You shoulda givens me the moneys when I ahsked ya. Ya know what I am! I'll lets ya into a little shecret... I'm a LICH. Yessh I am, powerful magicsh I wields, and now you've made me mad. You've gots one last chancesh, give me alls your money *hic*! |
5024 Look, guy, we're not gonna give you any money. Now bug off. |
5025 Okay, have it; have it all. |
5026 I guess if you're a lich we're going to have to kill you! |
5027 Whoa, ya guys jusht don't get it, do ya. I'm gonna killsh you with my alls mighty magical powers. So nows what's it gonna be, death or... or... or somethin'. |
5028 Okay, here's all of our money. We apologize if we angered you at all. |
5029 We're leaving now. Bye. |
5030 Go to Hell, you old bum. |
5031 Hey! Whats are you, uhhh... |
5032 You there! You're under arrest for banditry and highway robbery! We know you're part of that bandit group who's been terrorizing the Coast Way. Give yourselves up, or there will be trouble. |
5033 You've got the wrong guys. We're not part of any bandit gang. |
5034 If you want a fight, we'll give you a fight. |
5035 We give up. You can take us prisoner. We'll even throw down our weapons. |
5036 I shall find aid elsewhere. Do not tarry in my wood, for it will not be a restful stay. |
5037 And I seldom wish to deal with those of such mercantile persuasion. I thank you regardless. This way. |
5038 I thank you, though your greed has cost precious time. Please come now, as these intruders do not seem to understand the damage they could do. This way. |
5039 There, they are just ahead. I implore you, do what you must to make them leave. |
5040 There, they are just ahead. I implore you, do what you must to make them leave. |
5041 There, they are just ahead. I implore you, do what you must to make them leave. |
5042 Good! Actually, boys, I don't think we should take these bandits in. They don't deserve the comforts of a cell. All they deserve is a quick execution. |
5043 Really now, why should we believe you? |
5044 Let's do it, big fella! Riches beyond the dreams of avarice await, I am sure! |
5045 You don't really want to do this, do you? Just think of how beautiful this tree is. It's truly a wonder of nature. |
5046 I'll not let you harm a branch on this tree! You'll have to go through me first! |
5047 Let's do it, big fella! Riches beyond the dreams of avarice await, I am sure! |
5048 You don't really want to do this, do you? Just think of how beautiful this tree is. It's truly a wonder of nature. |
5049 I'll not let you harm a branch on this tree! You'll have to go through me first! |
5050 If it does what you say, I'll gladly take it. |
5051 A titan's might, hmm? I'm not really interested. I only have enough money for one potion. |
5052 Yeah! Get you gone! Me an' Krumm got business to take care of. |
5053 I'm afraid I won't be going anywhere. I'll kindly ask you to step away from the tree and leave the area. |
5054 Forgive my intrusion. I'll be leaving immediately. |
5055 That is an excellent deal if true. I'll take the red elixir. |
5056 I don't think I'll risk either of your "gifts" today. |
5057 Your first potion seems genuine enough. I'll take the second as well! |
5058 Uh, I feel much stronger, but I don't think I'll buy your red potion. I'm pretty smart now anyway. |
5059 I crossed the path of a strange merchant in Nashkel today. Very eager to be generous. Perhaps a touch too eager for my liking. He also mentioned a problem with his iron items being quite brittle. |
5060 I permit no loitering in my place of business. Get yourself hence, lest I summon the local guard as an escort. |
5061 Well, because of my warm smile and honest demeanor. |
5062 Today I have met a strange and very generous merchant in Nashkel. VERY eager to aid me he was. He also mentioned a problem with his iron items being brittle for some reason. |
5063 Take 50 gold and leave us be. |
5064 If we were bandits, why were we walking out in the open? Come on, just let us go. We're not the people you're looking for. |
5065 Trying to bribe me, huh? Slime like you doesn't deserve the comforts of a jail cell. |
5066 Look sir, we really don't want any trouble. Like you, we're hunting down bandits in the region. |
5067 Sweet talking won't help you at all. |
5068 Arrest us then. |
5069 We're not going without a fight. |
5070 I surrender! I don't wish a fight, just don't hurt me. |
5071 What? I'm not surrendering to anything! |
5072 All right, maybe I was wrong about the bunch of you. You're free to go. |
5073 So you're hunting the bandits. Well, who hired you to take on the bandits? Or are you doing it out of the goodness of your heart? |
5074 War |
5075 No one hired us. We're adventurers who are just trying to help out the people of the Sword Coast. |
5076 Wind |
5077 We're working for Amn. |
5078 Please, fair travelers, leave me to the muse and the gulls. They soothe even the rockiest soul. |
5079 We'll see you back safe as we can, though I don't see how killing you will help those that have died. We shall take you to the temple of Helm in hopes that you may be healed. |
5080 There be a bounty on your head, Brage. A bounty that says nothing of the rest of you! I'll not take the chance that you'll lose your mind again! Since they'll kill you anyway, you die here and now! |
5081 A noble hired us to avenge the death of his brother. |
5082 We work for the Blacktalon mercenaries. |
5083 Nalin at the Temple of Helm in Nashkel seems to think that Brage might be under the influence of some evil force. If I return him to them, he might not be killed for his crimes. |
5084 Shut up! Your smart remarks just got you in a heap of trouble. |
5085 You're rather far from home, aren't you? Well, why don't you turn 'round and head back home? |
5086 Blacktalons, eh? Well, that's too bad. |
5087 Perhaps you could tell us about this noble who hired you. |
5088 It was Liia Jannath out of Baldur's Gate. |
5089 It was Sir Tobyn out of Athkatla. |
5090 It was Aldeth Sashenstar out of Cormyr! |
5091 It was Lord Dolced out of Nashkel. |
5092 Liia Jannath doesn't have a brother, you moron! |
5093 Tobyn isn't a very Amnian sounding name, but I'll let you go nonetheless. |
5094 Aldeth Sashenstar is from Baldur's Gate, you lying weasel! |
5095 I don't know any of the lords in Nashkel, so I'll have to take your word for it. You're free to go. |
5096 You there! I need some money and some healing. If you know what's good for you, you'll give it to me! |
5097 You got to be kidding?! You're one hobgoblin, why should we do anything but kill you? |
5098 Here, take 25 gold. |
5099 Why should we help you? |
5100 Good job, you weakling excuses for life. |
5101 I'm a member of the Chill, the mercenary band. If you want all of my friends breathing down your neck, then just keep on pissing me off. |
5102 Okay! Okay. Here's 25 gold, now just leave us be. |
5103 Well, right now there's just one of you, so I think we'll take our chances. |
5104 You're threatening us?! I think you've got things mixed up, you degenerate, foul-smelling beast. Before we end your miserable life you should do some begging, and maybe throw in some information about these Chills. |
5105 You'll regret your decision. |
5106 Wait! Hey, I'm sorry, just don't kill me, please. I'll tell you about the Chill. |
5107 Go on. |
5108 You can shut up and get out of here. |
5109 The Chill are a group of mercenaries, they're part of the group who's been raiding the merchant caravans. I just got lost in a raid a couple days back, some of the Flaming Fist had been doggin' my steps. There, I've told you what ya wanted to hear. |
5110 Stop! You have trespassed on our territory. You shall not be allowed to leave until you have paid tribute. We demand 50 gold in tribute! |
5111 We have no money. Sorry? |
5112 All right then, here's your 50 gold. Goodbye now! |
5113 Why shouldn't we just kill the whole lot of you, you hairy piles of hyena dung? |
5114 You will die for that! |
5115 No money? That is too bad for you. We let you go only if you win fight. Your best champion versus our best champion. |
5116 We're not going to fight for your amusement, you lousy mutts. |
5117 Come on! Let's do it then! |
5118 Our best champion is Ludrug. Ludrug is me. Are you ready for fight? No matter, we fight now! |
5119 Delthyr |
5120 Please wait a moment, kind <SIRMAAM>! You must forgive me for my appearance, but I've been wandering the wilderness for more than a week now. You've got to help me! My friend is badly hurt, and he might die if he doesn't get assistance soon. Please, help me. |
5121 Sorry, lady, but we don't have the time for this. |
5122 What is the name of this friend of yours? |
5123 Take us to this friend. We're always ready to aid a lady in distress. |
5124 His name is Samâ€â€Samuel. Will you help me, <SIRMAAM>? |
5125 Yes, we can. Where is this Samuel? |
5126 Sorry, but it's time for us to leave. |
5127 This is him right here on the ground. |
5128 This is Samuel. He's so sick right now. *sob* I don't know how much longer he has to live. Could you take him to the Friendly Arm Inn? If you were to take him to Gellana Mirrorshade at the Temple of Wisdom, she'd help him. Please, can you do this? |
5129 Okay, okay! We'll take Samuel to the Temple of Wisdom at the Friendly Arm Inn. |
5130 We'll take him to the Temple of Wisdom, but only for a price. |
5131 Sorry, girl, we just don't have time for this. |
5132 Thank you, thank you so much. When you pick him up, be sure to be gentle. Please take him to the temple right away. I don't know how much longer he'll live. |
5133 [XVART 03] Eeeeeeeeeeeeeeeeee! |
5134 [XVART 04] Attaaaaaaaack! |
5135 [HOBGOBLIN 01] You be quiet! |
5136 [HOBGOBLIN 02] Manure mouth. |
5137 [HOBGOBLIN 03] Forward march! |
5138 [HOBGOBLIN 04] Spare no one! |
5139 [GNOLL 04] Die, scum! |
5140 [SKELETON WARRIOR 03] Die... |
5141 [BEAR, BLACK 02] Hey, Boo-Boo. That's a nice pickinick basket. |
5142 [GHOUL 02] Mmmmm, me like flesh, heh heh. |
5143 [GHAST 02] *burp* |
5144 [REVENANT 02] Must... revenge... |
5145 [REVENANT 03] I've come for you... |
5146 [REVENANT 04] You... shall... pay... |
5147 [OGRE 01] I will crush! |
5148 [OGRE 03] Me will crush you, crush you to goo! |
5149 [OGRE 04] Me will smash your face. |
5150 [OGRE MAGE 01] Hoo hoo ha ha ha ha ha. |
5151 [OGRE MAGE 02] You shall die for your impudence... |
5152 [OGRE MAGE 03] Kiaaaa! |
5153 *cough* *cough* Who are you? Where is Lena? *cough* Uhhhhh. |
5154 [OGRE MAGE 04] Die, cattle! |
5155 [HALF OGRE 01] Me hungry. |
5156 [HALF OGRE 02] *buuuurp* Uha ha ha mm! Heh, fart... |
5157 So we meet again. I'm sorry, but I don't have any time for talk. |
5158 [HALF OGRE 03] Me mad! |
5159 [HALF OGRE 04] Me kill men what make me mad! |
5160 So we meet again. Sorry, but I don't Hey, who are you carrying there? |
5161 You mess with me, you mess with you! |
5162 [OGRILLON 02] All the guys pick on me... 'cause I'm only 6'8". |
5163 [OGRILLON 03] Time for some carnage! |
5164 [OGRILLON 04] Die, pipsqueaks! |
5165 [DOPPELGANGER 01] Die, meat! |
5166 [DOPPELGANGER 02] SSSSsssssss. |
5167 [DOPPELGANGER 03] Your time is done, primates. |
5168 It's one of our companions, he was wounded. |
5169 [DOPPELGANGER 04] It is useless to resist. SSSssssss. |
5170 [GREATER DOPPELGANGER 01] Appearances can be deceiving, monkey! |
5171 A hobgoblin we killed. We think he's a member of the Chill, so we're taking him back to Beregost for identification. |
5172 [GREATER DOPPELGANGER 02] Give yourself up. Your death will be less... painful. |
5173 [GREATER DOPPELGANGER 03] Time to fillet some MEAT! |
5174 [SPIDER, WRAITH 02] (How many sounds do you think we spiders can make?) |
5175 He's a merchant we found. His caravan was attacked by bandits, and he was badly wounded. He paid us to take him back to Beregost. |
5176 [SIRINE 01] Fools to cross my path. |
5177 [SIRINE 02] I'll kill you slow for touching me like that. |
5178 [SIRINE 07] Think as you act, fool. |
5179 This is Samuel. We want to turn him in for the 50 gold. |
5180 [DRYAD 01] The trees speak of your presence. |
5181 [DRYAD 02] Nature knows much of you. |
5182 [DRYAD 03] The very trees cringe at the sight of thee. |
5183 Don't try to lie to me. You have Samuel there, don't you? Hand him over or we'll have to take him by force. |
5184 [DRYAD 04] Leave my wood! |
5185 All right then, perhaps we'll meet again. Goodbye. |
5186 [DRYAD 05] Do as I bid! |
5187 [DRYAD 06] Protect me! |
5188 [DRYAD 07] Thy will is mine! |
5189 [NYMPH 02] True beauty lies only in nature. |
5190 [NYMPH 03] Help! I am beset by evil! |
5191 Good job, here's your reward. |
5192 [NYMPH 04] Monsters, attack me not! |
5193 [NEREID 01] *sigh* To be in the waters of home. Hmmm. |
5194 [NEREID 02] Leave me be, silly dirt-fish. |
5195 [NEREID 03] You men cannot hurt me. |
5196 Okay, we do have Samuel. Take him and give us our 50 gold. |
5197 [NEREID 04] I'd rather be swimming. |
5198 [THE VOICE 1] You've not the time for this! |
5199 You'll have to take him by force. Sorry. |
5200 [THE VOICE 2] Leave him... get the claw! |
5201 [THE VOICE 3] 'Tis the horn you seek! Claim what should be yours! |
5202 [THE VOICE 4] It's of no concern who it's truly for! Take what is meant for you! |
5203 [THE VOICE 5] Forget the old man! His time is past! The wish should be yours! |
5204 [THE VOICE 6] Use it yourself, and know the legacy of your true father! |
5205 [THE VOICE 7] Seek the dagger next! It is nearby, in the hands of a great evil ogre! |
5206 [THE VOICE 8] Look at them! The knight is obviously the one to help! |
5207 [THE VOICE 9] The beast is an ogre! They are evil; they cannot be otherwise! |
5208 [THE VOICE 10] The potion you seek is here! |
5209 [THE VOICE 11] Ignore him! Drink the potion yourself, and know the essence of your heritage! |
5210 [THE VOICE 12] It is the last item you seek! Of course you're worthy of it! |
5211 [THE VOICE 13] You know you are all that and more! |
5212 [THE VOICE 14] You have done well by your heritage. |
5213 [THE VOICE 15] You are most disappointing indeed. |
5214 [THE VOICE 16] I am the essence of Bhaal within you. |
5215 [THE VOICE 17] Fight, that the violent death of your mind shall pave the way! |
5216 [THE VOICE 18] Weakling fool! You have spurned your father's gifts and your heritage. You can only pay with your blood! |
5217 [THE VOICE 19] You will not prevail! The strength that was given returns to the source! I am the stronger! |
5218 [THE VOICE 20] You have balanced the scales with your actions, but the Return cannot be stopped! |
5219 [THE VOICE 21] The Return will not be stopped. The Return will not be stopped. The Return will not be stopped... |
5220 [THE WARRIOR 1] Help! I need your aid! There are too many! |
5221 [THE WARRIOR 2] I am so cold... ugh... ugh... I am dying. Please... stay with me awhile. |
5222 [THE WARRIOR 3] I don't want to die alone... |
5223 [THE WARRIOR 4] Thank you... |
5224 [THE MESSENGER 1] Salutations! I have come looking for someone, to deliver a gift. A horn, actually. |
5225 [THE MESSENGER 2] I seek the First Reader of this great library. Perhaps you have seen him? |
5226 [THE MESSENGER 3] Then I bear a message for you as well. |
5227 [THE SORCERER 1] Young one! Please stop awhile. I need your help. |
5228 [THE SORCERER 2] This candle is my last chance, child. Please, bring it to me. |
5229 [THE SORCERER 3] Thank you. I am renewed. |
5230 [THE OGRE 1] Me no beast! Me don't want fight! Go 'way! |
5231 [THE OGRE 2] Shiny man attack ME! I be good, but he make fight! |
5232 [THE OGRE 3] You no hurt me, me no hurt you! Me don't care if me born bad! |
5233 [THE WHITE KNIGHT 1] You there! Help me dispose of this beast! |
5234 [THE WHITE KNIGHT 2] Don't believe a word it says! Born evil, they are! Everyone knows that! |
5235 [THE WHITE KNIGHT 3] You choose right! Beings of flesh are what they are. There is no escaping your destiny! |
5236 [THE POISONED MAN 1] Please... that pack of gnolls, they... poisoned me. |
5237 [THE POISONED MAN 2] Please! Show some charity. I'll die without it. |
5238 [THE POISONED MAN 3] Thank you... |
5239 [THE WOMAN 1] Greetings, fellow traveler. I have been entrusted to give this skull to they who are most worthy. |
5240 [THE WOMAN 2] The recipient must be more heroic, charitable, courageous, and HUMBLE than anyone else living or dead. Are you such a person? |
5241 [THE WOMAN 3] Truly, ye deserve this and whatever else it brings. |
5242 [THE WOMAN 4] The Godhead is rejected! |
5243 [DRIZZT DO'URDEN 10] |
5244 [XAN 14] |
5245 [XAN 16] |
5246 [XAN 38] |
5247 [XAN 39] |
5248 [KIVAN 3] |
5249 [KIVAN 12] |
5250 [KIVAN 15] |
5251 Actually, I just wanted to ask you one question. Who is it that you have with you? |
5252 [KIVAN 16] |
5253 [KIVAN 20] |
5254 It's one of our companions, he was wounded. |
5255 [KIVAN 38] |
5256 [KIVAN 39] |
5257 A hobgoblin we killed. We think he's a member of the Chill, so we're taking him back to Beregost for identification. |
5258 [AJANTIS 15] |
5259 He's a merchant we found. His caravan was attacked by bandits, and he was badly wounded. He paid us to take him back to Beregost. |
5260 [AJANTIS 16] |
5261 This is Samuel. We want to turn him in for the 50 gold. |
5262 [AJANTIS 38] |
5263 [AJANTIS 39] |
5264 [KAGAIN 4] I like it here. |
5265 [KAGAIN 13] |
5266 [KAGAIN 15] |
5267 [KAGAIN 16] |
5268 [KAGAIN 38] |
5269 [KAGAIN 39] |
5270 [SHAR-TEEL 12] |
5271 For a bit o' respectful coin we can cure what ails thee, if you need. |
5272 [SHAR-TEEL 13] |
5273 [SHAR-TEEL 14] |
5274 [SHAR-TEEL 15] |
5275 [SHAR-TEEL 16] |
5276 [SHAR-TEEL 38] |
5277 It would seem that you have someone among you who is badly injured. Is there something I could do for them? |
5278 No, there isn't. |
5279 This man is named Samuel. We were told to bring him to you. |
5280 [SHAR-TEEL 39] |
5281 [VICONIA 13] |
5282 Oh, dear! It is Samuel, and what bad shape he is in. I am glad you have brought him to me. Such a fine young man; it's a pity that he let himself be persuaded by Lena to desert the Fist. Well, nothing can be done about that, but something can be done about his health. For the service that you have provided, I want you to have some potions as a show of my gratitude. |
5283 [VICONIA 14] 'Tis akin to my home, but home does not welcome me. |
5284 [VICONIA 38] |
5285 [VICONIA 39] |
5286 [GARRICK 14] |
5287 [GARRICK 15] |
5288 [GARRICK 16] |
5289 [GARRICK 38] |
5290 [GARRICK 39] |
5291 [SAFANA 3] |
5292 It seems you have brought him too late. He has expired from his injuries. This is such a great loss, but I guess there was nothing you could do. |
5293 This man is named Samuel. We were told to bring him to you. |
5294 [SAFANA 12] |
5295 [SAFANA 14] |
5296 [SAFANA 15] |
5297 [SAFANA 16] |
5298 [SAFANA 38] |
5299 [SAFANA 39] |
5300 [FALDORN 3] |
5301 [FALDORN 14] |
5302 [FALDORN 15] |
5303 [FALDORN 16] |
5304 [FALDORN 38] |
5305 [no text] |
5306 [FALDORN 39] |
5307 [ELDOTH 12] |
5308 [ELDOTH 13] |
5309 [ELDOTH 14] |
5310 [ELDOTH 15] |
5311 [ELDOTH 16] |
5312 [ELDOTH 38] |
5313 [ELDOTH 39] |
5314 [CORAN 3] *whistle* |
5315 [CORAN 12] |
5316 [CORAN 13] |
5317 [CORAN 14] |
5318 [CORAN 15] |
5319 [CORAN 16] |
5320 [CORAN 38] |
5321 [CORAN 39] |
5322 [BRANWEN 12] |
5323 [BRANWEN 13] |
5324 [BRANWEN 14] |
5325 [BRANWEN 15] |
5326 [BRANWEN 16] |
5327 [BRANWEN 38] |
5328 [BRANWEN 39] |
5329 [SKIE 3] |
5330 [SKIE 12] |
5331 [SKIE 13] |
5332 [SKIE 14] |
5333 [SKIE 15] |
5334 [SKIE 16] |
5335 [SKIE 38] |
5336 [SKIE 39] |
5337 [ALORA 38] |
5338 [ALORA 39] |
5339 [DYNAHEIR 12] |
5340 [DYNAHEIR 14] |
5341 [DYNAHEIR 15] |
5342 [DYNAHEIR 16] |
5343 [DYNAHEIR 38] |
5344 [DYNAHEIR 39] |
5345 [EDWIN 12] |
5346 [EDWIN 13] |
5347 [EDWIN 14] |
5348 [EDWIN 15] |
5349 [EDWIN 16] |
5350 [EDWIN 38] |
5351 [EDWIN 39] |
5352 [JAHEIRA 15] |
5353 [JAHEIRA 38] |
5354 [JAHEIRA 39] |
5355 [KHALID 38] |
5356 [KHALID 39] |
5357 [MINSC 13] |
5358 [MINSC 15] |
5359 [MINSC 38] |
5360 [MINSC 39] |
5361 [MONTARON 13] |
5362 [MONTARON 16] |
5363 [MONTARON 38] |
5364 [MONTARON 39] |
5365 [QUAYLE 3] |
5366 [QUAYLE 13] |
5367 [QUAYLE 15] |
5368 [QUAYLE 38] |
5369 [QUAYLE 39] OH DEAR! |
5370 [TIAX 38] |
5371 [TIAX 39] |
5372 [XZAR 38] |
5373 Wayfarers! Wait up a moment. I wish to have a word with you. You are adventurers, are you not? |
5374 Yes, we're adventurers, why should you care? |
5375 No, we're not. |
5376 Sorry, I guess I must have misjudged you. Well, I'll be on my way now. |
5377 That's good then! You see, I am an adventurer of sorts, of course I'm not very fond of battle. I like to pilfer objects from ruins and monstrous lairs, and try my best to avoid getting hurt. Anyway, I have something that might interest you. I have a gem in my possession, a magical gem. I have no use for it, and I can't get the price I'm looking for from anyone I've met. Would you perhaps be interested? |
5378 Sorry, we have no interest in a magical gem. |
5379 Sure, what's the price? |
5380 Perhaps you could tell us what the gem does? |
5381 My price is a measly 1,000 gold. It allows you to see the truth in all things, a gem of true seeing you could say. 1,000 gold I would think is a rather fair price. |
5382 That's too much for us, sorry. |
5383 Why don't you sell it for a little cheaper? |
5384 Sure, here's 1,000 gold. |
5385 Of course! It's a gem of true seeing. It allows you to see the truth in all things. So do you want it? I'm selling it for a 1,000 gold, no more, no less. |
5386 Sorry, that's a little too pricey for us. |
5387 [XZAR 39] |
5388 How 'bout selling it for less than 1,000 gold? |
5389 [YESLICK 12] |
5390 [YESLICK 13] |
5391 [YESLICK 16] |
5392 [YESLICK 38] |
5393 [YESLICK 39] |
5394 Sure, we'll take it. |
5395 [IMOEN 12] |
5396 [IMOEN 13] |
5397 I can't sell such a gem for less than 1,000 gold! |
5398 [GORION 8] |
5399 [GORION 9] |
5400 [NIMBUL 3] |
5401 [NIMBUL 8] |
5402 [NIMBUL 9] |
5403 [MULAHEY 4] |
5404 [MULAHEY 5] |
5405 [MULAHEY 8] |
5406 [MULAHEY 9] |
5407 [TAMOKO 2] |
5408 [TAMOKO 8] |
5409 [TAMOKO 9] |
5410 [TAZOK 8] |
5411 [TAZOK 9] |
5412 [DAVEORN 8] |
5413 Okay, we'll take it for 1,000 gold. |
5414 [DAVEORN 9] |
5415 [ALDETH 08] |
5416 Can't afford it, I guess this is goodbye. |
5417 [ALDETH 09] |
5418 [ELTAN 2] |
5419 [ELTAN 8] |
5420 [ELTAN 9] |
5421 [SCAR 2] |
5422 [SCAR 8] |
5423 [SCAR 9] |
5424 [DRIZZT DO'URDEN 2] |
5425 [DRIZZT DO'URDEN 8] |
5426 [DRIZZT DO'URDEN 9] |
5427 [ELMINSTER 2] |
5428 [ELMINSTER 8] |
5429 [ELMINSTER 9] |
5430 [SAREVOK 8] |
5431 [SAREVOK 9] |
5432 [VOLO 8] |
5433 [VOLO 9] |
5434 [CADDERLY 2] |
5435 [CADDERLY 8] |
5436 [CADDERLY 9] |
5437 [SLYTHE 8] |
5438 [SLYTHE 9] |
5439 [KRYSTIN 8] |
5440 [KRYSTIN 9] |
5441 [GREYWOLF 8] |
5442 [GREYWOLF 9] |
5443 [KORAX 2] |
5444 [KORAX 8] |
5445 [KORAX 9] |
5446 [HUSAM 8] |
5447 [HUSAM 9] |
5448 [LIIA JANNATH 2] |
5449 [LIIA JANNATH 3] |
5450 [LIIA JANNATH 6] |
5451 [LIIA JANNATH 7] |
5452 [LIIA JANNATH 8] |
5453 [LIIA JANNATH 9] |
5454 [BELT 2] |
5455 [BELT 3] |
5456 [BELT 8] |
5457 [BELT 9] |
5458 [NOBLEMEN 1] |
5459 [NOBLEMEN 2] |
5460 [NOBLEMEN 3] |
5461 [NOBLEMEN 13] |
5462 [NOBLEMEN 14] |
5463 [CENTEOL 2] |
5464 [BRAGE 2] |
5465 [Gantolandan 1] |
5466 [SLAVES 1] |
5467 [UMBERLEE PRIEST 3] |
5468 [UMBERLEE PRIEST 4] |
5469 [HELM PRIEST 5] |
5470 [HELM PRIEST 6] |
5471 [GOND PRIEST 3] |
5472 [GOND PRIEST 4] |
5473 [OGHMA PRIEST 3] |
5474 [OGHMA PRIEST 4] |
5475 [READERS, SCRIBES 3] |
5476 [READERS, SCRIBES 4] |
5477 [KOBOLD 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5478 [KOBOLD 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5479 [KOBOLD 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5480 [KOBOLD 08] |
5481 [KOBOLD 09] |
5482 [TASLOI 00] |
5483 [TASLOI 02] |
5484 [TASLOI 03] |
5485 [TASLOI 04] |
5486 [TASLOI 05] |
5487 [TASLOI 06] |
5488 [TASLOI 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5489 [TASLOI 08] |
5490 [TASLOI 09] |
5491 [XVART 05] |
5492 [XVART 06] |
5493 [XVART 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5494 [XVART 08] |
5495 [XVART 09] |
5496 [HOBGOBLIN 05] Noo! |
5497 [HOBGOBLIN 06] |
5498 [HOBGOBLIN 07] |
5499 [HOBGOBLIN 08] |
5500 [HOBGOBLIN 09] |
5501 [GIBBERLING 01] |
5502 [GIBBERLING 02] |
5503 [GIBBERLING 03] |
5504 [GIBBERLING 04] |
5505 [GIBBERLING 05] |
5506 [GIBBERLING 06] |
5507 [GIBBERLING 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5508 [GIBBERLING 08] |
5509 [GIBBERLING 09] |
5510 [GNOLL 01] |
5511 [GNOLL 02] |
5512 [GNOLL 03] |
5513 [GNOLL 04] Die, scum! |
5514 [GNOLL 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5515 [GNOLL 06] NO SOUND EFFECT-----DO NOT USE |
5516 [GNOLL 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5517 [GNOLL 08] |
5518 [GNOLL 09] |
5519 [DOG, WILD 01] |
5520 [DOG, WILD 02] |
5521 [DOG, WILD 03] |
5522 [DOG, WILD 04] |
5523 [DOG, WILD 05] |
5524 [DOG, WILD 06] |
5525 [DOG, WILD 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5526 [DOG, WILD 08] |
5527 [DOG, WILD 09] |
5528 [DOG, WAR 01] |
5529 [DOG, WAR 02] |
5530 [DOG, WAR 03] |
5531 [DOG, WAR 04] |
5532 [DOG, WAR 05] |
5533 [DOG, WAR 06] |
5534 [DOG, WAR 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5535 [DOG, WAR 08] |
5536 [DOG, WAR 09] |
5537 [SKELETON 01] |
5538 [SKELETON 02] |
5539 [SKELETON 03] |
5540 [SKELETON 04] |
5541 [SKELETON 05] |
5542 [SKELETON 06] |
5543 [SKELETON 07] |
5544 [SKELETON 08] |
5545 [SKELETON 09] |
5546 [SKELETON WARRIOR 01] |
5547 [SKELETON WARRIOR 02] |
5548 [SKELETON WARRIOR 04] |
5549 [SKELETON WARRIOR 05] |
5550 [SKELETON WARRIOR 06] |
5551 [SKELETON WARRIOR 07] |
5552 [SKELETON WARRIOR 08] |
5553 [SKELETON WARRIOR 9] |
5554 [WOLF 01] |
5555 [WOLF 02] |
5556 [WOLF 03] |
5557 [WOLF 04] |
5558 [WOLF 05] |
5559 [WOLF 06] |
5560 [WOLF 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5561 [WOLF 08] |
5562 [WOLF 09] |
5563 [WORG 01] |
5564 [WORG 02] |
5565 [WORG 03] |
5566 [WORG 04] |
5567 [WORG 05] |
5568 [WORG 06] |
5569 [WORG 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5570 [WORG 08] |
5571 [WORG 09] |
5572 [WOLF, DIRE 01] |
5573 [WOLF, DIRE 02] |
5574 [WOLF, DIRE 03] |
5575 [WOLF, DIRE 04] |
5576 [WOLF, DIRE 05] |
5577 [WOLF, DIRE 06] |
5578 [WOLF, DIRE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5579 [WOLF, DIRE 08] |
5580 [WOLF, DIRE 09] |
5581 [WOLF, WINTER 01] |
5582 [WOLF, WINTER 02] |
5583 [WOLF, WINTER 03] |
5584 [WOLF, WINTER 04] |
5585 [WOLF, WINTER 05] |
5586 [WOLF, WINTER 06] |
5587 [WOLF, WINTER 07] |
5588 [WOLF, WINTER 08] |
5589 [WOLF, WINTER 09] |
5590 [WOLF, VAMPIRIC 01] |
5591 [WOLF, VAMPIRIC 02] |
5592 [WOLF, VAMPIRIC 03] |
5593 [WOLF, VAMPIRIC 04] |
5594 [WOLF, VAMPIRIC 05] |
5595 [WOLF, VAMPIRIC 06] |
5596 [WOLF, VAMPIRIC 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5597 [WOLF, VAMPIRIC 08] |
5598 [WOLF, VAMPIRIC 09] |
5599 [WOLF, DREAD 01] |
5600 [WOLF, DREAD 02] |
5601 [WOLF, DREAD 03] |
5602 [WOLF, DREAD 04] |
5603 [WOLF, DREAD 05] |
5604 [WOLF, DREAD 06] |
5605 [WOLF, DREAD 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5606 [WOLF, DREAD 08] |
5607 [WOLF, DREAD 09] |
5608 [ANKHEG 01] |
5609 [ANKHEG 02] |
5610 [ANKHEG 03] |
5611 [ANKHEG 04] |
5612 [ANKHEG 05] |
5613 [ANKHEG 06] |
5614 [ANKHEG 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5615 [ANKHEG 08] |
5616 [ANKHEG 09] |
5617 [BEAR, BLACK 01] |
5618 [BEAR, BLACK 03] |
5619 [BEAR, BLACK 04] |
5620 [BEAR, BLACK 05] |
5621 [BEAR, BLACK 06] |
5622 [BEAR, BLACK 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5623 [BEAR, BLACK 08] |
5624 [BEAR, BLACK 09] |
5625 [BEAR, BROWN 01] |
5626 [BEAR, BROWN 02] |
5627 [BEAR, BROWN 03] |
5628 [BEAR, BROWN 04] |
5629 [BEAR, BROWN 05] |
5630 [BEAR, BROWN 06] |
5631 [BEAR, BROWN 07] NO SOUND EFFECT-----DO NOT USE |
5632 [BEAR, BROWN 08] |
5633 [BEAR, BROWN 09] |
5634 [BEAR, CAVE 01] |
5635 [BEAR, CAVE 02] |
5636 [BEAR, CAVE 03] |
5637 [BEAR, CAVE 04] |
5638 [BEAR, CAVE 05] |
5639 [BEAR, CAVE 06] |
5640 [BEAR, CAVE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5641 [BEAR, CAVE 08] |
5642 [BEAR, CAVE 09] |
5643 [BEAR, POLAR 01] |
5644 [BEAR, POLAR 02] |
5645 [BEAR, POLAR 03] |
5646 [GHOUL 03] |
5647 [BEAR, POLAR 04] |
5648 [BEAR, POLAR 05] |
5649 [BEAR, POLAR 06] |
5650 [BEAR, POLAR 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5651 [BEAR, POLAR 08] |
5652 [GHOUL 04] |
5653 [GHOUL 05] |
5654 [GHOUL 01] |
5655 [GHOUL 06] |
5656 [GHOUL 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5657 [GHOUL 08] |
5658 [GHOUL 09] |
5659 [GHAST 01] |
5660 I don't have much patience for strangers on my property. Do us both a favor and move along... Unless, of course, you have magic for sale. From the looks of you, you couldn't afford the items I have for sale. |
5661 I sincerely hope you have some reason for bothering me. I've already stated that I wish you to leave. |
5662 Rumors talk of a powerful mage that lives out here. If it is you, I would like to speak with you. |
5663 I go where I wish and stay as long as I please. Don't threaten me. |
5664 I apologize for the intrusion, and will leave immediately. |
5665 CLUUUUUUCK! Bwaaaaaa! |
5666 Buc-becaw! HELLLLP-becaw! |
5667 Th-thank ye. *cluck* You have saved *cluck* me. |
5668 Forsooth! Methinks you are no ordinary talking chicken! |
5669 I fear I have taken one too many blows to the head. Next I'll be hearing hamsters speak. |
5670 Aaaaahhh! Unholy magics are afoot! This chicken is possessed! This bird is FOUL! |
5671 If you are quite *cluck* through with the thea-*cluck*-trics, my situation is indeed quite *cluck* grave! |
5672 Thank you. Yes, *cluck*, that was just what I needed in my *cluck* hour of need. You laugh it up while I *cluck* learn to cope with passing eggs. |
5673 I certainly hope you are *cluck* jesting with me. Indeed I am "no ordinary talking chicken," and I am in need of your *cluck* help. |
5674 My apologies, good... um... chicken. What has caused your current accursed state? |
5675 No, I refuse to let this conversation go a step further. If it should get around that I spend my days speaking with livestock, I should be the laughing stock of Baldur's Gate. I am sorry. |
5676 Might I first pose a query? Which came first, and what side of the road did you start on? *snicker* |
5677 *sigh* Methinks I'll go *cluck* find another wolf. Thank ye for your *cluck* "concern." |
5678 Ye again? Come to make more *cluck* light of my predicament? I can *cluck* do without your kind of *cluck* help. |
5679 What now I *cluck* wonder? Have ye *cluck* come to pester jester once again *cluck*, or can I count on some simple charity? |
5680 Just carry on your *cluck* way then! Don't mind me at *cluck* all! I'll just wander about till another "kind" *cluck* wolf offers assistance! *BecaW!* |
5681 Might I first pose a query? Which came first, and what side of the road did you start on? *snicker* |
5682 My apologies, good... um... chicken. What has caused your current accursed state? |
5683 My apologies, good... um... chicken. What has caused your current accursed state? |
5684 No, I refuse to let this conversation go a step further. If it should get around that I spend my days speaking with livestock, I should be the laughing stock of Baldur's Gate. I am sorry. |
5685 No, I refuse to let this conversation go a step further. If it should get around that I spend my days speaking with livestock, I should be the laughing stock of Baldur's Gate. I am sorry. |
5686 My apologies, good... um... chicken. What has caused your current accursed state? |
5687 I fear your situation is no less the joke than it was before. I cannot help thee. |
5688 Thank the *cluck* Mother of All Magic, mayhaps now I might end this *cluck* nightmare. I am Melicamp of Beregost, a *cluck* mage adept in the mystical arts. A... misread... incantation seems to be *cluck* the source of my troubling form. 'Tis been over a month since I *cluck* uttered a polymorph spell, and I simply cannot return to my normal *cluck* form! |
5689 I have a passing knowledge of magery. Can you not dispel this, ahem, foul condition? |
5690 I would but dispel is beyond my... er... rather, I exhausted my *cluck* memorized spells earlier, and now I cannot... access my spellbook. Have you or a member of your party the *cluck* ability to cast such a spell? |
5691 It's most likely a godly retribution for some past offense or indiscretion! I'll not meddle in such affairs! |
5692 Perhaps... but what shall be our reward? 'Twould seem such a spell would be worth much to you, at this particular time especially. |
5693 Of course, we shall have you restored in short order. Do not move until the casting be done. |
5694 It's a spell neither I, nor my comrades can cast at this time. Is there another way I might assist you? |
5695 Is there anyone that might be able to assist you? I fear I have little in the way of magical power myself. |
5696 REWARD?! Forgive me *cluck*, but I seem to have left my purse in my other robe! *sigh* Free me and I shall give you what *cluck* gold I have. 'Tis a meager amount, but 'tis *cluck* yours. |
5697 Then we shall have you restored post haste. Hold still while the casting is done. |
5698 Now that it's determined you have money to give, I confess we do not have that spell available to us. I will aid you as best I can some other way, for the same reward of course. |
5699 Blast it all! Well, there is nothing else I *cluck* can do except my most hated option. There is a tower directly to the west of *cluck* Beregost, about which can be found the mage Thalantyr. I am his apprentice, and I am certain he will *cluck* aid me. |
5700 Then to his abode we shall go. I will escort you. |
5701 For being his apprentice you seem unsure of his willingness to help you. |
5702 It's too far afield for us. You will have to find your own way. |
5703 Oh, 'tis nothing *cluck*... REALLY! Um, often the relationship between *cluck* apprentice and master is... strained. He will help. I am certain. |
5704 Then to his abode we shall go. I will escort you. |
5705 Regardless, it's too far out of our way. You will have to make your own way there. |
5706 It didn't *cluck* work! Bother and Blast, your skill is no better than mi Um, rather, I fear that *cluck* you have not the ability to release my enchantment. My only *cluck* recourse now is to find my master. Would you take me to the *cluck* tower near Beregost? 'Tis there we will find Thalantyr. He might hel Er, should be able to deal with *cluck* this. |
5707 Then to his abode we shall go. I will escort you. |
5708 For being his apprentice you seem unsure of his willingness to help you. |
5709 It's too far afield for us. You will have to find your own way. |
5710 Thank you! It's located just to the west of Beregost. Thalantyr lives in a large manor there. I'll just nestle in your pack until we get there. |
5711 Ho there! I am Bentan, most devout follower of the great, broken Ilmater. I wonder if any of you follow the path of the Crying God? |
5712 Why would we have any reason to follow such a boring and pointless god? |
5713 No, none of us worship Ilmater. |
5714 Yes, a few of us do offer daily prayers to the One Who Endures All. |
5715 Of course! Not one among our party would think of venerating any but the great god Ilmater. |
5716 I will forgive your rudeness, for the lot of you must simply be misled. I wish to explain to you the wonders of Ilmater, so listen closely. |
5717 So none of you venerate Ilmater. Well then, we must rectify this at once. Listen closely while I tell you the wonders that will come once you have converted to Ilmater's faith. |
5718 Some of you worship Ilmater, but not all?! Well, all I can say is that those among you who venerate the Crying God must be lax in your duties. For those among you who have not been enlightened to the true faith, listen closely. |
5719 Why. I am so pleased to have met such a group! I am giddy with joy, I think I will have to administer some self-flagellation just to calm myself down. I would stick around to swap stories, but you know how it is, so many to convert, so little time! |
5720 Now, as you've probably heard, Ilmater is the god of suffering. Most people immediately perceive this as the suffering one must endure themselves, but trust me, the stories you have heard are most likely wild and unrealistic. Suffering in the service of Ilmater does eventually come, but lo! It is the most joyful of sensations, and opens your eyes to wisdom. Once you have suffered in the service of Ilmater, you will have your eyes opened to the evils of the world. Evils such as avarice, greed, lust, perversity, and most especially magic! By magic, I mean not the holy power granted by Ilmater, but rather the wicked powers wielded by sorcerers! |
5721 You're very boring old man, I think we'll be leaving. |
5722 Excuse us, but some of us are sorcerers. |
5723 Keep talking. |
5724 Boring?! You think that Ilmater is boring?! WHY you... you...! I should... I will be leaving now! |
5725 Some of you are sorcerers! By all that's good and holy, you must stop your evil ways. Magic only leads to pain and misery, it is a wicked art I tell you... a wicked art. Though I find it painful to stand in the presence of such vile necromancers, I will continue my sermon. |
5726 Rumors? Bah! There is no mage here that wishes to speak or be spoken of. Unless, of course, if you have magic that you wish to sell. |
5727 All you have to do to become a faithful of Ilmater, is to cast off your worldy possessions. You will wander the world, and suffer in the place of others. You will spread the word as I have spread it to you. Well, what think you? Will you cast off your possessions and become a faithful of Ilmater? |
5728 I have met an unfortunate wizard in the shape of a chicken. I am to take him to see Thalantyr, just to the west of Beregost. |
5729 Sorry old man, but we have better things to do. |
5730 What you speak of is intriguing, but we just don't have the time or inclination. |
5731 Certainly! We'll get rid of everything we own, right NOW! You may consider us faithful to Ilmater! |
5732 You are foolish in your decision; your minds obviously clouded by the numerous vices all of you must engage in. I pity the whole lot of you, goodbye! |
5733 I am sorry that you feel that way. I tried, Ilmater knows I tried! I hope that your young and gullible minds aren't perverted by the evil forces that roam the world. Goodbye. |
5734 I am so joyous! You have made the most important decisions of your lives. I wish I could guide you in your coming journeys, but that is Ilmater's duty. Ilmater bless all of you, goodbye! |
5735 I cannot tarry for idle conversation. As a paladin, I must look after many tasks! If you wish to join me in my tasks, then just say the word. Otherwise, leave me be. |
5737 I don't think that I have anything to say to you! Why don't you leave me be?! |
5738 Then just follow me into the Merchants' League Estate. You may begin the investigation as soon as you get inside. I shall be waiting for any reports of your progress on the second floor. |
5739 I am Aldeth Sashenstar. Along with my partners, Zorl and Irlentree, I run the Merchants' League in Baldur's Gate. I am a very rich man. |
5740 I must thank you for saving my consortium! I will reward all of you greatly for what you have done for me. I hope what I give you now is reward enough. This sword is a family heirloom, and could be useful if you were ever to run into those shapeshifting creatures again. Know that if ever you are in trouble, you can come to my estate. |
5741 I'm sorry, but I have much to do in rebuilding my shattered consortium. Perhaps we will meet again. |
5742 I have captured the supposedly murderous Brage. Now I need but return him to the garrison or the temple in Nashkel. If he is delivered to the garrison he will surely be killed, but I know not what the temple intends. |
5743 I have had to kill the berserking Brage, and I need but return his body to Nashkel for my reward. To the garrison or to the temple, I must decide which. |
5744 I will resist you not at all. Lead me to mine fate. |
5745 My companions and I have an interest in the mines. Tell me what you know. |
5746 The tale of the guard sounds interesting. Please, do tell. |
5747 I have no time for tales. There are far better things to be doing. |
5748 I'm just a thief. Sorry, but I don't have much to tell. |
5749 I'm only a guard. I don't think I have much to tell you. |
5750 I'm only a guard. All I know are the rumors flying about town. |
5751 Hey, friend, all I know is that there's been trouble in the mines, some sort of dog people, I've heard. |
5752 Would you consent to another tale? I also have an interest in the story of the captain of the guard. |
5753 I'm just yer average guard. I don't wanna run into those dog people who've been killin' everyone. |
5754 I have heard as much from common rumors about the street outside. Your tale is but a long-winded version. |
5755 An interesting story, to be sure. Well met, Volo, and good luck on your journeys. |
5756 I have heard as much from common rumors about the street outside. Your tale is but a long-winded version. |
5757 An interesting story, to be sure. Well met Volo, and good luck on your journeys. |
5758 I am Ardenor Crush, leader of the Chill. While most of my men think that we serve the Zhentarim, we are in fact paid by the Iron Throne. My bandits are to disrupt all iron flowing through this region. |
5759 And you as well. I am quite certain our paths will cross again. |
5760 Would you consent to another tale? I also have an interest in the mines. |
5761 I'm busy right now. Don't bother me. |
5762 The story about the captain of the guard sounds compelling. Might I hear it? |
5763 If you would relate what troubles have been plaguing the mines, I would appreciate it. |
5764 I'm a member of the Blacktalons. All I know is that we've been hired by the Zhentarim to attack the iron shipments coming along the Coast Way road. |
5765 I have not time for your fanciful stories. Leave me be. |
5766 The word is that all across the expansive Sword Coast, from the Cloud Peaks to Baldur's Gate, an ore shortage is severely crippling local trade. Banditsâ€â€purportedly both human AND demihumanâ€â€raid caravans, whilst ore reaching its destination becomes brittle and useless following smelting, strangely afflicted by an odd, iron-weakening plague. As though this were not cause for alarm in itself, production at the mines outside of Nashkel has fallen, with the substantially lower yields being blamed on nervous workers. Mysterious disappearances of several miners have set the whole area on edge, where something must shift the balance to one side or the other. |
5767 I hear that Commander Brage, of the Amnian guard, has been missing for some weeks now, following a strange alteration in his behavior. Where once he was a well-thought-of family man, he has turned to senseless mayhem, effecting a rampage the likes of which I have never heard. His fellow soldiers noted nothing out of sorts that could trigger such a transformation, but one notable item seems relevant. If not for the iron shortage it would have gone unnoticed but, prior to his mad rage, the commander procured a new sword. The importance of this information, I have no way of verifying. |
5768 I have heard as much from common rumors about the street outside. Your tale is but a long-winded version. |
5769 I have heard as much from common rumors about the street outside. Your tale is but a long-winded version. |
5770 An interesting story, to be sure. Well met, Volo, and good luck on your journeys. |
5771 Would you consent to another tale? I also have an interest in the mines. |
5772 I'm a captain in the mercenary group known as the Blacktalons. We we're hired to disrupt all the iron shipments along the Coast Way. We've been told that it's been the Zhentarim who've been paying us to do this, but I have my suspicions that it might be someone else. |
5773 Would you consent to another tale? I also have an interest in the story of the captain of the guard. |
5774 An interesting story, to be sure. Well met, Volo, and good luck on your journeys. |
5775 Rumor from Volo: The word is that all across the expansive Sword Coast, from the Cloud Peaks to Baldur's Gate, an ore shortage is severely crippling local trade. Banditsâ€â€purportedly both human AND demihumanâ€â€raid caravans, whilst ore reaching its destination becomes brittle and useless following smelting, strangely afflicted by an odd, iron-weakening plague. As though this were not cause for alarm in itself, production at the mines outside of Nashkel has fallen, with the substantially lower yields being blamed on nervous workers. Mysterious disappearances of several miners have set the whole area on edge, where something must shift the balance to one side or the other. |
5776 Rumor from Volo: I hear that Commander Brage, of the Amnian guard, has been missing for some weeks now, following a strange alteration in his behavior. Where once he was a well-thought-of family man, he turned to senseless mayhem, effecting a rampage the likes of which I have never heard. His fellow soldiers noted nothing out of sorts that could trigger such a transformation, but one notable item seems relevant. If not for the iron shortage it would have gone unnoticed but, prior to his mad rage, the commander procured a new sword. The importance of this information, I have no way of verifying. |
5777 What?! That cheap... Actually, I've never met the man before today. If he left his bill unpaid it's his doing, not mine. |
5778 What should I know, I'm just a merchant trying to make some money. What I do know is that these roads are too dangerous to travel on anymore. Here, take whatever you need. |
5779 I'm not paying his bar bill and that is final! I'm sorry he stiffed you, but better you than me. |
5780 I'm sure there was just some misunderstanding. I'll cover his tab. |
5781 What?! That cheap... Actually, I've never met the man before today. If he left his bill unpaid it's his doing, not mine. |
5782 You have no idea how many people come through here claimin' never to have seen one another before. So be it, but keep yer dist from me and mine. |
5783 I am Cattack, member of Chill. Chill been ordered to attack all fat humans carrying iron. We do that, we like cause it's fun. We come from bandit base to east. |
5787 I'm Raiken, and I'm the commander of one of the Blacktalon bands. Our job is to raid all of the iron caravans on route along the Coast Way. Our camp is located north of here. |
5789 I am Taurgosz Khosann, and I have killed ten men with a single stroke of my hammer. Though many of my men think we work for Zhentarim, that is just told to them in case they are captured. In reality we are paid through Tazok by the Iron Throne. They want us to disrupt all iron shipments coming into the region. |
5790 Don't bother me, little men. |
5791 Me name's Teven. I've served the Blacktalons fer about three years now. I've been given orders to disrupt the flow of iron through this region. That's all I really know. |
5792 My name's Dunkin, and I like to drink and stuff. |
5793 My friends call me Marl. My son died trying to be a heroic adventurer. I like to come here and drink lots. That's about it. |
5794 Get out of my face, lest I smash it. |
5795 Just be smart and listen to the man, okay? |
5797 My name is heh, heh... Bassilus. I worship the glorious Cyric. I used to live in Zhentil Keep with my family, but then... The giants came, and everyone died. I... I ran away and... everyone died. But now they're back. I brought them all BACK! I'll help you too! Hold still! |
5798 I thinks I got some sort a stomach flu, but that's all I know. |
5799 I am sorry, but I don't have time to stop and chat, I still have to spread the faith. |
5800 I am but a simple priest. All I wish to do in my life is convert as many as possible to the faith of Ilmater. |
5801 Emerson has given me a day to conduct a search of the Nashkel mines. I doubt he would turn the guards on me though. There are apparently more dangerous things to worry about down there. |
5802 Emerson has allowed me to search the Nashkel mines. He does not know what lies below though. |
5803 Uh... Yes... fool, Tazok is... is most displeased with thee! Reveal your treachery and mayhaps he will spare you! |
5804 No one sent us, but thy head is in no less danger! Reveal thy treachery, and mayhaps we will be merciful! |
5805 As well you should! Tell us what has been happening here, and you may yet leave alive! |
5806 You die here today, foul beast! |
5807 Something is killing men in the mines. The Amnian guards are unable to stop it. |
5808 People are afraid of the mines, but they are not sure what is there. |
5809 Items forged of iron become brittle and weak. No one is sure why. |
5810 The guards in Nashkel have been unable to locate their mad Captain Brage. |
5811 An Ogre may be in the Nashkel area. At least one person is missing. |
5812 A Nashkel sculptor has apparently absconded with a large amount of an investor's money. I shall keep a lookout, and perhaps there will be a reward for his retrieval. |
5813 The captain of the guard in Nashkel has apparently commited a number of violent murders. It's as though his whole personality has changed. |
5814 The iron shortage and sabotage is affecting all levels of commerce. Prices are higher, availability is lower. People are tense. |
5815 There is a festival east of Nashkel. Many people are gathering there. |
5816 The bartender spoke of ogres and madmen to the west of Nashkel. |
5817 Brage, the captain of the guard in Nashkel, apparently changed greatly since acquiring his new sword. |
5818 There is a large reward for the head of Brage! His former comrades seem unwilling to try to collect however. |
5819 A large force of men from Nashkel went to reclaim Brage. None have returned in a week since. |
5820 Brage was popular and well liked. His recent behavior is obviously puzzling. |
5821 Some believe Brage to be under an evil enchantment. It's certainly possible. |
5822 The soldiers are rapidly wearing out their old weapons, and cannot re-equip because of the scarcity and price of iron forged tools and weapons. |
5823 The problem in the Nashkel mines goes unchecked, as guards are needed to combat a rash of banditry in the north. |
5824 Rewards and Bounties are collectable with Oublek, just outside of the garrison in Nashkel. |
5825 Even if Captain Brage were to be captured alive, he would most assuredly be put to death for his crimes. |
5826 A Nashkel sculptor by the name of Prism is the talk of the town. Intensely driven they say. He has not been seen for nigh unto a month. |
5827 A trip to Evereska has changed young Prism somehow. |
5828 Prism is extremely prolific, as though he carves at unnatural speeds. |
5829 Quayle has joined my party. He appears to be quite the little weasel, but he could prove useful. |
5830 I have met a man named Quayle near Baldur's Gate who requested he be allowed to join my party. It was the bum's rush I gave him, as he seemed a touch too smarmy for my liking. |
5831 An old man was begging for help on his farm north of the Friendly Arm. Something about his son disappearing. 'Twas not worth my time. |
5832 I was north of the Friendly Arm when a farmer named Brun asked me to help find his son Nathan. He is worried that bandits may have waylaid the boy. I shall start looking to the west of their farm, as Brun said he saw some strange tracks in that direction. |
5833 A man named Wilton gave me a reward for helping that old farmer, Brun. What goes around, comes around I guess. |
5834 Taerom "Thunderhammer" has offered to buy the ankheg shell I found for 500 gold! I have but a tenday to make up my mind. Beyond that the shell will spoil. |
5835 A Small Fortune! Today I sold that ankheg shell I found for 500 gold! It's a fortune! |
5836 Taerom "Thunderhammer" has offered to make plate of my ankheg shell. It will cost 4,000 gold to make, and he mentioned that he heard there was a reward for 5,000 gold on the head of a criminal named Bassilus. |
5837 Taerom is making a suit of plate out of my ankheg shell. It will be ready within three days. |
5838 [GHAST 03] |
5839 [GHAST 04] |
5840 [GHAST 05] |
5841 [GHAST 06] |
5842 [GHAST 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5843 [GHAST 08] |
5844 [GHAST 09] |
5845 [REVENANT 01] |
5846 [REVENANT 05] |
5847 [REVENANT 09] |
5848 [REVENANT 06] |
5849 [REVENANT 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5850 [REVENANT 08] |
5851 [OGRE 02] |
5852 [OGRE 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5853 [OGRE 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5854 [OGRE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5855 [OGRE 08] |
5856 [OGRE 09] |
5857 [OGRE MAGE 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5858 [OGRE MAGE 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5859 [OGRE MAGE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5860 [OGRE MAGE 08] |
5861 [OGRE MAGE 09] |
5862 [HALF OGRE 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5863 [HALF OGRE 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5864 [HALF OGRE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5865 [HALF OGRE 08] |
5866 [HALF OGRE 09] |
5867 [OGRILLON 05] |
5868 [OGRILLON 06] |
5869 [OGRILLON 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5870 [OGRILLON 08] |
5871 [OGRILLON 09] |
5872 [CARRION CRAWLER 01] |
5873 [CARRION CRAWLER 02] |
5874 [CARRION CRAWLER 03] |
5875 [CARRION CRAWLER 04] |
5876 [CARRION CRAWLER 05] |
5877 [CARRION CRAWLER 06] |
5878 [CARRION CRAWLER 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5879 [CARRION CRAWLER 08] |
5880 [CARRION CRAWLER 09] |
5881 [DOPPELGANGER 05] |
5882 [DOPPELGANGER 06] DOES NOT EXISTâ€â€Ã¢â‚¬â€DO NOT USE |
5883 [DOPPELGANGER 07] DOES NOT EXIST---DO NOT USE |
5884 [DOPPELGANGER 08] |
5885 [DOPPELGANGER 09] |
5886 [GREATER DOPPELGANGER 04] |
5887 [GREATER DOPPELGANGER 05] NO SOUND EFFECT-----DO NOT USE |
5888 [GREATER DOPPELGANGER 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5889 [GREATER DOPPELGANGER 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5890 [GREATER DOPPELGANGER 08] |
5891 [GREATER DOPPELGANGER 09] |
5892 [SPIDER, GIANT 01] |
5893 [SPIDER, GIANT 02] |
5894 [SPIDER, GIANT 03] |
5895 [SPIDER, GIANT 04] |
5896 [SPIDER, GIANT 05] |
5897 [SPIDER, GIANT 06] |
5898 [SPIDER, GIANT 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5899 [SPIDER, GIANT 08] |
5900 [SPIDER, GIANT 09] |
5901 [SPIDER, HUGE 01] |
5902 [SPIDER, HUGE 02] |
5903 [SPIDER, HUGE 03] |
5904 [SPIDER, HUGE 04] |
5905 [SPIDER, HUGE 05] |
5906 [SPIDER, HUGE 06] |
5907 [SPIDER, HUGE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5908 [SPIDER, HUGE 08] |
5909 [SPIDER, HUGE 09] |
5910 [SPIDER, PHASE 01] |
5911 [SPIDER, PHASE 02] |
5912 [SPIDER, PHASE 03] |
5913 [SPIDER, PHASE 04] |
5914 [SPIDER, PHASE 05] |
5915 [SPIDER, PHASE 06] |
5916 [SPIDER, PHASE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5917 [SPIDER, PHASE 08] |
5918 [SPIDER, PHASE 09] |
5919 [SPIDER, SWORD 01] |
5920 [SPIDER, SWORD 02] |
5921 [SPIDER, SWORD 03] |
5922 [SPIDER, SWORD 04] |
5923 [SPIDER, SWORD 05] |
5924 [SPIDER, SWORD 06] |
5925 [SPIDER, SWORD 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5926 [SPIDER, SWORD 08] |
5927 [SPIDER, SWORD 09] |
5928 [SPIDER, WRAITH 01] |
5929 [SPIDER, WRAITH 03] |
5930 [SPIDER, WRAITH 04] |
5931 [SPIDER, WRAITH 05] |
5932 [SPIDER, WRAITH 06] |
5933 [SPIDER, WRAITH 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5934 [SPIDER, WRAITH 08] |
5935 [SPIDER, WRAITH 09] |
5936 [ETTERCAP 01] |
5937 [ETTERCAP 02] |
5938 [ETTERCAP 03] |
5939 [ETTERCAP 04] |
5940 [ETTERCAP 05] |
5941 [ETTERCAP 06] |
5942 [ETTERCAP 07] |
5943 [ETTERCAP 08] |
5944 [ETTERCAP 09] |
5945 [OLIVE SLIME 01] |
5946 [OLIVE SLIME 02] |
5947 [OLIVE SLIME 03] |
5948 [OLIVE SLIME 04] |
5949 [OLIVE SLIME 05] |
5950 [OLIVE SLIME 06] |
5951 [OLIVE SLIME 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5952 [OLIVE SLIME 08] |
5953 [OLIVE SLIME 09] |
5954 [MUSTARD JELLY 01] |
5955 [MUSTARD JELLY 02] |
5956 [MUSTARD JELLY 03] |
5957 [MUSTARD JELLY 04] |
5958 [MUSTARD JELLY 05] |
5959 [MUSTARD JELLY 06] |
5960 I am Brage. I would tell you much, but my mind is scattered. No thoughts stay still long enough for me to grasp them. |
5961 [MUSTARD JELLY 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5962 [MUSTARD JELLY 08] |
5963 [OCHRE JELLY 01] |
5964 [MUSTARD JELLY 09] |
5965 [OCHRE JELLY 02] |
5966 [OCHRE JELLY 03] |
5967 [OCHRE JELLY 04] |
5968 [OCHRE JELLY 05] |
5969 [OCHRE JELLY 06] |
5970 [OCHRE JELLY 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5971 [OCHRE JELLY 08] |
5972 [OCHRE JELLY 09] |
5973 [GRAY OOZE 01] |
5974 [GRAY OOZE 02] |
5975 [GRAY OOZE 03] |
5976 [GRAY OOZE 04] |
5977 [GRAY OOZE 05] |
5978 [GRAY OOZE 06] |
5979 [GRAY OOZE 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5980 [GRAY OOZE 08] |
5981 [GRAY OOZE 09] |
5982 [GREEN SLIME 01] |
5983 [GREEN SLIME 02] |
5984 [GREEN SLIME 03] |
5985 [GREEN SLIME 04] |
5986 [GREEN SLIME 05] |
5987 [GREEN SLIME 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5988 [GREEN SLIME 07] |
5989 [GREEN SLIME 08] |
5990 [GREEN SLIME 09] |
5991 [BASILISK 01] |
5992 [BASILISK 02] |
5993 [BASILISK 03] |
5994 [BASILISK 04] |
5995 [BASILISK 05] |
5996 [BASILISK 06] |
5997 [BASILISK 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
5998 [BASILISK 08] |
5999 [BASILISK 09] |
6000 [BASILISK, GREATER 01] |
6001 [BASILISK, GREATER 02] |
6002 [BASILISK, GREATER 03] |
6003 [BASILISK, GREATER 04] |
6004 [BASILISK, GREATER 05] |
6005 [BASILISK, GREATER 06] |
6006 [BASILISK, GREATER 07] |
6007 [BASILISK, GREATER 08] |
6008 [BASILISK, GREATER 09] |
6009 [WYVERN 01] |
6010 [WYVERN 08] |
6011 [WYVERN 02] |
6012 [WYVERN 03] |
6013 [WYVERN 04] |
6014 [WYVERN 05] |
6015 [WYVERN 06] |
6016 [WYVERN 07] |
6017 [WYVERN 09] |
6018 [SIRINE 03] |
6019 [SIRINE 04] |
6020 [SIRINE 05] |
6021 [DRYAD 08] |
6022 [SIRINE 06] |
6023 [SIRINE 08] |
6024 [SIRINE 09] |
6025 [DRYAD 09] |
6026 [NYMPH 01] |
6027 [NYMPH 05] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
6028 [NYMPH 06] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
6029 [NYMPH 08] |
6030 [NYMPH 07] NO SOUND EFFECTâ€â€Ã¢â‚¬â€DO NOT USE |
6031 [NYMPH 09] |
6032 [NEREID 05] |
6033 [NEREID 06] |
6034 [NEREID 07] |
6035 [NEREID 08] |
6036 [NEREID 09] |
6037 [TYPICAL ANIMAL NOISES 1] |
6038 [TYPICAL ANIMAL NOISES 2] |
6039 [TYPICAL ANIMAL NOISES 3] |
6040 [TYPICAL ANIMAL NOISES 4] |
6041 [TYPICAL ANIMAL NOISES 5] |
6042 [TYPICAL ANIMAL NOISES 6] |
6043 [TYPICAL ANIMAL NOISES 7] |
6044 [TYPICAL ANIMAL NOISES 8] |
6045 [TYPICAL ANIMAL NOISES 9] |
6046 [TYPICAL ANIMAL NOISES 10] |
6047 [TYPICAL ANIMAL NOISES 11] |
6048 [TYPICAL ANIMAL NOISES 12] |
6049 [TYPICAL ANIMAL NOISES 13] |
6050 [TYPICAL ANIMAL NOISES 14] |
6051 [TYPICAL ANIMAL NOISES 15] |
6052 [TYPICAL ANIMAL NOISES 16] |
6053 [TYPICAL ANIMAL NOISES 17] |
6054 [TYPICAL ANIMAL NOISES 18] |
6055 [TYPICAL ANIMAL NOISES 19] |
6056 [TYPICAL ANIMAL NOISES 20] |
6057 [TYPICAL ANIMAL NOISES 21] |
6058 [TYPICAL ANIMAL NOISES 22] |
6059 [TYPICAL ANIMAL NOISES 23] |
6060 [TYPICAL ANIMAL NOISES 24] |
6061 [THE WARRIOR 5] |
6062 I am commander of the Merchants' League Estate household guard. I have noticed that my employers, Irlentree and Zorl, have been acting very strangely recently. |
6063 [THE MESSENGER 4] |
6064 [THE POISONED MAN 4] |
6065 It is good to see you all again. I'm very busy at the moment, so perhaps we can talk later. |
6066 Perhaps you have changed your mind, and now need my skills? |
6067 I have not much to tell you. I was in the employ of an adventuring group that dared to attack unarmed merchants. I battled them bravely, but a dog named Tranzig entrapped me in stone. I shall see his head leave his body if it is the last thing I do! |
6068 All I know is that Yago has cursed my child, and she'll die without any help! I know that there has been a lot of talk around the city about the Iron Throne. |
6069 I must thank you again for the service you have done. |
6070 I'm one of the western divisional leaders of the Iron Throne. We are here at Candlekeep negotiating with the Knights of the Shield. We have been creating a misinformation campaign to blame the Zhentarim for all the troubles in the region. We are trying to create tensions between the governments of Baldur's Gate and Amn. With iron being the most important resource in a war, the Baldurian government will have to go to us in order to get any. We have disrupted all iron trade through the region using the Blacktalon mercenaries and the Chill. The only known iron mine in the region is at Nashkel, and we have effectively crippled that mine. We have our own mine operating in Cloakwood. When the Baldurian government comes to us for iron, we will be able to make exorbitant trading demands, and thus become the preeminent trading power in this region. |
6071 I'm one of the western divisional leaders of the Iron Throne. We are here at Candlekeep negotiating with the Knights of the Shield. We have been creating a misinformation campaign to blame the Zhentarim for all the troubles in the region. We are trying to create tensions between the governments of Baldur's Gate and Amn. With iron being the most important resource in a war, the Baldurian government will have to go to us in order to get any. We have disrupted all iron trade through the region using the Blacktalon mercenaries and the Chill. The only known iron mine in the region is at Nashkel, and we have effectively crippled that mine. We have our own mine operating in Cloakwood. When the Baldurian government comes to us for iron, we will be able to make exorbitant trading demands, and thus become the preeminent trading power in this region. |
6072 I'm one of the western divisional leaders of the Iron Throne. The others are at Candlekeep negotiating with the Knights of the Shield. We have been creating a misinformation campaign to blame the Zhentarim for all the troubles in the region. We are trying to create tensions between the governments of Baldur's Gate and Amn. With iron being the most important resource in a war, the Baldurian government will have to go to us in order to get any. We have disrupted all iron trade through the region using the Blacktalon mercenaries and the Chill. The only known iron mine in the region is at Nashkel, and we have effectively crippled that mine. We have our own mine operating in Cloakwood. When the Baldurian government comes to us for iron, we will be able to make exorbitant trading demands, and thus become the preeminent trading power in this region. |
6073 Discipliner |
6074 Git lost, we don't wanna talk to you. |
6075 Send those spiders to their deaths, there aren't any arachnophobes here. |
6076 Please let us live! We've done nothing to you. |
6077 Hey, wait! We've come here... to... to benefit from your divine wisdom. Let us speak. |
6078 Shut up and die! |
6079 You've come here to learn from my infinite wissssdom. Sssspeak quickly! |
6080 We want to know why you're so fat? |
6081 How have you come to dwell here, in this dreary abode? |
6082 What's your name? |
6083 Could you tell us about the Iron Throne? |
6084 Your humor doesn't amuse me. Die! |
6085 I know nothing of this "Iron Throne." You sshall now all die! |
6086 My name isss... isss... Centeol, yesss, that is my name. |
6087 So why are you so fat? Not to pry or anything... |
6088 Do you know anything about the Iron Throne? |
6089 How is it that you came to live in this place? |
6090 I am cursssed. The archmage, Jon Irenicus, cursed me for indignities done to him and his wife by me. I loved Jon, but now I hate him, as I hate you and everything. Spiderssss... kill them all. |
6091 I have little room for you, and less time to protect you. This work is dangerous and I cannot have a liability along. What good will you be to me? |
6092 I fear my task is depressing enough without your company. I'd rather proceed without you. |
6093 It does not seem wise for me to lead you into danger when I am meant to protect. I understand your wish to help, but I think it is best that you stay here. |
6094 Liability?! I shall be a danger to no one but myself! You lose nothing with my presence. Indeed, I can be of some use to you. The Abbot never approved, but many tomes in the keep hold magical knowledge for those who look. I have studied much in secret, and wager I am as good a mage as any of you could be. I will be NO liability. |
6095 If you can hold your own in a battle, you are more than welcome. We will find your comrades together. |
6096 Studied or not, I've no need of you. I will continue without you. |
6097 No. Even though you are eager, I cannot endanger a single person more than I have to. I am sorry. |
6098 How you can refuse help is beyond me! It is a mystery how you can claim to be doing all you can, when you do not even exploit all your assets. Luck be with you, for all our sakes. |
6099 I... understand. Please then, at least take this. It will help in your trials ahead. I shall be in great trouble when 'tis found missing, but your success is crucial. |
6100 Thank thee! You shall not be disappointed! |
6101 That body... It looks like... No. NO! |
6102 Diviner |
6103 It's a note for me here, proclaiming his love with his dying words. All that could have been... Well, *sniff* there is little I can do here. Onward. We must put an end toâ€â€to all of this. |
6104 You guys are those heroes! I wanna be just like you when I grow up. |
6105 I'm just a kid. I like cookies, and I like toys, and I like lots a things, but I don't think you care about that, do you? |
6106 I can tell you of my curse, for that is all I remember anymore. I used to be beautiful and powerful. An exotic sorceress, with many powers at my command and suitors at my door. But I only had eyes for one man, Jon Irenicus. He was a great and powerful wizard, the only man worthy of my affections, or so I thought. Though I lusted for Jon, he cared little for me, for he had another to whom he was married, Lady Tanova. So I plotted and schemed, and finally came up with a plan to rid the world of Tanova. When the deed was done and Tanova lay dead, I was exultant, but not for long. Jon went mad with fury, and using his powerful magics, divined the identity of his wife's murderer. He arrived at my tower, and I allowed him entry, desirous to finally consummate our love. Jon disabled me with his spells, then he cursed me to this body and set spiders to feed me and keep me alive. So you see, if you were my friend, you would kill me. |
6107 You have defeated my ssspidersss, there is nothing I can do. Kill me! Kill me! |
6108 I've led a rather cloistered life, so I know little of the outside world. I wish I could tell you more friend, but my knowledge is limited to my studies. |
6109 Have you not bothered me enough? Leave me be, and get out of my home. |
6110 I'm your best friend! It's a strange feeling being friends with such as you; after all, you're far beneath me in intellect and possess very few good mannerisms. I doubt I can tell you much that you would find useful; most of my work is far beyond your limited perceptions. I'm sorry that I could not be more useful as a friend. |
6111 So close was I to tapping her resources, but she proved brittle and as a result was of no further use; so now I must look for another. Maybe... no. I have no time to waste with you right now, so could you kindly be on your way? |
6112 What knowledge would you like from me? I could tell you about the beautiful forests of Tethyr, or the many gorgeous damsels that have fallen for my charms. I have studied up on the wyverns that prey upon the area. They have wicked barbs upon their tales, which they use to poison their victims. They are cruel beasts that enjoy inflicting suffering upon their prey. I really have not much more to say. |
6113 Can't stick around to talk, I have some wyverns to kill. |
6114 I am Dabron Sashenstar, brother of Aldeth Sashenstar. I've been away from Baldur's Gate for many years, as I am an explorer. I am a little unnerved at how powerful this "Iron Throne" has become within our city. I assume they will try to move in on the business my brother runs, the Merchants' League. |
6115 [NARRATOR]Gather your party before venturing forth. |
6116 As I have told you, I am the mighty magician Davaeorn! I serve Rieltar of the Iron Throne. It is my duty to keep this mine running at peak efficiency. This mine used to be in the possession of a clan of dwarves. They mined into the side of river, and most of the dwarves died in the ensuing flood. The Iron Throne has moved in and plugged the river with a magical seal. If anyone were to use the key I keep in my bedroom chest, they could open the seal and flood the mines. That would be a very bad disaster for the Iron Throne. Indeed, yes it would. |
6117 Illegal eh? What's in it for me to take such a risk? |
6118 I'll have none of this, sir! Be thankful I don't turn you over to the guard! |
6119 I'm listening, though my ears don't hear so good lately. Perhaps I should test them with the rattle o' coins. |
6120 What's the score my little friend? |
6121 I don't really have much more to say to you. |
6122 I am an agent of the Harpers. I was sent to the city of Baldur's Gate to find out what has been happening to you, <CHARNAME>. We know that you have something to do with Alaundo's prophecies on the death of Bhaal. Some of the Harpers feel that you are one of the spawn of Bhaal, which is one of the reasons why I'm down here. I don't think I have any other information for you, my friend. |
6123 Our grove is sacred, and we wish it to remain private. Please exit this place before we must force you to leave. |
6124 I am a druid of the Cloakwood forest. My superior is the druid Seniyad. All I can tell you is that there is a human fort that was recently constructed in the northeastern section of the forest. |
6125 I am a druid of the Cloakwood forest. My superior is the druid Seniyad. All I can tell you is that there is a human fort that was recently constructed in the northeastern section of the forest. |
6126 Heh, heh, I'm drunk. What elsh did you expect to learn of me; that I was some hoity-toity adventuring prince of kings in another life, and that I'm just slumming until my people rise up and wish me back? Shoot, isn't everyone? |
6127 What are you still doing here? You have much to do, hurry! |
6128 I'm back! I hope you all missed me dearly. |
6129 Well, as your best friend I can tell you a few things. There's been some economic troubles in Baldur's Gate. There's been a lack of iron, and with the tensions between Amn and Baldur's Gate, this has been causing some concern. A mercantile organization called the Iron Throne has been making some headway within the economic circles of Baldur's Gate. |
6130 Please don't bother me, unless of course, you've changed your mind about my proposal and desire my companionship. We can discuss it over some Alurlyath wine. |
6131 Ajantis |
6132 Viconia |
6133 I hope yer mine explorin' goes well. |
6134 You've done real well. I wish ya the best luck on yer coming journeys. |
6135 Being a good friend of yours and all, I can tell you this: There's a bunch a mean dog-like creatures killin' me men in the mine. Ya gotta stop 'em! |
6136 I am Entar Silvershield, one of the Grand Dukes of Baldur's Gate! I can tell you many things, friend. Perhaps you'd care to hear about the Iron Throne. They're a new mercantile organization that have set up in Baldur's Gate. Most of us are rather concerned over some of the Iron Throne's actions, but they have promised to supply us with iron, a resource that has been very rare of late. We are suspicious of Amn, our neighbor to the south. We think that Amn has allied with the Zhentarim in an attempt to annex our glorious city. However, Scar feels that the evidence against Amn was too easy to come by, almost as if someone were trying to frame Amn to cause friction between our two nations. Since you are my best friend, I should tell you I have a very beautiful daughter. Her name is Skie, and she is now of marriageable age. |
6137 Hmm. A bold statement were I an orc or a hobgoblin. I am, however, not someone it would be wise for you to attack. I should let this threat go no further if I were you. Be a good little adventurer and leave me be. |
6138 Have you changed your minds about combating the evil of the Iron Throne? Join me, and together we can end the defiling of the Cloakwood. |
6139 I am Faldorn, a member of the Shadow Druids. The Shadow Druids are a sect of druids that believes in the destruction of civilization. I have come to this region of the world to sow disorder among those druid sects that are too weak to share our vision. |
6140 I'm just a simple farmer, I don't know much. |
6141 I heard the mines are operating again. |
6142 I don't know much, 'cept how lonely it is without a woman. I've lived twenty-three years on this farm all alone, ever since my Lisa died. *sniff* |
6143 I'm just a simple farmer, I don't know much. |
6144 Sorry, I have to get a move on. My wife's probably missing me already. |
6145 I'm just a simple farmer, I don't know much. |
6146 I'm just a simple farmer, I don't know much. |
6147 I'm just a simple farmer, I don't know much. |
6148 Only stuff I know about is cooking, baking, and how ta run a kitchen. |
6149 I really like all of ya. We should have a little private shag party, right here in me kitchen. |
6150 Here, wittle doggie. Aww, why won't you come home? |
6151 As well you should. Goodbye. |
6152 I have nothing more to say to you. Leave me. |
6153 Fool! What kind of simpleton attacks a foe he does not know! Bah! I will not waste my time on you! |
6154 Well, it's rather amusing actually. You see, I happened to rescue this... um... talking chicken... |
6155 Chickens do not talk, so quite obviously it is a polymorphed being of some kind. Spells such as that wear off in time or can be dispelled. 'Tis a simple matter and one not worth the waste of my day. Keep moving. |
6156 I am quite aware of the mute status of chickens, thank you very much! Yes, this is a transformed man, but it is also a man who claims to be your apprentice. That is why I brought him here. |
6157 There is no call to be so rude. Why are you so reluctant to deal with me? |
6158 I have no desire to extend any dealings with the likes of you. I simply wish people would respect my wish for privacy. |
6159 I sympathize, but this is a special case. I would not have bothered you, save that this afflicted fowl claims to be an apprentice of yours. |
6160 Apprentice?! I have had no apprentice! I teach no one about what I... wait... Melicamp? MELICAMP, is that you?! |
6161 If that is what you wish, though a little interaction might do you some good. It is rumored you gave up the company of adventurers, but I would hazard a bet that you would enjoy a dungeon romp every now and then. |
6162 Spare me your sanctimonious tone, old mage. I have brought this man here and now will leave you be. |
6163 I would just as soon have done with both of you, but I will settle for just the one leaving. I will do the minimum that I can for this unfortunate fowl. |
6164 You know nothing of me! Best that you pray, to whatever deity turns your crank, that you NEVER face what I have seen. Bah! The inexperience and STUPIDITY of youth. I care not if you go out and get yourself killed, for it's not the least favorable end you could face! If you have business here I suggest you get to it! Otherwise, begone! |
6165 Then I shall respect your wish. Might I leave this unfortunate creature here with you? I am unable to help, but mayhaps you can? |
6166 Um, sorry for bringing up bad memories. Your experience does not change mine though, and however serious and depressing the past may be, we are still currently left with this talking chicken. Care to parley with the poulet, or should I just give you the bird? |
6167 My sincerest apologies for presuming to know your situation. I shall leave quickly, though I wish to leave this feathered fellow with you. I lack the means to free him myself. |
6168 Um, sorry for bringing up bad memories. Your experience does not change mine though, and however serious and depressing the past may be, we are still currently left with this talking chicken. Care to parley with the poulet, or should I just give you the bird? |
6169 No need to bite my head off for your past weaknesses. I am quite well aware of the dangers, and I keep them a blade's length away. Had you been more competent in your youth, perhaps you would not be the scared little man you are today. |
6170 May you live to be as scared as I am, instead of as naive as you are. Begone, and I shall do what is necessary for this feathered fool. |
6171 HAhaha! *snicker* Um, yes, well... I suppose we should deal with the situation at hand. Now then my good chicken, *snicker* what seems to be the problem? |
6172 You are too much a lout to carry such puerile behavior. I am neither amused, nor impressed. Leave me the bird and I will do what I can. That said, I wish you to leave immediately. |
6173 Um, sorry for bringing up bad memories. Your experience does not change mine though, and however serious and depressing the past may be, we are still currently left with this talking chicken. Care to parley with the poulet, or should I just give you the bird? |
6174 While mildly amusing, you lack the charm to cover the fact that this person is quite likely experiencing some severe emotional distress. I suggest that you stop making fun of him and tell me exactly why you brought him here. |
6175 I have specifically brought him here because he claimed to be an apprentice of yours. It seemed likely that you would help. |
6176 If you will help him, then I'll be on my way. I only wished to see him to safety. |
6177 I have specifically brought him here because he claimed to be an apprentice of yours. It seemed likely that you would help. |
6178 If you will help him, then I'll be on my way. I only wished to see him to safety. |
6179 Yes, Master Thalantyr, it is *cluck* I. |
6180 I am no "master" to you, and you are no "apprentice"! What gall you have to expect help from me! |
6181 I see you two are well acquainted. I shall leave you to it, then. Fare you well. |
6182 He is not your student? But you do know of him, do you not? |
6183 A student wishes to LEARN, while this fool wishes only to have knowledge. I will tutor no one who does not understand the ramifications of what I have to teach! Not getting the quick gratification he wished, he instead chose to steal from me! |
6184 You speak of so much, but show so little! I only wished to *cluck* learn a fraction of the power you possess! |
6185 It has taken me some fifty-odd years of life to gain the power I wield, and the will not to use it. You are but a baby in comparison. Frankly, I'm surprised you changed into such an OLD chicken! How DID you manage that, by the by? You were muddling the simplest cantrip when last I observed you. |
6186 I have progressed much since then... and I *cluck* "borrowed" a few items to speed the process. |
6187 As I thought. Well, it's obvious you can steal my tools, but not my understanding of them. Hold still while I dispel this foolish facade. Can't very well get my property back while it's polymorphed into y Wait a moment. I did not possess any items that allow the casting of that enchantment. Wait. Oh, dear. Melicamp, listen very carefully. What did you take? |
6188 Nothing too valuable, I swear! Just some *cluck* components, a few scrolls, a beat-up pair of bracers, a blank spellbook, some parchment... |
6189 Greywolf |
6190 I'm just a simple woman, I don't think there is anything interesting I could tell you. |
6191 Everything is so hopeless... |
6192 I'm just an ignorant woman. I don't think anything I could tell you would be interesting in the least. |
6193 I'm just a simple woman, I don't think there is anything interesting I could tell you. |
6194 I'm just a simple woman, I don't think there is anything interesting I could tell you. |
6195 I'm just a fisherman trying to do his job. All I can tell you, friend, is that a priestess of Umberlee has been killin' my friends. I guess we are kinda at fault though; we did kill her mother, but hey, she had it comin'. |
6196 I'm just a fisherman trying to do his job. All I can tell you, friend, is that a priestess of Umberlee has been killin' my friends. I guess we are kinda at fault though; we did kill her mother, but hey, she had it comin'. |
6197 I'm just a fisherman trying to do his job. All I can tell you, friend, is that a priestess of Umberlee has been killin' my friends. I guess we are kinda at fault though; we did kill her mother, but hey, she had it comin'. |
6198 I am a Waveservant of Umberlee. I was orphaned recently by a pack of greedy fishermen. My life is devoted to my goddess. |
6199 We are to allow no entrance to the barracks, by order of Angelo Dosan, brevet-commander of the Flaming Fist. |
6200 Though it is my duty to guard this entrance, since you are a friend, I guess I could let you through. |
6201 It's you adventurers again! Well, if you want in, it'll be a copper piece a person. |
6202 Sorry, we can't pay. We don't believe in buying things. |
6203 Here's your gate tax! |
6204 Talos curse thee for attacking us! |
6205 Gee, ye're purty, kinda like the boys back at the barracks. Me an' you should git to know each other real well, heh heh. |
6206 Gee, ye're purty, kinda like the boys back at the barracks. Me an' you should git to know each other real well, heh heh. |
6207 We're just soldiers. Our duty is to our city and to our people. I doubt there is any knowledge we possess that you would find useful. |
6208 A really... beat-up pair of... bracers. The ones I... the ones I had locked in... the safe? |
6209 YES, that was it! I thought you wouldn't mind because you had mentioned getting rid of them. I figured they might not be worth it for you to keep them, but an inexper Ahem, a young mage like myself could probably glean some use out of them. |
6210 The bracers... Oh, you little fool. If you recall, I was not going to get rid of them. I was going to DISPOSE of them. There is a large difference, especially considering what they were. |
6211 You put them on, didn't you? Of course you would; how could you know? Melicamp... Those were a vain little souvenir that I carried with me out of someplace far more evil and wretched that I hope you are never to see. 'Twas so long ago, and I don't know why I took them. They belonged to Blast it, Melicamp, I don't know if I can change you back! |
6212 But they were just rusty old bracers. I'm surprised you kept them as long as you did. |
6213 We're just soldiers. Our duty is to our city and to our people. I doubt there is any knowledge we possess that you would find useful. |
6214 [no text] |
6215 [no text] |
6216 You're the best customers I've had in a long time. I hope all of you come back often! |
6217 What exactly ARE these things, and why are you so frightened? |
6218 Sorry for interrupting, but would these bracer things be worth a lot? If we manage to change him back, of course. Just, ahem, curious. |
6219 Emerson |
6220 Why, yes, mercenary, they might be considered priceless to some. As priceless as any value you can place on suffering or pain. I may know a scholar or two that would give their mothers for them, but 'tis not enough. It could never be enough. It really doesn't matter at this point regardless, as the damage is done and they have most likely disappeared. They have teleported away in the past after use, and 'twas but sheer luck alone that returned them to me. |
6221 They are a relic of my adventuring days, and a monument to the years I spent enslaved beneath... beneath where, I cannot say. 'Twas foolish to be anywhere near a Netherese ruin, but I was young and stupid once as well. I was entrapped. I will say no more about that. I escaped, and brought what I could. The bracers remain a mystery, and I have no idea their true function. In the past I have seen them wielded for horrific purpose, but any HUMAN that put them on was instantly killed as often as not. That Melicamp is alive is amazing. Beyond that minor triumph, the outlook is bleak. |
6222 Then make me understand. What is so terrible about them? |
6223 Nalin |
6224 I don't need to understand. It's enough to know they are valuable. We will find a way to get them back. |
6225 Brage |
6226 They are no unit of currency! They are a plague to be avoided! You would do well to understand things before you blindly slap them on! |
6227 Oublek |
6228 As a good friend, how 'bout I play you some music. |
6229 Since you're now my best friend, you can go anywhere you want! I don't care! |
6230 I hope your stay here has been pleasant so far. |
6231 Your champion lost. Now you must all die! |
6232 You beat Ludrug! You may pass; you must be great warriors. |
6233 Yes! I'll pay! Just leave me to go on my way! |
6234 20 gold is a little steep, don't you think? I mean, do I look like I have that kind of coin in abundance? |
6235 Okay, 10 gold is a little more reasonable. I'll pay you that and be on my way. |
6236 Still too much, I think. I'd rather just take a long route around. |
6237 I am a bounty hunter of great repute. Bounties have been good these past few weeks, what with all the bandits roaming about. All I can tell you is this: the bandits who have been moving about seem rather organized, as if they have a purpose. I'd take a gander that the purpose was to stop any iron from gettin' to Baldur's Gate. |
6238 Okay, we'll come with you. |
6239 You'll have to take us by force! |
6240 Okay, okay, we'll come along peacefully. |
6241 There's no way we're coming with you! |
6242 I'm yer best friend now! But don't ya go and get into trouble, 'cause friend or no, I'd be forced to take ya in. |
6243 What do you mean by bleak? There must be something that can be done for him. |
6244 So these ancient bracers are enormously powerful with unknown enchantments, and this chicken is the result? Gee, let me think on that one. No, I think not. |
6245 Now that you're my friends, I should tell you something: the gem I own is cursed. It'll do really bad things to ya. |
6246 I'm just a happy-go-lucky halfling. I really don't know much! |
6247 Bleak or not, we must find a way to transform him back. |
6248 Caldo |
6249 I'm sorry you feel that way. |
6250 Since all of you are friends, you can freely explore the museum! I hope you enjoy your stay. |
6251 Hello again. I hope you have been enjoying yourself. |
6252 Yeslick |
6253 Tiax |
6254 Eldoth |
6255 Sorry, but I have a job to do. I just don't have the time to chat right now. |
6256 My bestest friends. You can look at whatever you wish, just make sure not to break anything. Can I tell you a little secret? The spell wards which usually protect the museum aren't working right now. It's caused quite a bit of concern among the high-ups of our church! |
6257 I don't have any more jobs for you. Sorry, my friends. |
6258 As you are such good friends, I should give you a gift. Have this bit of gold, I won't be needing it for anything. |
6259 I'm just a minor member of the Chill. The Chill is a mercenary group that's been hired by the Zhentarim to disrupt the iron being passed through this region. |
6260 Leave me be! |
6261 Sorry, but I have to be gittin' back to my wife and children. |
6262 Hey! Since you guys are such good friends and all, why don't I tell you about some great adventuring sights. The Firewine Bridge is supposed to be loaded up with treasure, you should check it out. |
6263 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6264 Friends! The entrance to the mine is in the eastern bailey. |
6265 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6266 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6267 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6268 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6269 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
6270 Hey, buddies, you can go wherever you like. |
6271 Well, friends, if you want to meet the leaders of the Iron Throne, you'll have to go to Candlekeep. That's where Brunos and Rieltar went. |
6272 Sorry, my friends, but I have very little information to give you. I have been a captive of the doppelgangers for quite a time, and am out of touch with the politics of my beloved city. |
6273 I don't have friends, so I don't get why you've suddenly come into my life. Well, friends, if I had something to tell ya, I would, but I don't. |
6274 We don't have the time to devote to that right now. Perhaps in the future. |
6275 Go ahead, we'll follow to wherever you take us. |
6276 We'll help you against the bandits, but only if you tell us why you've spent months hunting them. |
6277 Hull's Long Sword |
6278 Bah! They're naught but adventurer wannabees! |
6279 I have agreed to aid the fishermen north of the Friendly Arm by getting rid of a priestess of Umberlee. They claim she has harassed and killed a number of them. She lives just east of the bridge to Baldur's Gate. |
6280 Thanks for being honest. You can join our party. |
6281 All I can tell you, friend, is that you must help me gain revenge. The evil ogre Tazok killed my lover, Deheriana. He must suffer for that act, and I will ensure that he does! |
6282 This is odd. Though the fishermen north of the Friendly Arm claimed to be poor, they were most eager to increase the value of their offer. |
6283 I have refused to aid the Fishermen north of the Friendly Arm Inn. They claimed that a priestess of Umberlee was harassing them, but I do not trust them. |
6284 I can tell you quite a lot, actually. If you haven't heard yet, Scar, second-in-command of the Flaming Fist, was assassinated while you were at Candlekeep. The Grand Duke Eltan has been infected by some sort of magical disease; so far, his healer has been unable to do anything about it. From what I've been hearing, I think that Sarevok, the new Iron Throne leader, is trying to make a grab for power in Baldur's Gate. |
6285 The "priestess" of Umberlee is no more than a child. She claims the fishermen killed her mother. I do not trust either side in this matter. |
6286 The "priestess" I was sent to kill is no more than a child of twelve. She says the fishermen who hired me killed her mother. I shall go confront them on her behalf. |
6287 Just leave me be. |
6288 A wily creature, this priestess of Umberlee. She tried to fool me wearing the guise of a child, but I saw through it and killed her! She babbled something about the fishermen killing her mother, but it was naught but a trick, I am sure. |
6289 All I know is that my poor Samuel is going to die. Please friends, take him to the Temple of Wisdom in the Friendly Arm Inn. Please do this for me; here, take all of my money. |
6290 If you want to get the antidote, you'll have to find Marek. You can find him at the Blushing Mermaid. |
6291 Come on in, friends! Enjoy the foods, wine, and any other sumptuous pleasures you would care to indulge. |
6292 I don't know nuthin'. Sorry. |
6293 Though ye're a good friend, I'm not too good at keeping with current events. Nuthin' I have to tell ya would interest you much, I'm afraid. |
6294 Though ye're a good friend, I'm not too good at keeping with current events. Nuthin' I have to tell ya would interest you much, I'm afraid. |
6295 Though ye're a good friend, I'm not too good at keeping with current events. Nuthin' I have to tell ya would interest you much, I'm afraid. |
6296 Well, hey friends. Here, have the antidote. I didn't want it anyway. |
6297 I've heard a lot of stuff lately. Iron seems to be hard to come by, what with the bandits and the faulty Nashkel ore. Trouble seems to be brewing between Baldur's Gate and Amn. I wouldn't be too surprised if a war broke out between the two. |
6298 I've heard a lot of stuff lately. Iron seems to be hard to come by, what with the bandits and the faulty Nashkel ore. Trouble seems to be brewing between Baldur's Gate and Amn. I wouldn't be too surprised if a war broke out between the two. |
6299 I've heard a lot of stuff lately. Iron seems to be hard to come by, what with the bandits and the faulty Nashkel ore. Trouble seems to be brewing between Baldur's Gate and Amn. I wouldn't be too surprised if a war broke out between the two. |
6300 I've heard a lot of stuff lately. Iron seems to be hard to come by, what with the bandits and the faulty Nashkel ore. Trouble seems to be brewing between Baldur's Gate and Amn. I wouldn't be too surprised if a war broke out between the two. |
6301 We thank you for stopping the evil witch before she killed us. Here, take this as a token of our appreciation. |
6302 I'm just a poor miserable miner. I don't know much; I'm sorry. |
6303 I can tell ya one bit of info ya might be interested in, friends. On the first mining level there's a steel plug that stoppers up the river on the surface. If you were to release that, then the whole mine would be drowned. Only the master of the mine has the key to open the plug and he's a real mean cuss. |
6304 I'm just a poor miserable miner. I don't know much; I'm sorry. |
6305 I know about a magical plug. It keeps the underground river from flooding the mine. You can find it in the northeast section of the mine, but it'll do you no good. Everyone says that the thing's magically sealed, but I bet you Davaeorn, the master of the mine, could open the plug. |
6306 I'm just a poor miserable miner. I don't know much; I'm sorry. |
6307 I'm just a dumb miner. I dunno much, 'cept a little about those dog headed imps that 'ave been causin' all the trouble in the lower levels. |
6308 I am your humble servant Mulahey. I exist only to please you. My operations have been going very well here. I have been causing all sorts of trouble among the miners. My kobolds have poisoned all of the iron and have killed several of the miners. What else could you ask for? |
6309 Kobold |
6310 Heh, heh, you're getting impatient in here, are ye? |
6311 Krumm |
6312 Now isn't this strange? You are now my friend! This is quite the predicament. I've been hired to kill you, yet now I love you. What am I to do? I know, I know! I will tell you want you want to hear, and then I shall kill you. Does this satisfy you? No matter, let me begin: Once, there were three pigs who had built a house of iron. This house had brought them fortune and comfort, but it was now threatened by the big bad wolf! So the three pigs hired out a small man named Nimbul. "Nimbul," they said, "You must kill this wolf for us. If you do this, you will be given much gold to line your pockets." So Nimbul set out to kill the wolf, but then something happened that he never expected: Nimbul fell in love with the wolf! So now, to Nimbul's sorrow, he must carry out this order and end the wolf's life. Goodbye! |
6313 Ogre |
6314 Gibberling |
6315 Ghoul |
6316 Son of Ray |
6317 Ettercap |
6318 Hobgoblin |
6319 I am a man of nobility, so you can be sure of the accuracy of what I now tell you. There are several wildmen that inhabit these woods. "Druids" they call themselves, but this is just a name to disguise their bloodthirsty nature. They are killers and must be hunted down, as they have already taken the life of a very dear friend of mine! |
6320 As a man of distinguished lineage, I rarely stoop to the common events of the peasant. I doubt that there is anything I could tell you that you would find useful. Sorry friend. |
6321 As a man of distinguished lineage, I rarely stoop to the common events of the peasant. I doubt that there is anything I could tell you that you would find useful. Sorry friend. |
6322 As a man of distinguished lineage, I rarely stoop to the common events of the peasant. I doubt that there is anything I could tell you that you would find useful. Sorry friend. |
6323 Bow |
6324 Even though it is not decent for me to mingle with those beneath my station, I find that you possess a certain irresistible charm. I am willing to tell whatever you wish to hear. Perhaps you'd like to know about the last ball I attended. It was wondrous, I was at the forefront of everyone's mind. |
6325 Even though it is not decent for me to mingle with those beneath my station, I find that you possess a certain irresistible charm. I am willing to tell whatever you wish to hear. Perhaps you'd like to know about the last ball I attended. It was wondrous, I was at the forefront of everyone's mind. |
6326 Even though it is not decent for me to mingle with those beneath my station, I find that you possess a certain irresistible charm. I am willing to tell whatever you wish to hear. Perhaps you'd like to know about the last ball I attended. It was wondrous, I was at the forefront of everyone's mind. |
6327 [no text] |
6328 Arrow |
6329 I returned to Tenya without having carried out her wishes. She no longer seems quite the meek child. I feel it's best not to keep her waiting. |
6330 I have been promised a future reward for my role in vanquishing the fishermen aligned with Talos. Strange though, I do not feel as though I have helped a child, so much as I have been the pawn of a spiteful god. Deities are not to be trifled with. They trifle back. |
6331 I have refused to aid Tenya in her fanatical search for vengeance, though it appears she no longer wishes my help. I fear for the safety of all concerned, but I trust none of them. |
6332 Tremain's Son It is Tenya who rules at the temple of Umberlee! Our past association has not softened her demeanor, and it does make me wonder how they would treat a stranger! At least I received the child's body. |
6333 I meant no ill on you or your temple! Please, I beg of you! It is a mission of mercy I am on! I seek the body of a child killed here. The child's parent does miss him so! |
6334 It was not my fight. Far be it from me to get in the path of your righteous fury. My purpose here now hath no more inconvenience than when we last met. You have the body of a child here. Your justice has been dealt, and now I have come to take him home. |
6335 Belt |
6336 Belt |
6337 Mace |
6338 Mace |
6339 Boots |
6340 It has been decided you are to be safe here as need be. Umberlee hath no love for thee or thy cause, but hath an interest anyway. The inevitable chaos and turmoil that would follow a godly resurrection fall a touch too close to pleasing godly brethren like Talos. Anything that would amuse him is to be... discouraged. Come and go as you wish, but do not advertise the fact that you can. |
6341 Bracers |
6342 Stone |
6343 Dagger |
6344 Halberd |
6345 War Hammer |
6346 Helmet |
6347 Shield |
6348 Ring |
6349 Robe |
6350 Spear |
6351 Quarterstaff |
6352 Sword |
6353 Crossbow |
6354 Tremain's Son It is the child priestess Tenya who appears to reign in the Temple of Umberlee. While I received the child's body, our fleeting acquaintance did not benefit me, and I do not think I should return. |
6355 Tremain's Son It is the child priestess Tenya who appears to reign in the Temple of Umberlee. While I received the child's body, it was not without bloodshed. She turned on me, and I was forced to kill her. |
6356 The Temple of Umberlee has offered me sanctuary if required. I do not know which is more unnerving, that they have made the offer or that I might need to accept it. |
6357 I apologize, but I have many matters at hand. |
6358 Friends! I can tell you quite a bit about the goings-on in the region. For one, there has been a lot of trouble along the Coast Way. Bandits have been attacking caravans, but strangely, they have been stealing iron, rather than gold or other valuables. On a curiously similar vein, the iron mines of Nashkel have been the source of some mischief. Someone, or something has been killing the miners who delve there. There are many rumors as to the significance of these events, chief of which is that Amn is trying to shake up the region before embarking on an invasion of Baldur's Gate. I can't say whether any of this holds any validity. |
6359 I would love to give you a private performance, but I don't think that is something you desire. I wish I could give you stories you might find useful, but I'm only an entertainer, not a bard. |
6360 Good friend, would you like me to give you a sermon on the wisdom of Oghma? No, well perhaps another time. |
6361 Good friend, would you like me to give you a sermon on the wisdom of Oghma? No, well perhaps another time. |
6362 Good friend, would you like me to give you a sermon on the wisdom of Oghma? No, well perhaps another time. |
6363 I am very busy with my patients, I'll have to ask that you give me some room. |
6364 Good friend, would you like me to give you a sermon on the wisdom of Oghma? No, well perhaps another time. |
6365 Good friend, would you like me to give you a sermon on the wisdom of Oghma? No? Well, perhaps another time then. |
6366 You may bask in the glory of Umberlee for as long as you like, friends. |
6367 You will find that I make a most magnificent friend! |
6368 Bumbling simpletons, get out of my way! Unless, of course, you need my services. Well, do you? |
6369 You know, I'm an aspiring writer. I've just finished writing a story, one based on true fact! It follows the exploits of the great, but misunderstood, Drizzt Do'Urden. If you ever have time, I'll read you a few passages. |
6370 I'm just a humble reader, there is little that I can tell you about the world outside of Candlekeep. |
6371 For once I don't have to feign my affection for others, I really do find you so very attractive. I can think of no others that I would wish to travel with. |
6372 Hello again. Have you rethought my offer to join your group? |
6373 No, we still don't have any desire to join up with the likes of you. |
6374 We have thought about it, and yes, we would like you to join us. |
6375 We're friends, now just be still. |
6376 We're bandits. Give us your money! |
6377 Uh... |
6378 A lot has happened of late. Since you're my best of chums and all, I'll tell you everything I know. The Flaming Fist have taken it upon themselves to pursue the local thieving community somewhat more... aggressively than usual. I venture they are still a tad miffed by the death of their commander in chief, Scar. His replacement Angelo is a bit more... driven. If ye wish to keep to the streets, ye had best be right bloody good at the clandestine. |
6379 Eh wot? Sorry, but I rather little time for noshing words just now. I'm off to better climes. |
6380 Sorry, we can't pay. |
6381 Here is your 5 gold. |
6382 We have not the money to pay you with. |
6383 Here's your coin. |
6384 You may stay in Sanctuary for as long as you like. Friends like yerselves are hard to come by, I don't wish you to come to trouble on the streets. |
6385 There's a bunch a rumors on the streets these days. Stories about bandits, faulty iron, Amnian aggression, Zhentish trickery and some chap named Sarevok. I can't really remember anything specific though. |
6386 There's a bunch a rumors on the streets these days. Stories about bandits, faulty iron, Amnian aggression, Zhentish trickery and some chap named Sarevok. I can't really remember anything specific though. |
6387 I lead the druids of Cloakwood. As master of these woods, I know much of what happens within its bounds. One thing that might interest you is the presence of an armed encampment in the northeast of the forest. An organization known as the Iron Throne makes residence in the fort. Though I do not know their purpose for being there, it should be known that their fort is built above an abandoned dwarven iron mine. |
6388 I'm just a hired guard, it's not my job to know much. Sorry buddy. |
6389 Please direct any questions you have to Husam. |
6390 Even as your friend I can't disclose the secrets of my order. I apologize for any inconvenience this may cause. |
6391 You don't have the money?! I guess I'll have to take it out of your hide. |
6392 I'm just a simple shopkeep, I doubt there is much I could tell you. |
6393 As a good friend, I must warn you: Magic use isn't appreciated in the guild, especially if it's used against guild members. I'll likely have to kill you once this parlor sorcery wears off. |
6394 Well now, I never thought to see any of you again. So you must tell me how you fare these days. |
6395 I'm just a hired guard, it's not my job to know much. Sorry buddy. |
6396 My father never let me out much. I don't think there is anything I could tell you that would help you. |
6397 I don't know nuthin', I'm just a slave. |
6398 I don't know nuthin', I'm just a slave. |
6399 I don't know nuthin', I'm just a slave. |
6400 I don't know nuthin', I'm just a slave. |
6401 I don't know nuthin', I'm just a slave. |
6402 I don't know nuthin', I'm just a slave. |
6403 The fishermen are aligned with the god Talos! It's a dark god of destruction, though whether he is worse than Umberlee I do not know. It is of little concern. I shall go the path that pays the best. |
6404 Talos, the god of destruction, is behind the actions of the fishermen! Umberlee is behind the young priestess Tenya! I cannot see a way to avoid displeasing one, and I do not truly wish the favor of the other. I will have nothing more to do with them. |
6405 The fishermen seek the guidance of the god Talos! Surely this lends extra weight to Tenya's story, as Talos is a deity of mindless destruction. The child shall take priority in this matter. |
6406 I have retrieved the bowl sought by the Sea Queen, though at the cost of displeasing these followers of Talos. It will certainly be worth the joy I bring to that troubled child. |
6407 She will trouble you no more. |
6408 Prism |
6409 Brown Bear |
6410 Giant Spider |
6411 Cow |
6412 Well... I've been hearing all kinda things about what's been going on in the city. The commander of the Flaming Fist, Duke Eltan, went and got sick. His second-in-command got a wee bit worse luck and got himself killed. There's some fella named Sarevok who's been causin' quite the stir among the upper crust. |
6413 Well, I don't have much in the way of rumors. I assume you must know about the iron shortage, but then you'd have to live under a rock not to notice. Other than that, there's not much I could tell you. |
6414 I'm sorry, but I won't have the strength to do another such reading until tomorrow. |
6415 I'm kind of tired right now, friends. I really don't know anything that would help you much at all. |
6416 I'm just a member of the watch, it's not like I know much about the politics going on about the upper city. |
6417 Tiax is destined to lead, though he grows to enjoy your company. Perhaps you shall be spared his wrath, and appointed to more than sewage detail. |
6418 I'm just a simple little lady. I don't know much at all. |
6419 I'm just a simple little lady, I don't know much at all. |
6420 I'm just a simple little lady, I don't know much at all. |
6421 Sorry, buddy, but I'm just simple folk and don't know anything about politics and such. |
6422 Sorry, buddy, but I'm just simple folk and don't know anything about politics and such. |
6423 Sorry, buddy, but I'm just simple folk and don't know anything about politics and such. |
6424 Sorry, buddy, but I'm just simple folk and don't know anything about politics and such. |
6425 I come from the city of Menzoberranzan. My family was slaughtered, and I was forced to flee to the surface. When I reached the realms of light, the traitor Lolth abandoned me. I would have been lost had it not been for the divine Shar! She took me in and gave me the will and strength to survive! It makes me so happy that I have found friends such as you to make my acclimation to the surface a little easier. |
6426 I have encountered a demihuman group of bandits! Iron and gold were what they wished. |
6427 I have encountered a unit of the raiders that currently plague the coast. Iron and gold were what they wished, but the iron was the main target of their mission. |
6428 I am sorry to be so nervous, but the surface is so large, unending when compared to my homeland. |
6429 I'm just a waitress, I don't think that I would know anything that would interest you. I suppose I could run you a tab if you like. |
6430 Friend, even though I am a watcher, a position that demands respect, I'm still not privy to many secrets. |
6431 Sorry, young 'un, but I got a lot of farming to do. |
6432 Only thing exciting happenin' 'round these parts are the bandit raids. I'll warn ya now friend: I wouldn't try to mess with them bandits, I hear they're a real nasty bunch. |
6433 I apologize if I seem abrupt, but I must be leaving, and quickly. |
6434 If you are interested, friend, I am a Greycloak from Evereska. It is my duty to watch over the political events of the human nations along our borders. From what I have learned so far, there is some sort of mercantile organization known as the Iron Throne that has been trying to cause turmoil along the Sword Coast. To what end, I could not tell you, as I was captured before learning any more. |
6435 Well, my good friends, perhaps you'd like to know a little more about me? I'm part of an order known as the Zhentarim. We've been sent to learn why the Zhentish name has been slandered along the Coast Way. It would seem that someone has been trying to make our order look bad. |
6436 I have encountered the bandits that currently plague the coast. They did not accept my bid to join them, and I must find another way to find their hide-out. |
6437 I have encountered the bandits that currently plague the coast. I let slip that I knew of Tazok, and was attacked for it. I shall have to find another way to find their camp. |
6438 I have encountered a portion of the bandits that currently plague the coast. I fear it ended in conflict, and I shall have to find another method to locate their base. |
6439 I have managed to convince a group of bandits to let me join with them. I foresee no problem in finding their base now. |
6440 Joining the bandits is going to be a source of more trouble than I thought. I am to raid a caravan in their stead, as proof of my thieving nature. |
6441 Haven't you bothered me enough?! |
6442 Life has been pretty lousy lately; how about you, friend? My bitch of a wife slept with some elvish mongrel, and even had his child. By the Nine Hells, does she ever have gall. Anyway, she's not laughing anymore; I cursed the child of that unholy union, so that it would die an early death. I hope the little brat drowns in its own vomit. |
6443 I have bloodlessly relieved a caravan of its wares, and am sure to be in good standing for it. |
6444 To ensure my standing with these bandits I was forced to kill the members of a caravan. I am sure this will be justified in the end. The bandit camp is marked on my map. |
6445 Fancy meeting the bunch of you again. Well, I better git going, I have heads to bust up. |
6446 I've been in prison for a considerable time. I really don't know what's been happening on the surface. All I can tell you is this: Whatever those Iron Throne crooks are up to, it's not good, not good at all. |
6447 I surrender! Wha� What do you want of me? |
6448 If the guard gets you, you'll hang as a highwayman. If I tell your raiding friends you talked to me, you'll be lynched as a traitor. Be smart and tell me where your camp is, or make arrangements for a fast ship south. |
6449 If the guard gets you, you'll hang as a highwayman. If I tell your raiding friends you talked to me, you'll be lynched as a traitor. Be smart and tell me where your camp is, or make arrangements for a fast ship south. |
6450 I want to know where your camp is, and I want the truth! If I don't like the truth, I'll break your leg! If I think you're lying, I'll break your back! Now you have to ask yourself; do you want to be limping or crawling when we're done?! |
6451 I want to know where your camp is, and I want the truth! If I don't like the truth, I'll break your leg! If I think you're lying, I'll break your back! Now you have to ask yourself; do you want to be limping or crawling when we're done?! |
6452 Now I don't really want to hurt you, so if you'll just tell me where your camp is hidden, I'll let you go. |
6453 Bolt of Polymorphing |
6454 Bolt +2 |
6455 Damned if I do or don't. Fine, you will have your wish. It matters to me no longer. The camp is there on your map. |
6456 I'll be done fer either way, ye fool. It's better I stand with me fellows than not at all! |
6457 I'll show ye! 'Tis here on your map, I swear! |
6458 Ye're a toothless ol' dog yappin', an' yer bark don't scare me. |
6459 Sure thing, old pal. I'll mark the location of the bandit camp on your map. You should be able to find it no problem. |
6460 You're sure not talking to me very nice. I don't think you're really a friend of mine at all! |
6461 If you don't mind, I'd like to leave now. I need a jump on that new life I have to start, now that this one is deep in the lower planes. |
6462 Please, may I go now? Please? Just don't hurt me. |
6463 I've really gotta go now, okay? It was great talking wit' ya, but I think I'll be headin' south outta harm's way. |
6464 Girdle |
6465 Girdle |
6466 Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. STATISTICS: Weight: 2 |
6467 The raider I captured was a simple man, but he did know where the main bandit base was located. It's now marked on my map. |
6468 It would seem that the Blacktalons were hired by Tazok at the request of the Iron Throne! The rumors of a Zhentish threat would seem to be unfounded in the light of this information. |
6469 It would seem that the Chill were hired by Tazok at the request of the Iron Throne! The rumors of a Zhentish threat would seem to be unfounded in the light of this information. |
6470 [no text] |
6471 Protection From Cold |
6472 Narlen be my name, and it nary matters a whit whether I like ye or no. If you got the skills to snatch the catch, then you are all right by me and mine. Otherwise I have little use for ye. |
6473 Niklos be my label, and I am but the simple messenger for Alatos. A friendly word for you, do not cross him. |
6474 Sorry I am, friend. It doesn't matter I say, for it has been preordained you are to die. I cannot halt the others from attacking. |
6475 'Scuse me. I ever so sowwy to bother, but could you help me? I've lost my little dog and I can't find him. He's probably ever so scared wight now. |
6476 Sorry, child, but I have little time for such a trifling matter. Find your doggie yourself. And quit your bawling. |
6477 Have you no parents here to help thee? It's dangerous to be out alone. |
6478 Certainly, little one. I would be glad to aid you. How will I recognize him? |
6479 Parents? Yes, I'm here with some relatives, but they're away for a moment and I'm lost. We are thinking of moving here some day, but I don't know my way around yet. I can get home okay, but I just gotta get Rufie back. Please, could you help? |
6480 Sorry, child, but I have little time for such a trifling matter. Find your doggie yourself. And quit your bawling. |
6481 Certainly, little one, I would be glad to aid you. How will I recognize him? |
6482 This Rufie, is he valuable? |
6483 I have no money to give you, if that is what you mean. We use different moneys at home. Please, could you get him? He's all alone here. |
6484 [Gorion's Note]Hello, <CHARNAME>, If you are reading this, it means I have met an untimely death. I would tell you not to grieve for me, but I feel much better thinking that you would. There are things I must tell you in this letter that I might have told you before. However, if my death came too soon, then I would have never been given the chance. First off, I am not your biological father, for that distinction lies with an entity known as Bhaal. The Bhaal that I speak of is the one you know of as a divinity. In the crisis known as the Time of Troubles, when the gods walked Faerûn, Bhaal was also forced into a mortal shell. He was somehow forewarned of the death that awaited him during this time. For reasons unknown to me, he sought out women of every race and forced himself upon them. Your mother was one of those women, and as you know, she died in childbirth. I had been her friend and, on occasion, lover. I felt obligated to raise you as my own. I have always thought of you as my child, and I hope you still think of me as your father. You are a special child. The blood of the gods runs through your veins. If you make use of our extensive library, you will find that our founder, Alaundo, has many prophecies concerning the coming of the spawn of Bhaal. There are many who will want to use you for their own purposes. One, a man who calls himself Sarevok, is the worst danger. He has studied here at Candlekeep and thus knows a great deal about your history and who you are. Gorion |
6485 [Prophecy found in library book]During the days of the Avatars, the Lord of Murder will spawn a score of mortal progeny. These offspring will be aligned good and evil, but chaos will flow through them all. When the Beast's bastard children come of age, they will bring havoc to the lands of the Sword Coast. One of these children must rise above the rest and claim their father's legacy. This inheritor will shape the history of the Sword Coast for centuries to come. |
6486 [Prophecy found in library]The spawn of the Lord of Murder are fated to come into their inheritance through bloodshed and misery. It is the hope of their father that only one shall remain alive to inherit his legacy. I foresee that the children of Bhaal shall kill each other in a bloody massacre. |
6487 [Clue in library]Why does a chair have arms and legs like a man but cannot walk or hold things? |
6488 [Note for Mulahey 1]My servant Mulahey, Your progress in disrupting the flow of iron ore does not go as well as it should. How stupid can you be to allow your kobolds to murder the miners?! With your presence revealed, you should be wary of enemies sent to stop your operation. Your task is a very simple one; if you continue to show that you can't do the job, you will be replaced. I will not send the kobolds you have requested as I need all the troops I possess to stop the flow of iron into this region. With this message I have sent more of the mineral poison that you require. If you have any problems then send a message to my new contact in Beregost. His name is Tranzig, and he'll be staying at Feldepost's Inn. Tazok |
6489 [Note for Mulahey 2]My servant Mulahey, I have sent you the kobolds and mineral poison that you require. Your task is to poison any iron ore that leaves these mines. Don't reveal your presence to the miners or you will find yourself swamped by soldiers from the local Amnian garrison. My superiors have recently hired on the services of the Blacktalon mercenaries and the Chill. With these soldiers at my disposal, I should be able to destroy any iron caravans entering the region from the south and east. I don't want to deal with iron coming from the Nashkel mines, so don't fail in your duty. Tazok |
6490 [Note for Tranzig]Tranzig, I am perplexed as to why Mulahey has not communicated with us in some while. You are to go to the mines and find out the condition of his operation. You are also to collect any iron that may have been stolen by the kobolds. Our next raid will most likely take place at Peldvale or Larswood, so visit either of those areas and track us back to our camp. Tazok |
6491 [Note for Daveaorn 1]Davaeorn, I have received your request for extra slaves. They will be sent as soon as possible. Events go well in Baldur's Gate. We have purchased one of the western noble estates to use as our base of operations. It is an ancient building, most likely constructed before the erection of the second wall. Its construction makes it very defensible against those who would thieve it. Remember to ask Yeslick if he enjoys his new accommodations. Rieltar Alturiak, 1365 |
6492 [Note for Daveaorn 2]Davaeorn, Our plans go smoothly. Sarevok has arrived from our headquarters in Ordulin. He brings news from our superiors; they are pleased with our progress so far. I plan to place Sarevok as the commander of our mercenary forces in the region. He has already sent his subordinate, Tazok, to the Wood of Sharp Teeth to take command of the forces located there. Things go apace here in Baldur's Gate. We have placed our first agent among the ranks of the Seven Suns trading coster. Rieltar Flamerule, 1367 |
6493 [Note for Daveaorn 3]Davaeorn, As you have probably heard, the iron poison has begun to take effect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Blacktalon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold. Rieltar Tarsakh, 1368 |
6494 Sorry, child, but I have little time for such a trifling matter. Find your doggie yourself. And quit your bawling. |
6495 Certainly little one, I would be glad to aid you. How will I recognize him? |
6496 I have agreed to help Aldeth Sashenstar, a noble from Baldur's Gate, to fight off a band of savages. |
6497 But as you will. I guess I will have to wait for Rufie to show on his own. It's so dangerous out, I hope he's safe. |
6498 You will? Oh, thank you so vewy much! I just know he'll be all right now! Poor Rufie isn't used to strange places an' people. You're sure to know him when you see him, 'cuz he's just the cutest little thing. Here, take this as well. His favorite chew toy, it is. He'll know you're a friend if you have it in your hands. Thank you so much again! |
6499 Please keep looking for little Rufie. He's probably sooo scared right now. |
6500 RUFIE! Who's a fuzzy Rufie? Whoooooo's a fuzzy little guy? Thank you just ever so much! I better take this lost little puppy home right away. Here, take this. It's another of his chew things, but we can get more where we're going. Thanks again. |
6501 I have agreed to investigate the strange goings-on within the Merchants' League Estate. I do this at the behest of Aldeth Sashenstar. |
6502 You... you killed Rufie! I can smell his blood on you! What kind of monsters would do that to a helpless little puppy?! The clan is not going to be pleased! They were right about you Prime people! I'm not gonna trust your kind no more! |
6503 Have you changed your mind? Rufie is still lost, and I don't know where. |
6504 Sorry, child, but I have little time for such a trifling matter. Find your doggie yourself. And quit your bawling. |
6505 Have you no parents here to help thee? It's dangerous to be out alone. |
6506 Certainly, little one, I would be glad to aid you. How will I recognize him? |
6507 I met a child named Albert outside of Nashkel. He requested that I find his little Rufie dog for him. He had such an innocent demeanor, how could I refuse? He gave me a chew toy to entice the little fella with. |
6508 I have met a child named Albert, who wished me to find his dog. I have no time for such paltry pursuits. |
6509 I um... rescued "little" Rufie and returned him to the... child... named Albert. I do not wish to know where they went. With luck I will never find out. |
6510 I killed the missing "dog" named Rufie, and have made an enemy of its owner. I really do not wish to know where "little" Albert was from, and I hope to never meet him again. I hope... |
6511 A pair of� Oh, no. You little FOOL! The bracers in my locked and trapped safe?! I certainly hope you can develop a taste for chicken feed, because you are going to be stuck the way you are for a very long time! |
6512 I know I stole from you, but you can't leave me like this! Please Master Thalantyr, please... *cluck* |
6513 It's not a matter of whether I wish to help or not, simply that I do not have the power to undo what you have done. |
6514 Is there nothing that can be done? I am willing to help however I can. |
6515 I believe the price for my assistance just went up, eh, Thalantyr? |
6516 That was a sad story indeed, but I have played my part already. Good luck to both of ye, and now I take my leave. |
6517 What sort of item could cause such a problem for even such a mage as yourself? |
6518 The magic that so many revere today was not always the same as it is now. Any adventurer worth his salt should know this, and know that not every bauble they wring from a dungeon will be helpful. The bracers in question were a vain little reminder of well, it doesn't really matter does it? Suffice to say that I have no idea what their intended function was, and I was in no position to ask their former owner. Years have passed since my... release, and the spoils of that Netheril ruin remain as enigmatic as ever. They resist even the strongest divination, and attempts to dispel result only in explosive consequences. Some things should just stay buried. |
6519 Is there nothing that can be done? I am willing to help however I can. |
6520 It's a sad story indeed, but I have played my part already. Good luck to both of you, and now I take my leave. |
6521 I believe the price for my assistance just went up, eh, Thalantyr? |
6522 You'll get no coin from me over this matter. I will pay the way of no adventurer. Everyone makes their own bed to lay in, and must reap the rewards of their own actions. Now, if this little chicken-afflicted fellow wishes to pay you he may, though I wager he has little more than the items he stole from me. |
6523 If there be no reward, then I am through with the matter. Fare thee well. |
6524 I shall help as best I can and ask for nothing in return. He is in need, and that is all that matters. |
6525 If you are willing, then I will do what must be done. We will need a component that I do not have on hand, and it will be your job to get it. I will require the head of an undead creature, and a simple skeleton skull will do. Bring it back here and I will try to bend a few magical rules to reincarnate this foolish boy. |
6526 Reincarnate? But does that spell not require *cluck* the recipient to be dead? |
6527 There must be a dead element, yes. That is what the skull is for. I cannot fully explain what I am to try, but it's something of a reversal on the reincarnation scheme. The age of the enchantment that changed you may allow for a loophole in the laws of magic. Of course it may just kill us both in the casting. Such is life. Off you go to some dungeon or another. Return with the skull. Go. |
6528 You have returned without the needed component. Bring a skeleton's skull to me, or this young lad may just as well begin planning a life full of nest-building and egg-laying. |
6529 Hello again, my young adventurers. I see you have the needed component. Well, shall we see if our young man regains his life, or if he'll eventually be someone's festhall dinner? |
6530 And that, as they say, is that. I fear our young friend did not survive the casting, and I feel a touch weary myself. Such are the ways of magic: unpredictable at the best of times. Do not feel responsible for his death, there was little more we could have done. His body simply couldn't withstand the change once again. A lesson, I suppose, for the rest of us. Take good care to treat "found" items with respect. If you will excuse me, I have some work to do. I imagine you've a dungeon to storm somewhere. I wish you "intelligence," because "luck" runs out. |
6531 I have arms! Arms and hands and feet and and Oh, thank you Master Thalantyr, thank you! |
6532 Yes, yes, boy, now be quiet a moment. Blast it. The bracers are no longer on him. It is as I feared. Likely they either spent what magic they had in a single charge, or it is their wont to be whisked away after inflicting the damage they do. I had hoped to seal them away, but now it's certain they will fall into the hands of some other unfortunate fool. Tell me, Melicamp, do you quite feel yourself again? |
6533 I... I think so. |
6534 Aldeth Sashenstar betrayed us to the Flaming Fist! |
6535 The guards at the mine entrance told me that I have to see a man named Emerson before they let me into the mines. |
6536 When I charmed the guard, he told me that 'dog people' were attacking miners in the lower levels. |
6537 For some reason Duke Eltan is no longer the commander of the Flaming Fist. A man named Angelo now claims that position. |
6538 Angelo has sentenced us to die by hanging. |
6539 It would seem that Shar-Teel is the daughter of commander Angelo Dosan. He has released us because of this, though I fear that this will be the only time he does us a favor. We will have to be careful not to be caught again. |
6540 We've been placed in the bandit prison, and await the arrival of Tazok. |
6541 Someone named Tazok seems to be the commander of the bandits. |
6542 The low level grunts of the Blacktalon mercenaries believe that they've been hired by the Zhentarim to stir up trouble along the Coast Way. |
6543 Some bandits are being sent to a "mine site" to report what happened to Tazok. I have a feeling that this mine site is not the Nashkel mines. |
6544 It would seem that the bandit group called "the Chill" do not get along with the bandit group called "the Blacktalons." |
6545 The hobgoblin called Ardenor Crush is rumored to be surrounded by strange magic. |
6546 Though Tazok does lead the bandits, I have heard rumors that he does have at least one superior. |
6547 I have heard rumors that Tazok gets his orders from the Zhentarim. Of this I'm not so sure... |
6548 Tazok has allowed us to stay in the Bandit camp, but will be keeping a constant watch on us. |
6549 Tazok is traveling to a mine site. This mine site could be the home base of whoever controls the bandits. |
6550 The evil priest Bassilus seems to be insane. He believes that the undead that he controls are the living members of his family. He also believes that I am his parent. |
6551 When I charmed Bassilus, I learned that he is from Zhentil Keep. It would seem that his family was slaughtered when the city was destroyed. This event caused him to lose his mind. |
6552 When I charmed Marl, I learned that his son used to be an adventurer, and that he died in battle with monsters. |
6553 I met a beggar who lost his business due to the iron shortage. I would surmise that the iron shortage has hurt the businesses of many people along the Sword Coast. |
6554 Sarevok has been elected the new Grand Duke of Baldur's Gate. This does not bode well for anyone. |
6555 The man who killed Scar left a black mask with a stiletto stuck through it. |
6556 Whoever killed Scar was a shapeshifter. |
6557 Whoever killed Scar entered the building two houses to the right of the Blushing Mermaid. |
6558 A man named Brandilar commands the guards of the Merchants' League Estate. |
6559 Brandilar, the commander of the Merchants' League Estate's guards, is suspicious of Zorl and Irlentree, two of the merchant leaders. |
6560 Brandilar wants us to report back to him if we find out anything suspicious about Zorl and Irlentree. |
6561 Brandilar has explained that he can't do anything against Zorl and Irlentree, unless we can give him hard evidence of what they are. |
6562 When we charmed Branwen we learned that she had been a prisoner in stone for many weeks, after she had confronted an adventuring group that was preying on merchants. A mage named Tranzig was the one that entrapped her. |
6563 Our companion Coran used to be the lover of a woman named Brielbara, a woman that happened to be married at the time. He also has a daughter that he did not know about. |
6564 Brielbara's daughter was cursed by a man named Yago. He did this to punish her for adultery. |
6565 We've accepted a quest from a woman named Brielbara. She wants us to find a man named Yago. Yago has cursed Briel's daughter to die, and we are to get the reverse of the spell from him. We can find him at the Low Lantern. We are to meet Brielbara at the Splurging Sturgeon when we are done. |
6566 When we charmed Brielbara, we learned that her daughter had been cursed to die. She had also heard many rumors about the Iron Throne, but nothing specific. |
6567 When we charmed Brunos, we learned a lot of information about the Iron Throne. They want to become the preeminent trading cartel along the Sword Coast. To do this, they have been using a misinformation campaign to raise tensions between the nations of Baldur's Gate and Amn. They have disrupted the flow of iron into Baldur's Gate by sabotaging the Nashkel mines and using the Chill and Blacktalons to cut off all trade along the Sword Coast. The only iron source in the Sword Coast will be the Iron Throne base in Cloakwood. With Baldur's Gate anticipating a war with Amn, they will be forced to go to the Iron Throne for the most precious of war time materials. When this occurs, the Iron Throne will be able to make any demands that they wish. |
6568 When we charmed Rieltar, we learned a lot of information about the Iron Throne. They want to become the preeminent trading cartel along the Sword Coast. To do this, they have been using a misinformation campaign to raise tensions between the nations of Baldur's Gate and Amn. They have disrupted the flow of iron into Baldur's Gate by sabotaging the Nashkel mines and using the Chill and Blacktalons to cut off all trade along the Sword Coast. The only iron source in the Sword Coast will be the Iron Throne base in Cloakwood. With Baldur's Gate anticipating a war with Amn, they will be forced to go to the Iron Throne for the most precious of war time materials. When this occurs, the Iron Throne will be able to make any demands that they wish. |
6569 When we charmed Thaldorn, we learned a lot of information about the Iron Throne. They want to become the preeminent trading cartel along the Sword Coast. To do this, they have been using a misinformation campaign to raise tensions between the nations of Baldur's Gate and Amn. They have disrupted the flow of iron into Baldur's Gate by sabotaging the Nashkel mines and using the Chill and Blacktalons to cut off all trade along the Sword Coast. The only iron source in the Sword Coast will be the Iron Throne base in Cloakwood. With Baldur's Gate anticipating a war with Amn, they will be forced to go to the Iron Throne for the most precious of war time materials. When this occurs, the Iron Throne will be able to make any demands that they wish. |
6570 Ragefast thinks that Ramazith has evil plans in store for the nymph named Abela. |
6571 We have agreed to obtain a nymph currently in the possession of a mage named Ragefast. The mage Ramazith has hired us, and desires the nymph for reasons unknown to us. We are to meet Ramazith at his home when we have the nymph. Ragefast's home is located just northeast of the Hall of Wonders. |
6572 Ramazith plans to use the nymph Abela as spell components for many of his spells. |
6573 When we charmed the huge bloated creature that called herself Centeol, we were told an interesting story. It seems she was cursed to her current shape by a powerful mage called Jon Irenicus. We don't know what any of this has to do with the adventure we're on right now, but you never can know. Perhaps it will come in useful in a sequel. |
6574 We have decided to join up with an elf named Coran in hunting down a wyvern. There has been a substantial reward offered for the head of the beast. We can collect the reward just east of Beregost at the temple of Lathander. That is where the mayor of Beregost is to be found, as he is also the head of the temple. |
6575 For us to get the reward for killing the wyvern we must go to the Temple of The Morning Song east of Beregost. |
6576 Dabron Sashenstar, the brother of a man we killed, tried to kill us. |
6577 When we charmed Dabron Sashenstar, we learned that he suspects the organization known as the Iron Throne of foul play here in Baldur's Gate. |
6578 When we charmed Davaeorn, we learned a lot about the mine of Cloakwood. He told us how to destroy the mine! A magical plug exists on the first level of the mine. If the plug were released, using a key owned by Davaeorn, we could flood the entire mine! He told us that his key is in a chest in his bedroom. |
6579 We have agreed to follow a man named Deagan to see his master in the Three Old Kegs inn. |
6580 When we charmed Deagan, we learned that there have been many troubles at the Merchants' League Estate. |
6581 We met a man named Delthyr. He says that he represents the Harpers. |
6582 The Harper called Delthyr told us about what has been happening in Baldur's Gate. He told us that Duke Eltan is deathly ill, and that his second-in-command, Scar, has been assassinated. We are wanted by the Flaming Fist for the murder of the Iron Throne leader, and Sarevok, the new Iron Throne leader, has put a price on our heads. He also told us that tensions are very high between Baldur's Gate and Amn. Some people are predicting a war between the two. |
6583 Delthyr has suggested that we break into the Iron Throne's citadel to discover what they have been up to. |
6584 Delthyr has suggested that we investigate Rashad, Duke Eltan's healer. Rashad leaves the Flaming Fist barracks every night, so we could follow him then. |
6585 Delthyr told us that two assassins working for Sarevok are operating out of the Undercellar. |
6586 When we charmed Delthyr, he told us that the Harpers think that I am the offspring of the dead god Bhaal! This information is most unsettling. |
6587 The merchants of the Seven Suns seem to be frightened about something. Obviously, something is not quite right. |
6588 From what I've heard, the Seven Suns estate is obviously inhabited by monsters that can assume human form. |
6589 The leader of the Seven Suns is imprisoned in the basement level of the Seven Suns. |
6590 The druids have told us that the Iron Throne has a base in the northeast of Cloakwood. |
6591 We have agreed to go on a mission for Duke Eltan. We are to infiltrate the Iron Throne headquarters here in Baldur's Gate. |
6592 The duke has told us to go to Candlekeep. He thinks that we can gather important information from the Iron Throne leaders. He has given us a valuable book. We must give this book to the Keeper of the Portal at Candlekeep; otherwise, we'll never be allowed to enter. |
6593 We killed Rashad, who turned out to be a doppelganger. He had been poisoning Grand Duke Eltan for days. |
6594 Eltan has told us to take him to the Harbor Master's building. |
6595 We left Duke Eltan at the Harbor Master's building. |
6596 We've agreed to help out Eldoth with an extortion plan. He wants us to kidnap a young girl named Skie who happens to be the daughter of Grand Duke Entar Silvershield. Eldoth has told us that she wants to escape home, and would be a willing partner in the scheme. Once we had her, Eldoth would blackmail Entar for money. |
6597 A strange man has told us to go to the Friendly Arm Inn, in a roundabout way. |
6598 When we charmed Entar Silvershield, he told us quite a bit. He said that the Iron Throne had recently set up in Baldur's Gate and was offering to sell iron to the city. The Grand Dukes are worried about an invasion from Amn and are thus taking the Iron Throne's offer seriously, despite some reservations about their intentions. |
6599 We have agreed to help Faldorn against the people who have been polluting the Cloakwood forest. These people, apparently agents of the Iron Throne, dwell in a fort to the east. |
6600 When we charmed Faldorn, she told us that she was a member of the Shadow Druids, a sect of druids that believes in the destruction of human civilization. |
6601 A farmer who we met in the Wood of Sharp Teeth has told us that someone has been dumping waste in the forest. |
6602 A farmer told us that he has had cattle go missing on him. He figures it must be bandits. |
6603 A farmer told us that he has seen something moving about close to his home. He doesn't know what it was though. |
6604 That was very magnanimous of Aldeth. |
6605 A farmer near Beregost told us that some of his hired help had run away during the night. Of course, they might not have gone by their own power... |
6606 A farmer told us about an accident at sea, where a dozen men lost their lives when their boat was swamped. The Water Queen Umberlee's work, I wonder? |
6607 According to a farmer we talked with, the Firewine Bridge ruin hides a lot of treasure. |
6608 We were told a story by a farmer we came across. He told us that his uncle had once been possessed by some evil spirit. They managed to free him by casting a hold person spell upon the unfortunate man. |
6609 A woman told us that her husband disappeared in the Nashkel mines. |
6610 We told a young woman in Nashkel that we'd try to find her husband who had disappeared into the city's adjoining mines. His name is Joseph, and he wears a greenstone ring. |
6611 I'm just a naive girl. I don't know hardly anything. |
6612 I'm just a naive girl. I don't know hardly anything. |
6613 A Flaming Fist soldier told us that there was a reward out for a man who deserted his unit. The reward is for 50 gold, and the man's name is Samuel. |
6614 Some members of the Flaming Fist told us that Scar had been killed and Duke Eltan had taken ill. They also told us that the current acting commander of the Flaming Fist is a man named Angelo Dosan. |
6615 Bentley, the owner of the Friendly Arm Inn, told us that the iron trade has slowed greatly over the past few weeks. |
6616 Bentley told us that there has been some sort of trouble in the south. Perhaps we should go to Nashkel? |
6617 [no text] |
6618 Fireball |
6619 Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of <PRO_HISHER> form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of <PRO_HISHER> Saving Throws. |
6620 Cure Light Wounds |
6622 Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, <PRO_HESHE> receives a -4 penalty to <PRO_HISHER> attack rolls and Armor Class. |
6623 Gold |
6624 Gold |
6625 Leather Helmet |
6626 Black Bear |
6627 Gnoll |
6628 Sirine |
6629 Wolf |
6630 Horse |
6631 Chicken |
6632 Bolt |
6633 Bullet |
6634 Chain Mail +1 |
6635 Magic Missile Scroll |
6636 Composite Longbow |
6637 Horned Helmet |
6638 Winged Helmet |
6639 Great Helmet |
6640 Large Shield |
6641 Fallorain's Plate +1 |
6642 Full Plate Armor |
6643 Ring of the Princes +1 |
6644 Evermemory |
6645 Small Shield |
6646 Bastard Sword |
6647 Two-handed Sword |
6648 Hobgoblin Archer |
6649 Heavy Crossbow |
6650 Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Speed Factor: 6 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 |
6652 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a Ranger's boots or a Druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Armor Class: 8 (10 vs. piercing and missile) Requires: 4 Strength Weight: 15 |
6653 This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell. STATISTICS: Equipped abilities: – May only be removed with a Remove Curse spell Combat abilities: – 3 points of damage (piercing) inflicted to the wielder upon every successful hit THAC0: +3 Damage: 1d6+3 (piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 |
6654 Battle Axe |
6655 Battle Axe |
6656 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 7 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 |
6657 Wand of Fear |
6658 Wand |
6659 Wand of Fear |
6660 Friendly Arm Inn |
6661 Leather Armor +1 |
6662 Protector of the Second +2 |
6663 The Mist of Shadows were an elite group of elven Rangers that roamed the Cormanthor wood and were the bane of bandits and monsters alike. This particular armor was worn by Indeera Lakhan, one of the group's most highly decorated officers and second-in-command. The suit is named for her, though how it came to part her company is unknown. STATISTICS: Armor Class: 6 (8 vs. piercing and missile) Requires: 4 Strength Weight: 5 |
6664 Studded Leather Armor |
6665 Studded Leather Armor |
6666 Studded Leather Armor |
6667 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile) Requires: 6 Strength Weight: 25 |
6668 Studded Leather Armor +1 |
6669 Plate Mail |
6670 Telbar's Studded Leather +2 |
6671 Inventory |
6672 Chain Mail |
6673 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 (3 vs. slashing, 7 vs. crushing) Requires: 8 Strength Weight: 40 |
6674 Mail of the Dead +2 |
6675 Full Plate Armor |
6676 A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. STATISTICS: Armor Class: 3 (1 vs. slashing, 5 vs. crushing) Requires: 7 Strength Weight: 10 |
6677 Splint Mail |
6678 Splint Mail |
6679 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 4 (3 vs. piercing and missile, 2 vs. crushing) Requires: 8 Strength Weight: 40 |
6680 Splint Mail +1 |
6681 Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. STATISTICS: Armor Class: 3 (0 vs. slashing) Requires: 12 Strength Weight: 50 |
6682 Fallorain's Plate Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. STATISTICS: Armor Class: 2 (-1 vs. slashing) Requires: 11 Strength Weight: 20 |
6683 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. STATISTICS: Armor Class: 1 (-3 vs. slashing, -2 vs. piercing and missile) Requires: 15 Strength Weight: 70 |
6684 Plate of the Dark +1 |
6685 Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time, he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant. STATISTICS: Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile) Requires: 15 Strength Weight: 35 |
6686 Ankheg Plate Mail |
6687 Ankheg Plate Mail |
6688 The ankheg resembles an enormous many-legged worm. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. Dried and cured ankheg shells can be made into armor. STATISTICS: Armor Class: 2 Weight: 25 |
6689 Wand of Magic Missiles |
6690 Wand of Paralyzation |
6691 Wand of Fire |
6692 Wand of Sleep |
6693 Wand of Polymorphing |
6694 Battle Axe +1 |
6695 Battle Axe of Mauletar +2 |
6696 During the Tethyrian civil war, the Battle Axe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods, and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues against those who lacked honor and courage. STATISTICS: THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 5 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 5 |
6697 Throwing Axe |
6698 Throwing Axe |
6699 The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top. STATISTICS: Damage: 1d6+1 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 1 |
6700 Throwing Axe +2 |
6701 Club |
6702 Club |
6703 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
6704 Flail |
6705 Flail |
6706 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1d6+1 (crushing) Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 15 |
6707 Flail +1 |
6708 Mace |
6709 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies: Some are spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1d6+1 (crushing) Speed Factor: 7 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 10 |
6710 Mace +1 |
6711 Halberd |
6712 By far the oldest and most often used polearm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1d10 (slashing or piercing, whichever is better) Speed Factor: 9 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 15 |
6713 Halberd +1 |
6714 Suryris's Blade +2 |
6715 War Hammer |
6716 Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of thisâ€â€the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. (Rondels are small disks of metal, often shaped into decorative designs.) The shaft is about eighteen inches long. STATISTICS: Damage: 1d4+1 (crushing) Speed Factor: 4 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 6 |
6717 War Hammer +1 |
6718 Ashideena +2 |
6719 Dagger |
6720 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. STATISTICS: Damage: 1d4 (piercing) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
6721 Dagger +1 |
6722 Heart of the Golem +2 |
6723 Longtooth: The Grave Binder +2 |
6724 Throwing Dagger |
6725 Throwing Dagger |
6726 Spear |
6727 One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1d6 (piercing) Speed Factor: 6 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 |
6728 Spear +1 |
6729 Backbiter +3 |
6730 Quarterstaff |
6731 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
6732 Quarterstaff +1 |
6733 Sling |
6734 Sling |
6735 [no text] |
6736 Sling +1 |
6737 Bastard Sword |
6738 Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2d4 (slashing) Speed Factor: 8 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 10 |
6739 Bastard Sword +1 |
6740 Kondar +1 |
6741 Long Sword |
6742 These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
6743 Long Sword +1 |
6744 Varscona +2 |
6745 Short Sword |
6746 Short Sword |
6747 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1d6 (piercing) Speed Factor: 3 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 |
6748 Short Sword +1 |
6749 The Whistling Sword +2 |
6750 The Shadow's Blade +3 |
6751 Two-handed Sword |
6752 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1d10 (slashing) Speed Factor: 10 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15 |
6753 Two-handed Sword +1 |
6754 Two-handed Sword, Cursed Berserking +3 |
6755 Bullet |
6756 A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4+1 (missile) Launcher: Sling Weight: 0 |
6757 Bullet +1 |
6758 Bullet +2 |
6759 Arrow |
6760 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long. STATISTICS: Damage: 1d6 (missile) Launcher: Bow Weight: 0 |
6761 Arrow +1 |
6762 Arrow of Slaying |
6763 Acid Arrow +1 |
6764 Arrow of Biting |
6765 Arrow of Detonation |
6766 Arrow of Dispelling |
6767 Arrow of Fire +2 |
6768 Arrow of Ice |
6769 Arrow of Piercing +1 |
6770 Arrow +2 |
6771 Bolt |
6772 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 (missile) Launcher: Crossbow Weight: 0 |
6773 What is it that goes uphill and downhill yet never moves? |
6774 I never was, am always to be, none ever saw me, nor ever will, And yet I am the confidence of all who live and breathe on this terrestrial ball. |
6775 What runs all day and night and never stops? |
6776 Light as a feather, nothing in it. A stout man can't hold it more than a minute. |
6777 What is it has four legs, one head and a foot? |
6778 When first I appear I seem mysterious, but when I am explained I am nothing serious. |
6779 If you look at me, I look at you too. You look with eyes, but I not with eyes, for I have no eyes. And if you like, I speak without a voice, for you have a voice, but I only have lips that open in vain. |
6780 My twin points are joined together by crooked iron; with the wind I wrestle, with the depths of the sea I fight; I search out the midmost water, and I bite the very ground itself. |
6781 Which number comes next in the following sequence: 4, 7, 12, 19, 28, 39? |
6782 A typical manual of bodily health provides the reader with valuable information regarding preventative medicine, basic first aid, and proper muscle toning. As if this isn't enough, the manual is also magically enhanced, thereby allowing an individual to raise his or her Constitution by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Constitution: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
6783 Bolt +1 |
6784 Bolt of Lightning |
6785 Bolt of Biting |
6786 Golden Girdle of Urnst |
6787 Destroyer of the Hills |
6788 Elves' Bane |
6789 Girdle of Masculinity/Femininity |
6790 Bracers of Defense AC 8 |
6791 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Weight: 2 |
6792 Bracers of Defense AC 7 |
6793 Bracers to the Death |
6794 The Dale's Protector |
6795 Bracers |
6796 Hands of Takkok |
6797 Gauntlets |
6798 Gauntlets are armored gloves. They can be made of leather, metal plates, or chain mail. Every suit of armor is assumed to include gauntlets of an appropriate type. Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties. STATISTICS: Weight: 2 |
6799 The Brawling Hands |
6800 Elander's Gloves of Misplacement |
6801 Xarrnous's Second Sword Arm |
6802 Legacy of the Masters |
6803 Helmet of Opposite Alignment |
6804 A cap is a padded, leather, or steel skullcap worn much like a close-fitted cap, beret, or bonnet. Caps are usually worn with padded armor, leather, studded leather, hide, or any other lightweight protection. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
6805 Cap |
6806 Cap |
6807 This class of open-face helmet, made of reinforced leather or metal, covers most of the head save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
6808 Helm of the Noble +1 |
6809 Gift of Peace |
6810 The Eyes of Truth |
6811 Helmet of Charm Protection |
6812 Helm of Balduran |
6813 Small Shield |
6814 Small Shield +1 |
6815 Medium Shield |
6816 Medium Shield +1 |
6817 Large Shield |
6818 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although <PRO_HESHE> cannot wield or carry another weapon. STATISTICS: Equipped abilities: – Armor Class: +1 – No protection against missile attacks Requires: 4 Strength Weight: 3 |
6819 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using <PRO_HISHER> shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Equipped abilities: – Armor Class: +1 Requires: 12 Strength Weight: 8 |
6820 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Equipped abilities: – Armor Class: +1, an extra +1 vs. missile attacks Requires: 15 Strength Weight: 15 |
6821 Large Shield +1 |
6822 Shield of the Falling Stars +1 |
6823 The Paws of the Cheetah |
6824 Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4 |
6825 I'm a bandit who works fer the Blacktalons. From what I gather, we get paid by the Zhents. Though I have to say this: The guys who come to give us orders don't look like Zhents. |
6826 Worn Whispers |
6827 The Frost's Embrace |
6828 Senses of the Cat |
6829 Talos's Gift |
6830 Raiken, one of the commanders of the Blacktalon mercenaries, has told us that his bandits have been raiding all of the iron caravans moving along the Coast Way. He has also told us that his camp lies to the north, most likely in the Wood of Sharp Teeth. |
6831 Ring |
6832 Batalista's Passport |
6833 Druid's Ring |
6834 The Jester's Folly |
6835 Sandthief's Ring |
6836 When we charmed the bandit named Teven, we learned that he works for the Blacktalon mercenaries. The Blacktalons have been raiding the Coast Way. They have been ordered to target iron caravans. |
6837 Edventar's Gift |
6838 The Guard's Ring +2 |
6839 Gold Ring |
6840 Silver Ring |
6841 Onyx Ring |
6842 Jade Ring |
6843 Joseph's Greenstone Ring |
6844 Bloodstone Ring |
6845 Angel Skin Ring |
6846 Flamedance Ring |
6847 Fire Opal Ring |
6848 Ruby Ring |
6849 The Victor |
6850 Topsider's Crutch |
6851 Honorary Ring of Sune |
6852 Amulet |
6853 Morning Star |
6854 Morning Star |
6855 The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2d4 (crushing) Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 12 |
6856 Morning Star +1 |
6857 Composite Longbow |
6858 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow. STATISTICS: THAC0: +1 Damage: +2 Speed Factor: 7 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 10 |
6859 Composite Longbow +1 |
6860 Longbow |
6861 Longbow |
6862 The longbow is similar to the shortbow, except that the staff is about as tall as the archer isâ€â€usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. STATISTICS: THAC0: +1 Speed Factor: 7 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 3 |
6863 Longbow +1 |
6864 Shortbow |
6865 Shortbow |
6866 Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Speed Factor: 6 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 |
6867 Shortbow +1 |
6868 The Dead Shot +2 |
6869 We have warned you to leave, but you still do not listen. |
6870 Protector of the Dryads +2 |
6873 Heavy Crossbow |
6874 Heavy Crossbow |
6875 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Speed Factor: 5 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 7 |
6876 Heavy Crossbow +1 |
6877 Alas, we were ambushed in the night. Minsc was overcome by yet another blow to the head, and I was spirited away before he could recover. With but two eyes apiece there is naught more we could have done. Certainly 'twill be safer for all of us if thou dost allow me to join. What say thee? |
6878 The Guide +2 |
6879 I am Dynaheir of Rashemen. 'Tis not a title; 'tis just where I am from. We two are indeed far afield of our home, but 'tis a necessary rite of passage. Minsc must make his dajemma by seeking adventure, while I must prove my worth to my... sisters in much the same manner. 'Tis an interesting time for the realms, with great things foretold for the Sword Coast. 'Tis therefore a likely place to look for what we need. What dost thou seek on this adventurous road? Mayhaps we can all find what we need together? |
6880 It is trouble enough watching my own back, let alone yours. You are welcome for the rescue, but now find your own way. |
6881 Light Crossbow |
6882 You are welcome in my company. One cannot have too many friends. |
6883 Light Crossbow |
6884 Light Crossbow +1 |
6885 What I seek is my concern alone. Continue your "passages" if you will, but I wish none of it. I will endeavor alone. |
6886 How did you come to be captured by the likes of these creatures? |
6887 You are welcome in my company. One cannot have too many friends. |
6888 The Army Scythe +1 |
6889 The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. STATISTICS: Weight: 3 |
6890 The Spirit's Shield +2 |
6891 Cloak of Displacement |
6892 Relair's Mistake |
6893 I told ya ta get out, now GET OUT! |
6894 Come on now, could ya leave... please? |
6895 Cloak of Balduran |
6896 Whispers of Silence |
6897 Nymph Cloak |
6898 Cloak, Common |
6899 The One Gift Lost |
6900 Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time. STATISTICS: Weight: 1 |
6901 Necklace |
6902 I'm just a town girl. I don't know much other than the usual gossip. |
6903 Sorry, friend, but I don't know much more than cooking, cleanin', and gamblin'. |
6904 Studded Necklace with Zios Gems |
6905 Bluestone Necklace |
6906 Agni Mani Necklace |
6907 Rainbow Obsidian Necklace |
6908 Tiger Cowrie Shell Necklace |
6909 Silver Necklace |
6910 Gold Necklace |
6911 Pearl Necklace |
6912 A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. STATISTICS: Weight: 1 |
6913 Necklace |
6914 Laeral's Tear Necklace |
6915 Bloodstone Amulet |
6916 The Protector +1 |
6917 Shield Amulet |
6918 The Amplifier |
6919 Dart |
6920 Dart |
6921 My name's Sonner, and I'm a simple fisherman. Lately, a young priestess of Umberlee has been causin' me and my friends a lot of trouble. Seems she wants revenge against us for killing her mother. Well, we had to. A Talos priest promised his favor upon us if we did. Caught between gods, we are. You are as well. |
6922 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1d3 (missile) Speed Factor: 2 Proficiency Type: Dart Type: One-handed Weight: 0 |
6923 Lately, a young priestess of Umberlee has been causin' me and my friends a lot of trouble. Seems she wants revenge against us for killing her mother. Well, we had to. A Talos priest promised his favor upon us if we did. Caught between gods, we are. You are as well. |
6924 Lately, a young priestess of Umberlee has been causin' me and my friends a lot of trouble. Seems she wants revenge against us for killing her mother. Well, we had to. A Talos priest promised his favor upon us if we did. Caught between gods, we are. You are as well. |
6925 New friends of mine! You may call me Tenya, and know that I am a priestess of Umberlee. For many weeks now I have searched for the relic that was stolen from my mother. The fishermen Telman, Jebadoh, and Sonner stole it when they became jealous of her power. I will soon have my revenge against these petty fishermen. |
6926 Greetings. Is there something I can help...? Wait one moment, you're the ones wanted for murder! |
6927 Dart +1 |
6928 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. We are quite concerned about the sudden rarity of iron. Many think that the nation of Amn is gearing up for war against our great city. If this were the case, I don't know how well we would do, lacking a resource as important as iron. |
6929 Dart of Stunning |
6930 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. We are quite concerned about the sudden rarity of iron. Many think that the nation of Amn is gearing up for war against our great city. If this were the case, I don't know how well we would do, lacking a resource as important as iron. |
6931 Dart of Wounding |
6932 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. Our squad's mission is to hunt down a drow elf who killed a farmer, his wife, and his kids. It was a very brutal murder, but what can you expect from the drow? |
6933 I tried to enter the Flaming Fist compound, but the guards accused me of murder. |
6934 I charmed a member of the Flaming Fist, and he told me that there were tensions between Baldur's Gate and the nation of Amn. He also said that the Flaming Fist is desperately in need of iron. |
6935 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. We are quite concerned about the sudden rarity of iron. Many think that the nation of Amn is gearing up for war against our great city. If this were the case, I don't know how well we would do, lacking a resource as important as iron. |
6936 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. We are quite concerned about the sudden rarity of iron. Many think that the nation of Amn is gearing up for war against our great city. If this were the case, I don't know how well we would do, lacking a resource as important as iron. |
6937 When I charmed a member of the Flaming Fist, he explained that his unit was hunting after a drow elf who had murdered a family. |
6938 I was informed by Aldeth Sashenstar that the criminals wanted for the murders at Candlekeep were hiding out at his home. Not that I would do anything about it now that we're friends. You don't have the face of a murderer. |
6939 We've been ordered to hunt down the party of mercenaries who committed the murders at Candlekeep. |
6940 I don't go prying into the customers' business. Bad for tips, it is. |
6941 My name is Garrick, and my profession is music. I have a few skills with magic, and know quite a bit of lore. I have worked in the musical troupe of Silke for about three months. |
6942 We charmed a man named Garrick. From his description of himself, we'd have to assume that he was a bard. |
6943 The Gatewarden of Candlekeep explained the rules of the library. I am not to take books from the rooms they are in, and I am allowed to stay for only ten days. |
6944 Silence told us that lately the Flaming Fist has come down hard on the Thieves' Guild. |
6945 I have been accused of murdering Brunos, Rieltar, and Thaldorn. |
6946 I apologize young one; I would love to stay and chat, but I have many things on my duty roster this day. |
6947 You lost! Now you must all die! |
6948 You won?! We must let you pass. Tread carefully, we will be watching you. |
6949 I am Greywolf, a bounty hunter who tracks down those who'd spurn the laws of the Sword Coast. Been known to track for sport, occasionally. Maybe I'll let you live, since you're such a likeable person. Strange, normally I don't like people. |
6950 I'm a guard who keeps the peace in Beregost. Recently there's been a lot of strange rumors about. |
6951 There's been missing livestock in the farms around Beregost. |
6952 We were told by the guards in Beregost not to resist any of the bandits' demands if we were to be confronted by them. |
6953 The bandits who raid the Coast Way are more interested in iron than in gold. |
6954 The guards of Beregost are worried that the iron shortage has crippled their ability to function. |
6955 A guard in Beregost was talking about a 5,000 gold piece reward. For what, he did not say. |
6956 A guard in Beregost was talking about "Bassilus," and "zombies." |
6957 I'm just a guard, what do I know 'bout anything? |
6958 Winter Wolf Pelt |
6959 Winter Wolf Pelt |
6960 Mirror |
6961 Mirror |
6962 Small Box |
6963 Small Box |
6964 Holy Symbol |
6965 Bassilus's Holy Symbol |
6966 Clothing |
6967 Clothing |
6968 We have agreed to help Safana find a pirate's treasure trove. It is located along the west coast. |
6969 Gandolar Luckyfoot has told us that there is a secret path to the Firewine Bridge ruins in one of the halfling burrows of Gullykin. |
6970 Gemstone |
6971 Gemstone |
6972 Fire Agate Gem |
6973 There are kobolds in the Firewine ruins. |
6974 Fire Agate Gem |
6975 Potion of Fire Resistance |
6976 Potion |
6977 Potion of Fire Resistance |
6978 Potion |
6979 Yes! I'll pay! Just leave me to go on my way! |
6980 Isn't 200 gold a little steep? I mean, do I look like I have that kind of coin? |
6981 Potion of Hill Giant Strength |
6982 Okay, 100 gold is a little more reasonable. I'll pay you that and be on my way. |
6983 Still too much, I think. I'd rather just take a long route around. |
6984 Potion of Frost Giant Strength |
6985 Potion of Fire Giant Strength |
6986 Potion of Cloud Giant Strength |
6987 You wait too long. Now we kill you anyway! |
6988 You shoulda ran when we gave you chance. Now we take yer money AND heads! |
6989 Potion of Storm Giant Strength |
6990 Potion of Healing |
6991 It's too bad that you couldn't see the obvious value of this gem. I guess I'll be on my way. |
6992 Good, good! Here's the gem, now I'll be on my way. |
6993 Potion of Invisibility |
6994 Potion of Heroism |
6995 I'm a halfling trader who spent the last of my money on this worthless gem that I possess. The gem is cursed you see, and now I must find a way to get rid of it. |
6996 The Firewine Bridge is all that is left of an elven trading town that was destroyed over two hundred years ago. |
6997 There are kobolds in Gullykin, but they seem more organized than is typical of their race. |
6998 Potion of Invulnerability |
6999 The Hall of Wonders and the High House of Wonders are joined together by a stone bridge. |
7000 There is an artifact called a "telescope" within the Hall of Wonders. |
7001 The Hall of Wonders and its sister building are protected by wards and guards. |
7002 The Hall of Wonders is open only from dawn till dusk. |
7003 Brathlen was quite upset when we told him that we knew some of the wards were not working. No doubt there will be more guards on duty at the Hall of Wonders from now on. |
7004 When we charmed Brathlen he told us that the guardian wards of the High House of Wonders were not working. |
7005 Potion of Stone Giant Strength |
7006 Oil of Fiery Burning |
7007 Oil |
7008 Oil of Speed |
7009 We have agreed to steal a "telescope" for a gnome named Brevlik. The telescope is located at the Hall of Wonders. Brevlik will be waiting for us at the Elfsong Tavern. |
7010 Elixir |
7011 Elixir of Health |
7012 A hobgoblin we charmed told us that he worked for a mercenary band known as the Chill. According to him the Chill work for the Zhents. |
7013 A hobgoblin told us that he worked for a mercenary company known as the Chill. The Chill has been raiding the Coast Way road. |
7014 A hunter we met suggested that we search out the Firewine Bridge ruins for adventure. |
7015 Potion of Absorption |
7016 Potion of Agility |
7017 Chicken |
7018 We met a man named Husam who claims to have worked with the Iron Throne. When we talked with him, he seemed to be a harmless drunk. |
7019 Skull |
7020 The drunk named Husam told us that the leaders of the Iron Throne were Brunos, Thaldorn, and Rieltar. |
7021 The drunk named Husam told us that the Iron Throne leaders had gone to Candlekeep; for what purpose, we do not know. |
7022 Husam told us that there was a secret passage from the home of Krammach Arkhstaff to the Iron Throne base. |
7023 Husam told us that we can find him at the Elfsong Tavern. Though he is a blubbering drunk, he seems to know a great deal. |
7024 Husam told us that Scar was dead, and that Duke Eltan was dying of some mysterious disease. |
7025 We have learned that the drunk Husam has been putting up an act all this time. He is actually a member of the Shadow Thieves. The Shadow Thieves are concerned at how the nations of Amn and Baldur's Gate have been maneuvered close to a war. |
7026 Husam has told us that two Night Masks have been spotted in the city. They are staying at the Undercellar. |
7027 The Splurging Sturgeon Inn has an entrance to the Undercellar. |
7028 Scar told us that he would double our wage if we destroy the doppelganger infestation of the Seven Suns compound. |
7029 Antidote |
7030 You must not bother me at the moment primâ€â€friends; I am a very busy man. If you are overly excited about the upcoming feasâ€â€party, don't be worried, we won't start without you. |
7031 I'm a mercenary in the service of the Iron Throne. They don't tell me much. |
7032 Irlentree, one of the owners of the Merchants' League, introduced himself to us. He invited us to Aldeth's anniversary party on the third floor. |
7033 One of the Iron Throne soldiers told us that the entrance to the mine was in the bailey to the east. |
7034 An Iron Throne guard told us that we could find Davaeorn on the fourth floor of the Cloakwood mine. |
7035 You're obviously here on important business, friends. If you want to see Davaeorn, he's on the fourth floor. |
7036 An Iron Throne merchant told us that Brunos and Rieltar, two of the leaders of the company, have traveled to Candlekeep. |
7037 One of the Iron Throne leaders is right now on the fourth floor of the Iron Throne citadel. |
7038 We have agreed to find a holy book for Jalantha Mistmyr. The book is located in the Temple of Tymora (the Lady's Hall). |
7039 We've learned from Jhasso that a group of shapeshifting creatures has taken over the Seven Suns trading coster. |
7040 Rumors are flying about town that we're Amnian spies. |
7041 Jhasso told us that Scar has been killed, and that Eltan is dying of a mysterious ailment. |
7042 Jhasso suggested that we investigate the Blushing Mermaid, as there might be clues there about the murder of Scar. |
7043 Get outta my store! You're not wanted here, unless of course you've changed your mind about my previous offer. |
7044 We've joined up with Kagain, a dwarf who wants to find a missing noble. The missing noble is the son of Entar Silvershield, and so he's really desperate to find the kid. |
7045 Entar Silvershield's son was killed. |
7046 Potion of Clarity |
7047 Potion of Cold Resistance |
7048 Potion of Confusion |
7049 Potion of Drunkenness |
7050 Potion of Defense |
7051 Potion of Explosions |
7052 Potion of Fire Breath |
7053 Potion of Fortitude |
7054 Potion of Genius |
7055 Potion of Infravision |
7056 Potion of Insulation |
7057 Potion of Lethargy |
7058 Potion of Magic Blocking |
7059 Potion of Magic Protection |
7060 Potion of Magic Shielding |
7061 Potion of Master Thievery |
7062 Potion of Mind Focusing |
7063 Potion of Mirrored Eyes |
7064 I didn't do it, and I'll not surrender for a crime I didn't commit. |
7065 I surrender. |
7066 You have made a wise decision. |
7067 Potion of Perception |
7068 Potion of Petrification |
7069 Farewell. |
7070 I hope that we will work well together. |
7071 Kolvar tells us that Scar was assassinated while we were in Candlekeep, and that Duke Eltan lies dying of some mysterious disease. |
7072 Kolvar thinks that the Shadow Thieves killed Scar. |
7073 Kolvar is suspicious as to why Rashad, Eltan's priest, hasn't healed the Grand Duke yet. |
7074 We have promised the woman Lena that we will take Samuel to the Temple of Wisdom at the Friendly Arm Inn. |
7075 Liia Jannath has suggested that we search the bodies of the men who tried to kill her. |
7076 Lothander, an assassin in the employ of the Iron Throne, has told us that his partner has poisoned us. Unless we help Lothander, he won't give us the antidote. We have one or two weeks to live if not cured. |
7077 We have agreed to help Lothander escape his geas in exchange for the antidote. We are to visit a diviner in the marketplace. |
7078 Lothander has told us to meet him at the Blade and Stars when we have a cure for his curse. |
7079 Lothander has given us half of the antidote. He told us that the other half is possessed by Marek, who stays at the Blushing Mermaid. |
7080 I like to cook, but other than that, I don't know much. |
7081 Two assassins working for the Iron Throne have threatened us. Their names are Marek and Lothander, and they have warned us to back away from the Iron Throne. |
7082 When I charmed a merchant, he said some vague things about iron shortages, bandits, and war. |
7083 Daer'Ragh |
7084 An enslaved miner has told us that there's a way to destroy the Iron Throne mine in the Cloakwood. A steel plug blocks the flow of an underground river. If the plug were released, the water would flood the entire mine. Only the master of the mine has the key to the plug. |
7085 A miner told us that the leader of the mine lives on the fourth level of the mine. |
7086 Some of the miners here in the Nashkel mines have told us about "dog headed creatures." |
7087 When we charmed Mulahey, he told us that his kobolds had contaminated most of the iron in the mine, and had killed several miners. |
7088 A criminal named Neb told us that Duke Eltan is sick with disease, and that Scar is dead. |
7089 When we charmed Nimbul, he told us stories about being hired out by a "house of iron." He was sent to kill us because this "house of iron" feared us for some reason. |
7090 When we charmed the noble hunter, he told us a story about druids killing his friend. |
7091 One of the sons of the Iron Throne's leaders seems to be quite popular. The son's name is Sarevok. |
7092 Several nobles have expressed their desire to vote for Sarevok in the coming election. |
7093 I am Delorna, a daughter of the great mage Shandalar. My father has given me the duty of selling certain components to the Grand Dukes of Baldur's Gate. They are vital to the construction of a Halruaan flying ship. You could likely do it for me, though. Take my component, if you wish; it is in the desk. |
7094 I am Helshara, a daughter of the great mage Shandalar. My father has given me the duty of selling certain components to the Grand Dukes of Baldur's Gate. They are vital to the construction of a Halruaan flying ship. You could likely do it for me, though. Take my component, if you wish; it is in the desk. |
7095 I am Ithmeera, a daughter of the great mage Shandalar. My father has given me the duty of selling certain components to the Grand Dukes of Baldur's Gate. They are vital to the construction of a Halruaan flying ship. You could likely do it for me, though. Take my component, if you wish; it is in the desk. |
7096 While I listened in on a conversation between Helshara and Ithmeera, I learned some valuable information. There are three spell components needed to create the floating ship. The sisters have divided the components between themselves; Helshara has a rock, Ithmeera a statue, and Delorna a spellbook. |
7097 Potion of Power, Wizard |
7098 Potion of Power, Priest |
7099 Potion of Power, Rogue |
7100 Potion of Power, Warrior |
7101 Potion of Regeneration |
7102 Potion of Insight |
7103 Potion of Strength |
7104 Potion of Freedom |
7105 Potion of Stone Form |
7106 Gem |
7107 Fire Agate Gem |
7108 Lynx Eye Gem |
7109 Sunstone Gem |
7110 Turquoise Gem |
7111 A reader in Candlekeep told me that the leaders of the Iron Throne met every day with mysterious people on the third floor. |
7112 Bloodstone Gem |
7113 Skydrop Gem |
7114 Andar Gem |
7115 Jasper Gem |
7116 Tchazar Gem |
7117 Zircon Gem |
7118 Iol Gem |
7119 Moonstone Gem |
7120 The Thieves' Guild has had a lot of troubles since Angelo became commander of the Flaming Fist. |
7121 The high priest of Helm, Nalin, told us a story about the captain of the guard. The captain, Brage, seemingly lost his mind and murdered his family. The priest has hinted that we find him and bring him back to the temple. |
7122 The merchant in Nashkel has promised us gold if we were to bring back a winter wolf pelt. |
7123 Lately, the Flaming Fist has come down hard on the Thieves' Guild. |
7124 Waterstar Gem |
7125 Ziose Gem |
7126 Chrysoberyl Gem |
7127 I met a man named Koveras. He claimed to be a friend of Gorion. |
7128 Star Diopside Gem |
7129 Shandon Gem |
7130 Aquamarine Gem |
7131 Garnet Gem |
7132 Horn Coral Gem |
7133 Pearl |
7134 Sphene Gem |
7135 Black Opal |
7136 Water Opal |
7137 Moonbar Gem |
7138 Star Sapphire |
7139 Diamond |
7140 Emerald |
7141 King's Tears |
7142 Rogue Stone |
7143 We have agreed to investigate the Seven Sun's merchant compound. Scar thinks that there are suspicious goings-on within the compound. He wants us to find the leader of the Seven Suns, Jhasso. |
7144 A THIEF from my party is to meet Narlen Darkwalk by the Splurging Sturgeon inn. The rest of the party must wait out of sight, or Narlen will call the deal off. After we meet, we will go to the De'Mallonblade household. He and his partner Rededge are going to go inside while I stand watch outside. If anything goes wrong I am to call the alarm and run. No one is to be hurt, especially no city guards. If all goes well we will meet back at the Thieves' Guild and plan another caper. |
7145 We have agreed to explore the sewers on the eastern side of the city. People have been disappearing, and it's our job to find out why. |
7146 A druid named Seniyad has warned us of wyverns in the Cloakwood forest. |
7147 The druid Seniyad told us that we should not trust Faldorn. |
7148 The druid Seniyad has told us that the Iron Throne has a base in the northeast end of the forest. |
7149 Book |
7150 Manual |
7151 Tome |
7152 Magical Book |
7153 Spellbook |
7154 Manual of Bodily Health |
7155 Manual of Gainful Exercise |
7156 Manual of Quickness of Action |
7157 Tome of Clear Thought |
7158 Tome of Leadership and Influence |
7159 Tome of Understanding |
7160 Normal Book |
7161 Angelo |
7162 The shopkeep in Nashkel is willing to pay us much gold for a winter wolf pelt. |
7163 A shopkeep in the Sorcerous Sundries is making a magical cloak out of the nymph hair I gave him. I should come back and get it in three days. |
7164 We have been hired by a woman named Silke to protect her from some thugs hired out by a man named Feldepost. |
7165 There are wanted posters of us, claiming we murdered the Iron Throne leaders in Candlekeep. |
7166 A smuggler we charmed told us that Duke Eltan is sick with some sort of disease, and that his second-in-command, Scar, is dead. |
7167 A mysterious woman named Tamoko has told me that Duke Eltan's healer is not to be trusted. Likely he is the cause of Eltan's sickness. She also spoke of me in a strange manner. She knows more than she is saying. I shall have to seek her out in the future. She said that she will be near the Flaming Fist headquarters if I wish to speak with her again. |
7168 A mysterious woman told us to investigate the man who is Eltan's healer. |
7169 According to the mysterious woman, we should follow Eltan's healer. He leaves the Flaming Fist stronghold at midnight, every night. |
7170 The mysterious woman told us that two assassins named Slythe and Krystin are holding out at the Undercellar. |
7171 Record |
7172 experience |
7173 next level |
7174 dual-class |
7175 level up |
7176 Strength |
7177 Dexterity |
7178 Constitution |
7179 Intelligence |
7180 Wisdom |
7181 Charisma |
7182 dwarf |
7183 neutral good |
7184 neutral evil |
7185 true neutral |
7186 lawful good |
7187 lawful evil |
7188 lawful neutral |
7189 chaotic good |
7190 chaotic evil |
7191 chaotic neutral |
7192 Level |
7193 human |
7194 elf |
7195 halfling |
7196 gnome |
7197 half-elf |
7198 male |
7199 female |
7200 ranger |
7201 <FIGHTERTYPE> |
7202 thief |
7203 <MAGESCHOOL> |
7204 cleric |
7205 <FIGHTERTYPE>/thief |
7206 bard |
7207 cleric/<MAGESCHOOL> |
7208 cleric/ranger |
7209 cleric/thief |
7210 druid |
7211 <FIGHTERTYPE>/cleric |
7212 <FIGHTERTYPE>/druid |
7213 <FIGHTERTYPE>/<MAGESCHOOL> |
7214 <FIGHTERTYPE>/<MAGESCHOOL>/cleric |
7215 <FIGHTERTYPE>/<MAGESCHOOL>/thief |
7216 <MAGESCHOOL>/thief |
7217 paladin |
7218 Quick weapons |
7219 Quick items |
7220 Quiver |
7221 Ground |
7222 Scroll |
7223 Spell Scroll |
7224 Protection From Acid |
7225 Protection From Electricity |
7226 Protection From Fire |
7227 Protection From Magic |
7228 Protection From Poison |
7229 Protection From Undead |
7230 Cursed Scroll of Weakness |
7231 Why do you ask us to surrender? We have done nothing wrong. Sorry, we can't surrender. |
7232 I surrender. Take me to your prison. |
7233 You only make things harder on yourself, child. |
7234 Cursed Scroll of Clumsiness |
7235 Gorion has left some items for me in his chambers. |
7236 When we threatened Thaldorn, he told us that Rieltar and Brunos, his business partners, were in Candlekeep. |
7237 The seer told us that the leader of the Iron Throne was Rieltar Anchev. |
7238 The seer told us that the leader of the Iron Throne was Sarevok Anchev. |
7239 The seer told us that Jalantha Mistmyr was the only one who could cancel the geas that afflicts Lothander. Jalantha Mistmyr can be found at the Water Queen's House (the temple of Umberlee). |
7240 According to the seer, Entar Silvershield is the richest man in Baldur's Gate. |
7241 [no text] |
7242 The seer tells us that the man who heals Eltan is the source of the problem. |
7243 The seer tells us that Sarevok Anchev was the man who framed us for the murders at Candlekeep. |
7244 Cursed Scroll of Foolishness |
7245 Cursed Scroll of Ugliness |
7246 Cursed Scroll of Summon Monster |
7247 Cursed Scroll of Petrification |
7248 Cursed Scroll of Ailment |
7249 We are to meet Narlen at the Splurging Sturgeon inn. He only wants <thief name> there. The rest of the party will have to wait nearby. |
7250 Sarevok seems to be a popular choice to replace the deceased Entar Silvershield. |
7251 Tension seems to be building between Baldur's Gate and Amn. |
7252 The townsfolk of Beregost talk of a "monster" named Bassilus, who has murdered many innocent folk. |
7253 The villagers at the Friendly Arm speak of the iron from Nashkel being as weak as tissue. |
7254 The villagers of the Friendly Arm speak of bandits who make the roads unsafe to travel. |
7255 The townsfolk of Baldur's Gate are paranoid of a possible war against Amn. |
7256 A man named Sarevok seems to be making quite the splash in Baldur's Gate. |
7257 We've heard a rumor about people dissolving into slime. |
7258 We've heard rumors of an ancient mage school with all sorts of treasures. |
7259 There are many rumors around Beregost about the scarcity of iron. |
7260 There are some rumors in Beregost about hostilities between Amn and Baldur's Gate. |
7261 Iron in this region seems to deteriorate for no known reason. |
7262 We have heard of a bounty of 5,000 gold upon the head of a man named Bassilus. Kelddath Ormlyr will give us the reward. Kelddath can be found in the temple of Lathander just east of Beregost. |
7263 When we spoke to Volo, he told us much about the troubles of the Sword Coast. It seems that bandits raid the Coast Way, making that road unsafe to travel. Iron in this region has become brittle, though none know why. He also spoke of people vanishing from the Nashkel mines. |
7264 The dwarf Yeslick has told us a great deal about the Cloakwood mine. He and his clan used to work in the mine, but they dug into an underground river. In the ensuing flood, most of Yeslick's clan died. Yeslick later met the man known as Rieltar, an important figure in the Iron Throne. With Yeslick's help, Rieltar reopened the mine for the Iron Throne. Yeslick tells us that a mage called Davaeorn runs the mine from the fourth level. If we were to get a key from him, we could flood the entire mine site. |
7265 I don't care what Aldeth has told you! Would you kindly leave this area? It would be rather... unhealthy if you didn't. |
7266 Protection From Petrification |
7267 Cursed Scroll of Stupidity |
7268 Wand of Fire |
7269 Wand of Frost |
7270 Wand of Lightning |
7271 Wand of Polymorphing |
7272 Wand of Monster Summoning |
7273 Wand of the Heavens |
7274 Don't insult us with bribes! |
7275 You there! Stop where you are, thieves! You are under arrest for robbery. I represent the Flaming Fist and the law of the Grand Dukes. |
7276 Wait one moment! We can pay you money. How about 100 gold to let us alone? |
7277 You don't want to arrest us, especially if we gave you these nice shiny gold coinsâ€â€200 of them, in fact. |
7278 We'll cleave you limb from limb, you law-abiding do-gooders! |
7279 I don't think I know anything that you would find of particular use. Sorry friend. |
7280 A bribe! This is an insult of the highest order. Defend yourselves! |
7281 We represent the Council of Six. You are accused of thievery and must surrender yourselves to the mercy of the law. |
7282 History of Durpar and Var the Golden: Durpar and Var the Golden share a common history. Over three thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in -2488 DR, the countries of Durpar and Var barely survived the destruction. Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy: All things in the world were connected, were part of a single creation spirit, and all of the gods of the realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One. Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth. In 1023 DR, after an armed peace had been worked out with Ulgarth, the council of merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening. Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every able-bodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine. It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of twenty four gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands. Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara-Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zakhara beckoning, the future looks bright. |
7283 History of Tethyr: For the past 1,500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne. Civil wars were brief, however, and once the fighting was over the system returned to normal (until the next major dispute in a few hundred years or so). The established re-occurring cycle was broken ten years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethyr by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change. It takes more than just a couple of lousy winters to depose a king however; It takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid siege to Castle Tethyr, it was too late for loyalists to help. As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy the evidence of treachery and the general and the prince would emerge from the conflagration and announce a new, joint government. The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid. To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of valueâ€â€fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, and so onâ€â€was either stolen, burned, or just ripped apart and stomped into the dust. As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding." The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr. One thing was certain: any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon. |
7284 History of Amn: Amn has the good fortune to have abundant natural resources; some would say Amn is the richest land on the continent. This has worked in Amn's favor for generations, because even if they were conquered, the new masters would be gentle, looking to gain wealth from the land, rather than to put it to the torch. Amn has been a center of trade and commerce for as long as anyone can remember. Oral traditions handed down from father to son tend to support the theory that Amn has been a trade center for at least 800 years. Unfortunately, written records are difficult to find and often incomplete. It would seem the typical Amnian citizen was too busy trying to fill their coffers to write down events of the day. Amn has always been more interested in the present and the future than the past, and this makes an accurate history difficult. The best records, the business papers of the oldest trading companies, are jealously guarded. The fear of revealing "trade secrets" is stronger than the call of history, so the average citizen knows very little about Amn's past. It appears that the Amn of 100 years ago was very much like the Calimshan of today. Each major city was basically an independent entity, banding together for defense when necessary, and fighting for control of territory and profitable trade routes the rest of the time. A particularly brutal trade war began twenty-four years ago, with each city exacting prohibitive tariffs on goods imported from the others. The trade war escalated, and city troops began to raid caravans sponsored by other cities. In a matter of months commerce was brought to a halt, a number of cities were under siege, and war threatened to engulf the entire region. Into the breach stepped a young merchant named Thayze Selemchant. Thayze was smart, charismatic, and very well connected (the Selemchant trading house was one of the oldest and richest in Athkatla.) He secretly contacted representatives of the five other richest merchant houses in Amn, and started to plan. The first part of the plan involved the careful sprinkling of rumors about outside threats. One involved a pirate invasion from the Nelanther, another was about a massing of orcs just on the other side of the Cloud Peaks. Thayze even started a rumor about an elf army in the Forest of Tethyr, ready to pounce on a divided Amn. None of the rumors were true, but they began to turn people's thoughts toward unity, not war. Thayze knew that if he and the other members of his council were to take control of Amn, they would need broad-based popular support. Tensions between cities and merchant houses were still high, so to get that support, Selemchant and the others agreed to drop their family names and never use them again. When news of a "Council of Six" spread throughout the land, many people accepted their rule. A group that would unite Amn under one rule, governing for the benefit of all instead of one city or trading company over another, was indeed a welcome change. The Council raised an army (at great personal expense) to quell the few pockets of resistance that remained, and have been in total control of Amn for the past twenty-two years. |
7285 History of Calimshan: Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air. The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinn and efreet started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old. For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various placesâ€â€Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyrâ€â€took turns dominating, only to be conquered by the next, nearly identical tribe. Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being. The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere. 900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great they say, would have disturbed magical powers and beings throughout the realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population. Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir). Since the fall of Shoon, no force or people has risen to solely dominate the land. There are a half dozen or so major cities, each of which exerts its own power over its own area. About 170 years ago, a man in Calimport amassed a large army and declared himself "Pasha" over the land. Before that army could march, however, the representatives of each major city met and agreed to recognize the Pasha's authority in limited areas, and to pay a small tribute to him; enough to pay for the works the Pasha was expected to do. The oldest son of each pasha inherits the title; if there is no son, the mayors of each large city select a new one. The current Pasha, Rashid Djenispool, has ruled for over 18 years, and is the grandson of a pasha elected by the mayors of Calimshan 44 years ago. |
7286 History of Estagund: Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. It regained its independence when Reinhar was slain by the Halruaan archmage Mycontil, though the country soon degenerated into a group of small independent city states. Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1023 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed misogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Hedgita was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforeseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem Seltarir, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Hedgita did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the council of merchants, so he retained a measure of rule in addition to his fortune. Chaka Hedgita is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var. |
7287 History of Gondegal the Lost King: Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. It was to extend north to the Desertsmouth Mountains, south and west of Wyvernwater and the farms outlying from Eveningstar, and east to Tilver's Gap and the mountain passes. In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dalesâ€â€all of whom he drew the blood and ire of in the making of his throne. Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade. No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns. Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caravan guards often warn merchants to beef up the escort on a particular caravan, "else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown. Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him. |
7288 History of the Chosen of Mystra: The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess's other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.) The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives. For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor. Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Syluné, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanué Laeral, Alassra Shentrantra (known today as the Simbul), and Erésseae Qilué. These siblings have become known in Realmsian lore as the Seven Sisters. Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; He had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shellâ€â€in essence a lich, clinging to life only because Mystra's power was within her. When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body. As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions. |
7289 History of Shadowdaleâ€â€The Fall of Azmaer, Last Drow Marshall of the Twisted Tower: The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshal of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; However, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives. |
7290 History of Shadowdaleâ€â€Ashaba Becomes First Lord of Shadowdale: Upon taking the Twisted Tower and removing the drowish yoke from the people, the Dalesmen had fully established the Dale of Shadowdale, with its seat of power in the tower itself. Its first lord was a water wizard who had aided in the final attack: Ashaba, who was great in age when he ascended, and ruled peacefully for forty years thereafter. It is said that Ashaba realized he was dying and turned himself to water, merging with the river. Since that time, the river, the ford, and the Twisted Tower all bear his name. Before passing on Ashaba chose one of his trusted lieutenants as the new lord of Shadowdale. Presented to the people of the Dale, he was made the new lord by acclamation. In an additional honor, the pendant worn by Ashaba was thereafter recognized as a symbol of the lordship in the Dalelands, and was possessed by each of the successive lords following. |
7291 History of Shadowdaleâ€â€Joadath and the Tyrist Massacre: The past hundred years have been an example of the best and worst of the lords of Shadowdale. All have been nonnative to the Dalelands, though all made the land their home. A century ago the lord of the Dales was one Joadath, a stiff-necked agnostic who denied the power of any god, good or evil, and used force to back up his beliefs. During this time there was a great deal of religious persecution, including a massacre of Tyrists on Watcher's Knoll. Joadath was eventually killed by a beast of the nether planes summoned by parties unknown, which then proceeded to rampage through the Dale. The beast was killed and Shadowdale rescued by the spellcasters Aumry and Sylune. Aumry was proclaimed lord by acclamation. |
7292 History of Shadowdaleâ€â€Aumry Rules in Peace: The longest period of peaceful rule was by Lord Aumry and his wife Sylune (better known as the Witch of Shadowdale). They ruled over the community for forty years, a period of extended peace with their neighboring dales, nations, and the elven peoples. It was this very peace and power which made the Dale the target for attacks and sabotage by the Black Network (Zhentarim). They sought (and still seek) to control the trade from the Moonsea to the Sword Coast, and desired to make Shadowdale a vassal state of Zhentil Keep. Lord Aumry's rule ended tragically when he was assassinated by Zhentish agents. |
7293 History of Shadowdaleâ€â€Jyordhan the False Lord: Lord Aumry was assassinated by Zhentarim agents, who in turn were captured and killed by the warrior Jyordhan. Jyordhan, with the Pendant of Ashaba in hand(the symbol of the lordship in the Dales), proceeded to present himself as the new lord, and was so acclaimed by the people. It was unknown to the people that Jyordhan was also an agent of the Zhentarim, and that the entire proceeding had actually been a ruse. Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle Krag east of Shadowdale. His court was soon overrun with agents of the Black Network. When the people eventually revolted, Zhentil Keep sent peace-keeping forces to maintain Jyordhan's rule. Sylune, now aware of the deception but a firm pacifist, did her best to keep the Dale healthy and intact during Jyordhan's evil rule. |
7294 History of Shadowdaleâ€â€Khelben Kills Jyordhan: Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, also called the Blackstaff. The story at the time was that Jyordhan accepted an invitation from Khelben to visit Waterdeep, and there he took ill and died. In reality, Jyordhan ambushed Khelben as the mage was leaving Shadowdale, and the Blackstaff killed him. In either case, Khelben took hold of the Pendant of Ashaba (the symbol of the lordship in the Dales) and returned to Waterdeep with it, promising to send a suitable candidate for lordship to the Dales. Jyordhan had ruled for five years, and without his advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed. Jyordhan's previously chosen successor was a Melvauntan named Lyran, but without the Pendant this individual was considered a pretender to the throne. |
7295 History of Shadowdaleâ€â€Lords Accepted by Acclamation: This acclamation of the people has formed the basis for choosing the lord of Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff. Usually a predecessor will step down as opposed to dying in office, and his chosen successor will be approved by the populace at large. This system has had its drawbacks, as will be shown below, but in general, it has served the independent, self-willed people of the Dale very well. They have avoided the "genetic lottery of which good bureaucracies and bad kingships are made" (a quote from the venerable Elminster). The symbol of the lordship is the Pendant of Ashaba, a device owned by the original wizard, and used to determine the rightful lord of the Dale. |
7296 History of Shadowdaleâ€â€The Time of No Lords: During the period when Khelben Blackstaff held the Pendant of Ashaba(the symbol of the lordship in the Dales), Sylune (wife of the murdered Lord Aumry) was the de facto ruler of Shadowdale, though these years were known as the Time of No Lords. Sylune and an adventuring company known as Mane's Band were responsible for driving out the Zhentil Keep forces and keeping at bay the monsters in the area. The Twisted Tower, the traditional seat of leadership, remained uninhabited following its abandonment by the evil Lord Jyordhan, and neither Sylune nor the companions of Mane's Band wished to assume the mantle of leader. With time, Mane's Band passed on to other lands and adventures. |
7297 History of Shadowdaleâ€â€Doust Sulwood Becomes Lord of Shadowdale: Three winters following his defeat of the evil Lord Jyordhan, Khelben Blackstaff found a suitable candidate to assume leadership of the Dales, or rather a group of candidates. They were the Knights of Myth Drannor, so named to show their interest in the elven territories and their connection with the elven peoples, and Khelben gave them the Pendant of Ashaba(the symbol of the Lordship) in return for services rendered to himself and to Shadowdale. Their leader, the ranger Florin Falconhand, refused the honor of the lordship. It was therefore passed to Doust Sulwood, who was made the new lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), and apparently also the secret support of Khelben as well. Doust reoccupied the Twisted Tower, driving out the last agents of the Black Network. He also re-instituted many of Ashaba's democratic ideals, including the Lord's Court where all citizens may speak freely and air their grievances without threat of reprisal. Doust ruled for five years and proved to be a capable ruler, beloved by the people. The regular presence of the Knights of Myth Drannor did much to ensure the protection of the area, particularly against incursions by Lyran Nanther the Pretender. Lyran was to have been Jyordhan's named replacement, but with the Zhentarim routed there is little validity to the claim. |
7298 History of Shadowdaleâ€â€Elminster Moves to Shadowdale: It is of note that during the time that Doust Sulwood of the Knights of Myth Drannor assumed the role of Lord of Shadowdale, Elminster took up residence in the area. A semi-regular visitor up to that time, he took possession of a low, abandoned tower at the foot of the Old Skull, and declared himself to be officially in retirement. The nature of that retirement varies from active involvement in local affairs to long-term vacations on other planes. The natives of the Dale have come to the understanding that they cannot always count on the powerful mage being in residence in times of need or danger, but when he is present in these circumstances his aid is usually given. |
7299 History of Shadowdaleâ€â€Doust Chooses Mourngrym Amcathra to Succeed Him: Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled Shadowdale as lord for five years. "Seems like a millennium," he was oft known to have reported, and the tedium of court life and the lure of adventure eventually caused him to retire his position and rejoin the Knights of Myth Drannor in regular adventuring. He handed the Pendant of Ashaba (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian noble named Mourngrym Amcathra. Mourngrym had been dispatched by Khelben from Waterdeep for other purposes, but Doust liked both the young man's straightforward honesty and his willingness to shoulder the burden of protecting the small community from myriad dangers. Time has proven this choice a wise one. |
7300 History of Shadowdaleâ€â€Shaerl and Mourngrym Meet and Marry: The implications of Khelben "Blackstaff" Arunsun "choosing" the last two lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on the Dale's powerful neighbor to the south, Cormyr. An agent was sent northward to divine Mourngrym's true intentions and to guarantee the Dale's continued good relationship with the throne of the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all paperwork on this matter has been curiously incinerated in Suzail, so all is hearsay and tale). Shaerl discovered more than she intended and fell in love with young Mourngrym. The two married and became the lord and lady of Shadowdale. Shaerl's loyalty is now to her husband and to the land they co-rule. This was probably not the intention of the Cormyreans. |
7301 History of Shadowdaleâ€â€Mourngrym's Rule: Since being recommended to the position by outgoing Lord Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had hoped. The First Battle of Shadowdale occurred in the Year of the Prince (1357 DR), and involved Daleland forces routing those of Lyran the Pretender. Lyran has made repeated attempts to gain the Lordship, as was intended by the former Zhentish puppet, Lord Jyordhan. While significant, this battle pales when compared to the larger battle fought on the same site between Bane-led Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR). When the Battle of Shadowdale is referred to (without a number), it usually means this second battle. In addition, Mourngrym has had to deal with a large number of skirmishes, incursions, a possible invasion from below, explosions, and other sundry disasters. Mourngrym and Shaerl have one child, Scotti, who is now nine winters old. By the customs of the area, he is not considered the heir apparent, and another suitable warrior or mage may take the reins of power of the small community. Most feel that Mourngrym will hold the Pendant until his son has reached his majority, then abdicate in young Scotti's favor once he takes his grown name. If this happens, it will be the first occasion of the lordship of Shadowdale passing down through a family. |
7302 History of the Northâ€â€The First Flowering: For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities, they traded with emerging human nations like Netheril and Illusk and repulsed the attacks of the goblin races. Meanwhile, dwarven clans united as the nation of Delzoun, named for the dwarf who forged the union. The nation, existing primarily underground, extended from the Ice Mountains to the Nether Mountains. Silver Moon Pass was its western border and the Narrow Sea its eastern shore. Orcs came from north of the Spine of the World but were turned back in great slaughter by the elves. To this day, this is the homeland and stronghold for orcs and similar races. |
7303 History of the Northâ€â€The Crown Wars: Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other, with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Miyeritar, and when it faded away some months later, not an elf livedâ€â€nor were trees left, only an open, blasted moor: the High Moor. All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three placesâ€â€the Fallen Kingdoms and the cities of Silverymoon and Myth Drannorâ€â€they succeeded with shining grace. To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunderâ€â€a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over three thousand years, Netheril dominated the North, but even its legendary wizards were unable to stop their final doom. |
7304 History of the Bell in the Depths: One of the great and mysterious sites in the Moonsea area, the Bell in the Depths, is connected with legendary Northkeep, an island kingdom that was the first great citadel of humankind in these cold lands. Northkeep was of great and magical city, and it was under the protection of these magics that humanity first began to press back the orc hordes and take command or the sea. The power of Northkeep made it an obvious target for orcs, giants, and other evil races, however these creatures were not inclined towards sea actions, and Northkeep seemed safe until the day when (according to legend) 40,000 inhuman mages, shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea and began to chant, bringing the vengeance of their gods down upon the human interlopers. The gods (at least some of them) came and destroyed their priests for disturbing them, but also sank Northkeep beneath the waves. The upper reaches of Northkeepâ€â€its slender, now-broken spiresâ€â€can be seen beneath the water by boats that sail nearby. This is not attempted often, however, as the region is said to be haunted by the original defenders of Northkeep, seeking company in their watch over the Cold Lands. On fog-ridden nights the bells of the tallest towers, despite being submerged, can be heard as far away as Hillsfar. |
7305 History of the Red Ravens: One of the few long-standing mercenary companies that operate in Cormyr, the Red Ravens have a strength on paper of 110 swords, but can easily triple that number with new hires if they get a sufficiently large contract. They have been kept on retainer by the government of Cormyr with the stated purpose of cleaning out the Stonelands to the north. They have been moderately successful in this goal, but the Stonelands are still far from being a safe territory. The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde crusade. They are noted for their honesty and trustworthiness, as they don not wish to jeopardize their royal charter. Most of their troops are armed with studded leather and carry long swords. They charge 200 gold pieces per week for the services of their 110-being unit. Their symbol is a red raven amulet. |
7306 History of Dambrath: The nation of Dambrath was formed out of a barbarian kingdom almost a half-millennium ago by a powerful alliance of priestesses of Loviatar and the drow from the city of T'lindhet. In 211 DR, fleeing from the destruction of the homeland by the then-great kingdoms of Unther and Mulhorand, four tribes of barbarians entered Dambrath. They found a coast where the dolphins danced and plains where the grass was long. They roamed from the borders of the Walls of Halruaa as far east as the current borders of Estagund. They soon became known as the Arkaiun, or People of the Wind. In 545 DR a great warchief, Reinhar, arose to lead the tribes. The halflings of Luiren were quickly enslaved, and several of the coastal cities of Durpar were captured or razed. Estagund fell to his rule, and eventually Reinhar turned his attention to Halruaa. An army of 40,000 horsemen and a fleet of fifty ships mounted a coordinated attack, and even though Reinhar was able to get beyond the Walls of Halruaa and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to be more than a match for the invaders. Reinhar was finally defeated in a great battle at Sulaziir by the archmage Mycontil and his troop of wizards. Reinhar's son, Reinhar II, took command of the army and set out on a two month overland retreat. He arrived home with a thousand surviving fighting men and no shaman. Reinhar II proved to be as good a ruler in defeat as his father was in war. He consolidated his forces and pulled home almost all of his troops, as he knew that the defeat made them tempting prey for raiders and encroaching monsters. This action allowed for the safe development of his peoples. By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and lazy. Reinhar IX, or Reinhar the Foolish as he is more commonly known, insisted on expanding his nation to gain more gold to finance his military campaigns. He ordered the mining of many rich lodes of silver and electrum in the Gnollwatch mountains, but before his plans of expansion could begin, the miners encountered the drow of T'lindhet. The drow were outraged and began a steady series of raids and attacks on the Arkaiun strongholds. Whole villages were destroyed overnight, and no trace of the invaders could be found. Reinhar IX committed the foolhardy action of attacking the drow in retaliation. While the Arkaiuns managed to get a force into the drow city, this action only succeeded in uniting the normally chaotic drow. For once, the full power of a drow city was turned against an enemy. The battle quickly moved back to the surface. Reinhar's raiders were wiped out, leaving Reinhar with only a small portion of his original military. This was not enough for the drow, who demanded total enslavement of the entire surface nation. The Arkaiuns resisted valiantly, and the war went on for three decades at tremendous cost in life to both sides. Finally, the drow had the Arkaiun forces cornered at Malduir. Almost without hope, the defenders were overjoyed when a group of half-elven pilgrims appeared on the scene. The high priestess, Cathyr Shintar, offered the aid of her clerics to help defend the city, and Reinhar took this to be an omen from the gods. A priestess was placed with almost every company. Within a tenday, the drow struck. The priestesses did indeed prove to be of great aid, but to the drow. Every priestess turned on the Arkaiuns, and Cathyr herself slew Reinhar. The drow were still weakened by the battle, and only the presence of the priestesses enabled them to win. Cathyr, realizing the unique advantage she possessed, made a deal that even the suspicious drow embraced. Her priestesses would rule the land, and in exchange they would provide access to the surface for the drow, trading weapons, slaves, and supplies. The drow were delighted with this brazen offer from a surface-dweller. Reinhar had been slain and the insult avenged, and after thirty years of war the drow were not particularly interested in Dambrath. They did insist, however, on taking the best captured males as slaves. Cathyr quickly agreed to this, seeing the males as an obstacle to her own power. Cathyr ruled for 205 years. She fulfilled her promise to make Dambrath, or "The Nation of Pain," a bastion of evil in the realms. In her time, Cathyr saw the priesthood of Loviatar expand to thousands, and faith in the Beastlords previously worshipped by the Arkaiuns was nearly eradicated. Many of the Arkaiuns were able to escape their new mistresses, and flee to the Swagdar. There they resumed their almost forgotten nomadic life. The priestesses of Loviatar continued to enjoy good relations with the drow, and some even took mates, creating a race of drow half-elves. These dark half-elves became known as the Crintri, or "noble ones." Most are pristesses of Loviatar, though many are mages as well. They consolidated their power, learning much of the area from the Shebali, or "lower ones," as the Arkaiuns are now called. The capital of Dambrath was established at Cathyr, built after Cathyr's passing and named in her honor. Her death came at the hands of her daughter, Filina, who had grown tired of waiting for her mother to die. Filina ruled for only five years, however, before her own daughter, Cathakay, assumed the throne in the same fashion. Cathakay ruled for fifty-four years, eventually falling in battle against a gold dragon. She died childless, and here niece Melanith assumed the throne. Melanith faced an increasing population, and unrest among males who longed for a return to their prestige of old. Melanith did not return their previous status, but she did make use of them. Fearing that the great nations of Mulhorand and Unther might rise again, she decided that mundane tasks, such as defense of the kingdom, would be handled by men. She was the first to name a male to the post of warchief. Sadalar, a Crintri, became the queen's consort. His term as warchief was characterized by widespread bribery and corruption. He was, however, responsible for getting many privileges returned to the Arkaiuns. After Melanith's rule, the Shebali were considered second class citizens, rather than slaves. Though males were granted more power during her rule, Melanith also solidified the split between the sexes. While the rulers of Dambrath had been females for over two centuries, it was more because of competence than gender. Melanith, however, decreed that men could have no authority except over other men. The female-led hierarchy of Loviatar was quick to back this move. Many of the bravest and best men of the kingdom perished in raids on Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that had returned to the Gnollwatch mountains. Some even fought at the side of the drow in their battle with the svirfneblin city of Aventine. The deep gnomes were destroyed, but so were the Shebali. The drow and the Crintri were largely unharmed, and for their aid, the Crintri were rewarded with a number of drow males to breed in to their race. Melanith took a drow male as her consort to replace Sadalar, who had perished in the conflict. The drow, Nym Inthigg, fathered three daughters and a son. It was at this time that Melantih began the isolationist policy that Dambrath still follows today. Melanith ruled for 156 years, her daughter Ausitil for 125. The current queen of Dambrath, Yenandra, who is known in Dambrath as the "Pirate Queen," is said to have sailed as far south as Zakhara on pillaging raids. Yenandra has been ruling for 71 years, and is beginning to show signs of age. She has three daughters as well, named Luatharyn, Meltruil, and Hasifir. While she does remain extremely popular, especially to the Crintri, the children of leaders in this land are not known to patiently wait their turn. |
7307 History of Luiren, Land of the Halflings: The halflings of Luiren claim that it is the original homeland of halflings in the realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago. Luiren's history is one of conquerors and subjugation. Throughout the centuries, the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped end the occupations. Currently, Luiren is enjoying unprecedented prosperity. The halflings are currently taking advantage of their relationship with the nation of Durpar; their biggest customer and greatest competitor. Also, through these close ties with Durpar, Luiren has protected itself against another Dambraii invasion. The rulers of Dambrath must know that if they begin to expand to the east, they will arouse the ire of Durpar, as well as Var and Estagund. The threat of a trade embargo and/or military consequences have kept this aggressive nation away from the Luireners. |
7308 History of Halruaa: Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netherese, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then. Over the centuries, Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic-resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty thousand Dambraii attacked, and were stopped by five hundred Halruaans. More than two hundred Halruaan wizards, including Mycontil, died in the battle. The last attack upon Halruaa was less than one hundred years ago, through the Telath Pass by the power-hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruaans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed. Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netherese didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa. Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa. This constant raiding has made the Halruaans very defensive, warlike, and traditional. The people say that since wizards have always led them, wizards always will. |
7309 History of the Northâ€â€Recent History of the North: In the waning summer months of 1367, an immense orc horde descended from the Spine of the World, intent on winding its way south into the trade lands of the North. This force of orcs, led by King Greneire, surged its way south between the Moonwood and the Cold Wood, stopping just outside the Citadel of Many Arrows. King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the prospect of another orc horde, despite the fact that he knew they should be working together against the humans of the North and the spawn of Hellgate Keep. His tribal shamans, however, had been predicting a treacherous fall of the citadelâ€â€and they'd told the king that he'd be disposed by other orcs. Thus, it was a dark day when King Greneire and his horde of 150,000 orcs appeared on the plains outside the Citadel of Many Arrows. King Obould announced to his followers that this horde had been sent to dislodge them from their home and send them out to be scavengers among the plains. He vowed that, as Gruumsh as his witness, the Citadel of Many Arrows would slaughter these treacherous orcs "like elves during a festival." For four months, the 40,000 orcs within the citadel held their ground. Assault after assault was mounted against the high walls of the garrison, but the attacking orcs were losing far more than the defenders. Still, the living conditions within the wallsâ€â€never too good to begin withâ€â€created losses of their own. The battle for the Citadel of Many Arrows culminated during the first week of Uktar. As another light blanket of snow sought to bury the gathered orcs, King Greneire threw his entire remaining army at the citadel, bursting its gates and pitting orc against orc in a flurry of swords. As the two orc kings sought one another out along the ramparts, the citadel began to burn. The orcs that survive the battle still speak of the extraordinary prowess of the two kings as they battled one another before their troops. Finally, however, King Obould ran Greneire through with his long sword, but Obould was severely wounded by the time Greneire had breathed his last breath. The orcs erupted into battle once again, and no one is quite certain what became of King Obould. It was through the smoke and snow that the victors of the conflict emerged: the dwarves of Clan Warcrown along with a contingent of troops from Silverymoon. Charging in through the shattered gates, these new attackers quickly routed the exhausted orcs of the citadel, sending them scurrying off into the wilderness. King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves now call the city by its old name of Felbarr. Most in the North still tend to refer to the city as the Citadel, however, waiting to see if it can withstand the next orc horde. King Warcrown has put out a call for all dwarves to help defend the citadel, and news of a new vein of gold and silver is spreading rapidly through dwarven communities. |
7310 History of the Northâ€â€The Elven Exodus: This era left behind elven strongholds ripe for pillaging by humans and orcs. When elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark Eaerlann's passing. And yet it was not only the elves who would disappear from their long-held homes; the human nation of Netheril also stood on the brink of history. Doom for Netheril came in the form of a desert, devouring the Narrow Sea and spreading to fill its banks with dry dust and blowing sand. Legend states that when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began three thousand years ago and reached its conclusion fifteen hundred years later. Whatever the truth, wizards no longer dwelled in Netheril. To the north, the once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the orcs struck. Orcs have always been foes in the North, surging out of their holes every few tens of generations when their normal haunts can no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains, and stormed upward from the bowels of the High Moon Mountains. Never before or since has there been such an outpouring of orcs. Delzoun crumbled before this onslaught and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The Eaerlann elves alone withstood the onslaught and, with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more. In the east, Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril as Netherese followers built the town of Karse in the High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others wandered the mountains, hills, and moors north and west of the High Forest, becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and Sundabar. |
7311 History of the Northâ€â€The Spread of Humankind: The adaptable humans made use of magic they could seize or learn from the Proud Peoples to defeat all enemies, breaking (for a time) the power of giants and orcs. Waterdeep was founded. The last of the pureblood elves died out, a result of continued marriages with humans. In the far west, men also dwelledâ€â€wise, clever primitives called the Ice Hunters. They lived simple lives on the coast since time beyond reckoning, countless generations before Netheril's first founders set foot on the Narrow Sea's western shore. Yet this peaceful folk fell prey to another invasion from the south: crude longships that carried a tall, fair-haired, warlike race who displaced the Ice Hunters from their ancestral lands. This race, known as the Northmen, spread farms and villages along the coast from the banks of the Winding Water to the gorges of the Mirar. Northmen warriors drove the simple Ice Hunters farther and farther north, forced the goblinkin back into their mountain haunts, and instigated the last Council of Illefarn. Within five hundred years of the Northmen's arrival, Illefarn was no moreâ€â€its residents had migrated to Evermeet. From the Coast, Northmen sailed westward, claiming and establishing colonies on the major western islands of Ruathym and Gundarlun, eventually spreading to all the islands in the northern sea. Others migrated northward, past the Spine of the World, and became the truly savage barbarians of Icewind Dale. In the centuries that followed, Ascalhorn became Hellgate Keep when it fell into the hands of fiends, and Eaerlann collapsed under the attack of a new orc horde. The elves fled southeast, joining with Northmen, Netherese descendants, and dwarves to form what would later be known as the Fallen Kingdom. This realm was short-lived and collapsed under the next orcish invasionâ€â€though in dying, it dealt the goblin races a blow from which they have yet to recover. |
7312 History of the Northâ€â€The Might of Men: Along the coast, in what was once the elven community of Illefarn, humanity was once again rising in power. Merchants from the south, tribesmen from the North, and seafarers from western islands had created a village around a trading post on a deep-water harbor, first known as Nimoar's Hold after the Uthgardt chieftain whose tribe seized and fortified the ramshackle village. Nimoar and his successors, known as War Lords, led the men of Waterdeep (as it had become known to ship captains) in a slowly losing battle against the trolls. In a final, climactic battle, the trolls breached the aging palisade and all seemed lostâ€â€until the magic of Ahghairon of Silverymoon turned luck against the trolls, destroying and scattering them. Ahghairon, heir to the heritage and learning of Netheril, stayed in Waterdeep, and in his 112th year he again saved the cityâ€â€this time from itself. In so doing, he created the Lords of Waterdeep. The city grew into the greatest in the North, possibly in all Faerûn, With Waterdeep as a firm anchor, civilization forged cautiously into the wilderness. Illuskan (now Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, Secomber, and other towns were settled by pioneers from Waterdeep, sponsored by Waterdhavian merchant families. Though it's been centuries since the last orc invasion, there's still constant strife. Barbarians harass merchants, travelers, and towns; the seas swim with Northmen pirates; and wars have marred the land in recent years. Luskan, now a fierce merchant city known to harborâ€â€and supportâ€â€pirates, waged a war with the island realm of Ruathym over an act of piracy against one of the few legitimate Luskan merchant ships. The war raged for nearly a year, with Ruathym slowly losing ground. When it appeared Luskan would finally win the naval war and land on the island itself, the Lords' Alliance entered the fray. They threatened war against Luskan if the skirmishes didn't stop immediately. Unable to fight a two-front war efficiently, Luskan canceled its invasion plans. Tensions between Luskan and Ruathym are still high, and their ships are often seen taking potshots at each other as they pass, often just a wave or two away from each other. The government of Ruathym has recently been sending adventurers into the hills of its island realm, looking for mercenaries who are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still has a presence on the island, trying to win through subversion and terrorism what it could not accomplish through war. To the far north, the Ten Towns have finished rebuilding after being nearly destroyed by the monstrous forces of Akar Kessel. With help from the tundra barbarians living nearby, they've built and repaired their cities, replanted the sparse foliage, andâ€â€most importantlyâ€â€replenished the morale of their citizens. A recent trader who passed through the area carrying seventeen wagons of rare oak lumber said that it was nearly impossible to determine who's a barbarian and who isn't. "They're living together!" he reported in amazement. |
7313 History of the Northâ€â€1368, Year of the Banner: As the dwarves settled in for the winter in their reclaimed city of Felbarr, a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's warriors descended into the ranks of the evil adventurers, teleportation magic spirited at least three of those responsibleâ€â€as well as a vast amount of treasure stolen from Elremâ€â€to safety. According to Themrin, the tribe's present shaman Elrem promised to "watch over the tribe in spirit now that my mortal form is destroyed." Despite the reassuring words of Elrem, the tribe suffered through an oppressive winter that included heavy snow, scarce game and low morale. Trusted visitors to the barbarian encampment report that Themrin and Gweshen "Ironhand" Talistars are wearing some form of armor made from the scales of Elrem. This use of their former shaman's body as "protection" was supposedly ordained through a dream vision. The armor appears as little more than a supple leather armor, but seems to deflect blows and protect as well as full plate armor. Nesme reported a drastic rise in the number of troll attacks in the Evermoors, and various sources confirm that something is driving the trolls out of the moors. Whatever is behind the trolls' exodus is destined to remain a mystery for the remainder of the year, as adventuring parties expend themselves against the never-ending supply of trolls that are fleeing the bog. In the most surprising move of the year, the Blue Bear Tribe, led by the shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of Hellgate Keep. While a brief struggle for political control of the city was reported by various sources, Tanta Hagara emerged as the new ruler of the city. |
7314 History of the Northâ€â€1369, Year of the Gauntlet: The tumultuous climate of Hellgate Keep continued to provide adventuring activity. A group of Harpers infiltrated the city using cloaking magic and revealed that Tanta Hagara was actually an annis. This revelation did nothing to hamper the Blue Bear's respect for their powerful chieftain however, and the city responded to the unmasking by attacking caravans en route to Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara informed her "loyal troops" that gates existed in these cities that could allow other tanar'ri to "join us in the glorious battles to come as we take control of all of the North!" Alustriel cast powerful magical spells in the defense of Silverymoon against the raiding tanar'ri, and the city itself suffered no damage from their attack. The Mistmaster of the Citadel of the Mists likewise aided in the defense of his citadel, though reports still rage about the assistance of the treants of the High Forest. Sundabar suffered from Hellgate Keep's attack, as the fiends broke through the walls and raised havoc along the city streets. While adventurers battled the fiends, Helm Dwarfriend led a large contingent of the city guard to drive the remainder from Sundabar. Still, the fiends from Hellgate Keep left the city with the satisfaction of knowing that it was burning in their wake. Within two days, however, the fires were extinguished, and Sundabar has since rebuilt from the attack. By mid Eleasias, rumors that Turlang, the powerful treant who resides in the northern High Forest, was actively defending the woodlands near the Citadel of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate Keep. News that Turlang was aiding the Mistmaster did not escape her notice, and the belief that the Citadel of the Mists was holding an extra-planar artifact only added to the hag's interest. Tanta assembled a large force consisting of more than 100 tanar'ri and other fiends as well as 500 members of the Blue Bear tribe to raze the Citadel of the Mists. But as the evil forces marched their way into the High Forest, the Mistmaster put his own plan into motion. Two Harper agents, a bard named Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with them part of an extra-planar artifact called the Gatekeeper's Crystal. The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that is made of onyx and an unknown metal that entwines itself through the gem. Each point of the star is a separate piece that can be combined together to create the artifact or separated to form three powerful magical items. While the crystal can be used in different manners, it was primarily created to bring down wards, including mythals and other powerful protections. According to legend, it was created by a powerful lich who used it to render clerics powerless, stripping them of their ability to turn undead and nullifying necromantic magic within a 50-mile radius. The Mistmaster had a different use for the Gatekeeper's Crystal, but he needed volunteers to aid him in placing two shards of the crystal at precise locations within the warded city of Hellgate Keep. In particular, he needed two people who would be willing to trade their lives to exterminate the fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the suicide mission, Holding the pieces of the crystal, the two Harpers waited for the Mistmaster to activate the magic with his third piece, initiating the magic that would tear Hellgate Keep asunder. When a blazing beam of purple energy illuminated the skies over the keep, no one within the fiend's stronghold had time to wonder what was happening. The power of the Gatekeeper's Crystal forced the wards to cascade upon the city, causing an implosion that shook the ground for more than 100 miles. As quickly as the wards surrounding Hellgate Keep collapsed, the crystal released the magical energy in an explosion that leveled every building in the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep once stood. Not a living creature stirred in the remains; all was silent and lifeless. The force of tanar'ri from Hellgate Keep was unsure what had happened but had felt the tremor when the Gatekeeper's Crystal had been activated. They were fighting for their own lives, however, as the treants, korred, centaurs, satyrs, dryads, and other creatures of the High Forestâ€â€including defenders of the Citadel of the Mistsâ€â€battered them into the moist earth. One of the North's most notable rulers fell in the battle, however, but he took at least six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector of Triboar, fell alongside his troops near the conclusion of the conflict. Within weeks after the final battle with Hellgate Keep, treants blocked passage farther north at the joining of the Heart-blood and Delimbiyr rivers. While the treants care little for hunters and adventurers passing through the area, all caravans seeking passage north to Sundabar have been repulsedâ€â€and this is not a matter that the treants wish to negotiate. In another mishap blamed on Turlang, Turnstone Pass was blocked by a tremendous avalanche. This final calamity sealed the Upvale from any major force of men. Travel into the area formerly occupied by Hellgate Keep is now limited to adventurers and other brave travelers. The Mistmaster has been questioned repeatedly by some of the most powerful wizards in the realms, including Elminster of Shadowdale and Khelben Arunsun, about the current location of the Gatekeeper's Crystal. Most sources claim that the pieces of the crystal have been scattered amongst the planes again, but no one is certain. Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud giants have taken up residence in the moor, driving the trolls from the giants' new "homeland." While it's unknown how many giants have taken up residence in the High Moor, estimates range up to several hundred. A thick mist continually hangs in the air of the Evermoors now, even more persistent and thick than the mist before the giants' arrival. Many believe that these new mists are the work of the cloud giants, but none can be certain. Alustriel of Silverymoon sent a detachment of guards to investigate the eastern borders of the moor, and the guards returned with news that a gathering of around twenty fog giants who were "of good nature and quite friendly" had taken up residence in a formerly troll-infested area. Guards from neighboring Nesme were not so fortunate, however, running into a clan of violent, boulder-hurling fog and cloud giants who nearly decimated their unit. In addition, a group of adventurers crawled into Nesme with terrible burns, reporting that they had run into a black dragon at a fog giant encampment. Overall, it appears that both good and evil giants now call the moor their home. |
7315 History of the Northâ€â€Return of the Beast (1367- ?): Sages, philosophers, historians, and priests alike feel an ill-boding in the chill air. They predict a slow change over the next decade, but within the lifetime of men born on the first day of this age. They believe that the beasts that once ruled the land plan to return to claim what's rightfully theirs, imprisoning and enslaving the crowns. Where elves once reigned, men now rule, but their holdâ€â€as true for all civilizations beforeâ€â€is tenuous at best. |
7316 History of the Northâ€â€1370, Year of the Tankard: Even before spring has graced the Savage North, reports of treants massing in the High Forest have reached all of the northern cities. It seems that all of the creatures of the forest have mobilized to restore the High Forest after the fall of Hellgate Keep. Something must still reside below the ruins of Hellgate Keep, however, for the Company of the Jaded Heart never emerged from the depths below the city. The treants have since blocked entrance into the ruins, sealing whatever evil still lurks within far below the sight of man. But there is other activity in the North as well. Luskan still flirts with war, tempting neighboring cities and yet staying just below the wrath of Waterdeep. The barbarians still brew in the north, easy to take offense at innocent incursions into their sacred holdings. Rumors of Zhentarim agents scouring the Fallen Lands for powerful magic from long-lost Netheril continue to circulate. And adventurers still abound in the Savage Frontier. |
7317 History of Waterdeep: Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterward, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper. Humankind and other races come from all over the realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over twenty black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city. |
7318 History of the Dales and the Elven Court: The founding of the Dalelands long preceded the creation of any of the existing Dales by hundreds of years, and the year numbering system known as Dalereckoning is actually a commemoration of humankind being given permission to settle in the lands north and west of the Inner Sea. Most of the current Dales are relative newcomers, the older having been abandoned, destroyed, or overrun long ago. In those ancient days, when Suzail and Chondathan (now called Saerloon) were mere coastal trading posts, the elves who ruled this forest entertained a request from settlers from the East; refugees and farmers from far-off Impiltur and Damara. This request was to farm and settle the borders of the great forest Cormanthor, in particular the rich delves and dales along the rivers Arkhen and Ashaba. These newcomers did not wish to lumber or clear the inhabited forest, but only to settle on the rich territories on its edges, and unlike some other settlers (early Sembia comes to mind) were willing to ask permission. The lords of the Elven Court granted that request in return for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Dalelands territory. The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales. Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation. The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR). |
7319 History of Cormyr: Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line. The land has been officially at peace for many yearsâ€â€since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering forces to face Gondegal, the rebel of Arabel, to occupy Tilverton on the marches of the Dalelands, and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West. |
7320 History of Sembia: The land of Sembia was settled by humans coming to the Sea of Fallen Stars from the south, and was originally chosen for its stands of huge, high-quality iliyr-wood timber so prized in shipbuilding. However, as the forests were cleared over the years, the treecutters came into increasing conflict with elves who feared the loss of their entire wood. This would undoubtedly have occurred, had not the hastily gathered mercenary troops of the fledgling land been defeated by the elves at Singing Arrows (884 DR). This battle convinced distant Chondath to abandon its holdings in the region and allow the immigrant Sembians to establish their independence (though as little more than a collection of rival city-states, much like the Moonsea or Vast of today). It also set the stage for the appearance of the Raven. The young country grew strong as farms prospered in the newly cleared lands. Craftsmen arrived from the south to take advantage of this chance to acquire land and wealth, bringing their trades with them. Rauthauvyr the Raven unified the city-states and towns in the face of the continuing "elven menace," and insisted on maintaining a standing army, which he kept in practice by policing Sembia's borders and improving its roads. At this time (913 DR), Sembia became as a true nation. The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at about this time, and pressure began to grow for a trade road through the elven woods to make Sembia the world's gateway to all these riches. The Raven went alone as an envoy to the Elven Court and asked the elders of their Council to approve a road open to humans linking Sembia to the shores of the Dragon Sea (an earlier road had been destroyed during the conflict and was now overgrown). Raven proposed that the elves choose the route and retain control of it and the woods around it, so that no woodcutting or human settlement would occur. The elves had earlier made similar arrangements with the Dalesmen and had no difficulty with the concept of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) refused the proposal, not wanting or needing such a road at that time (curious, since later a ruler of Harrowdale commissioned the disastrous Halfaxe Trail). The elves, not wishing to offend long-time allies, refused Raven's request. Rebuffed, the Raven then threatened to exterminate the isolated elves in Amothoi, the last embattled remnant of the elves in Sembia, if the Elven Court did not cooperate. If the road was built, however, they would be free to trade, or not trade, as they wished. The elves agreed under this pressure, and Sembia's financial future was secured. Hillsfar, on the shores of the Dragon Sea, became a commercial meeting ground between humankind and elves, as did Elventree. The route the elves chose ran past the base of the Standing Stone as a reminder of earlier, less-hostile dealings between humans and elves. Over the years the elves of Amothoi came north to join their brethren or slipped away to seek Evermeet, leaving their wood to gradually disappear. Sembia grew rich under merchant leaders of increasing wisdom, such as Saer (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as Selgaunt). Before his death, Rauthauvyr the Raven saw that these merchants had a strong standing council of merchant elders to advise them and to ensure that no ruler could hold onto power by force of arms. Then this farsighted man, creator of a nation, now halfblind and infirm from old war wounds, rode north into the elven woods and disappeared. None know what happened to him or where his bones lie, save perhaps some few elder elves. |
7321 History of the Moonsea: The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yûlash, Zhentil Keep, and Hillsfar. The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the Northâ€â€including not only Tethyamar, but the clans of the Cold Landsâ€â€who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region. So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yûlash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt. This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest citiesâ€â€Hillsfar, Mulmaster, and the impenetrable Zhentil Keepâ€â€are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality. |
7322 History of the Vast: Two millennia ago the Vast was Vastar, the orcish lands. These were the breeding grounds of the goblin hordes that would spill eastward and cross the Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown by invading dwarves, who established the Realm of the Glimmering Swords. It was during this time that the first humans came to the Vast, including the mage Maskyr. The rule of the dwarves occurred against a backdrop of constant war with the orcs, such that there were perhaps only 40 years of true peace for the Realm of the Glimmering Swords. The orcs overran the dwarves, and they escaped extinction only through the aid of human and elven allies. The remaining dwarves left the region to the newly arriving humans and retreated to the east, to the south, and to isolated and hidden communities within the Vast. The most successful of the humans were the adventurers whose hunger was sated by gold and whose thirst was slaked by great deeds. This was the Time of the Glorious Fools, and there are those who will argue that it is still that age, as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs today are contained, if not conquered, and trade has grown up in the lands of the Vast. However, for many individuals with adventuring blood, it is still a wilderness in which one may prove one's worth. |
7323 History of the Dragon Coast: The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day. As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power. The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coastâ€â€corruption and treachery. It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated. |
7324 History of the Western Heartlands: The history of the Western Heartlands is a history of endless battles and destroyed empires. In ancient times, these were the lands of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more recent history, the land has been fertilized with blood and bone as forces from the Empires of the Sands surged northward, the evil peoples within Dragonspear and the Goblin Marches spilled forth, and mercenary companies moved to and fro in the service of one petty warlord after another. Recent battles leveled the Way Inn and threatened Daggerford. Even the Time of Troubles did not leave this desolate land unmarkedâ€â€Bhaal himself perished at Boareskyr Bridge, and the waters it passes over have remained poisoned to this day. The cities of the Western Heartlands are strong, independent, and varied. They are also strongly motivated by trade and listen harder to the ringing of gold than the call of battle. But something else prospers in the open landâ€â€freedom and opportunity. No nation lays claim on the Western Heartlands to land beyond that which their armies can control, and no warlord can make demands beyond the swing of his axe. Small holds and castles regularly spring up, only to be knocked down by invading forces or abandoned after a generation or two. Lost dungeons and secret citadels lie scattered throughout the land, and this rugged frontier presents more than enough opportunities for adventurers. |
7325 History of the Zhentarim, Two Zhents' Worth: Much confusion exists in the realms regarding Zhentil Keep and the (not-so) secret society known as the Black Network or Zhentarim. The two are closely tied, such that a speaker may refer to one when meaning the other and still be clearly understood. In general, both mean trouble. Zhentil Keep is a walled independent city on the western shores of the Moonsea. It is one of the most evil cities in the realms, a blight on the North, and a haven for Evil groups, plotting manipulators, dark religions, and foul practices. Its rulers seek to dominate the lands around it, including the Dragonspine Mountains, Yûlash, Voonlar, and the neighboring Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to make matters more confusing) have destroyed Teshendale, come close to destroying Daggerdale, and for a long time had an agent ruling Shadowdale. The Zhentarim is an organization of evil priests, wizards, and inhuman creatures bent on controlling all the trade and power between the Sword Coast (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the intervening lands of Cormyr and Anauroch). Its aims in the Moonsea area are the same as Zhentil Keep's, and the two factions work hand-in-glove, often sharing the same membership. The Zhentarim have a more far-reaching effect than Zhentil Keep, though, and have agents throughout the North. In addition, the Zhentarim are not limited to Zhentil Keep itself, and maintain a number of fortified outposts. Their rulership has spread with the passing years. In addition to being the dominant force in Zhentil Keep, the Zhentarim control the Citadel of the Raven and Darkhold, two important castle complexes. Over the years, more power has been moving away from Zhentil Keep (filled with a lot of unknown and untrustworthy flunkies) and into these more secure areas. Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, but in reality not every Keeper (yet another name for a native of Zhentil Keep) is of the Black Network, and not every agent of the Zhentarim is from Zhentil Keep. Adventurers should watch who they trust as a result. |
7326 History of Ulgarth: Ulgarth was settled by the great empire of Raurin, in the height of its power. When the empire was destroyed, it endured centuries of barbarism. Warchiefs united the country several times during this period. They fought many skirmishes with other barbarians, particularly those in Durpar and Var the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the forces of Mulhorand. In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied land. They settled down, and began raising children and crops. This new society in Ulgarth gradually grew in power, while its neighbors grew apace. But while Durpar grew as a result of its commerce and its philosophy of balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed a highly structured caste system of lords and peasants. In 1002 DR, the centuries long skirmishes between Durpar and Ulgarth came to an end, as the two countries finally reached a balance of power. There were too many centuries of warfare between the countries for them to completely trust each other. With their mutual border well defended on both sides, both countries have given up on the idea of conquering the other. Trade between the Ulgarth and the Shining Lands has become a vital factor to both nations. Ulgarth produces many of the items that Durparians trade throughout the world. In return, Durpar trades many exotic items to Ulgarth. Of course, the Durparian merchants usually get the better of any trade. The current king, Drasna the Fortunate, has continued on his predecessor's policy of non-aggression with the Durparians. |
7327 History of the Drow, The Descent: We know very little of the Ilythiiri, or "elves of the South," before this crucial event. Even then they were known as "dark elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them. Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race. |
7328 History of the Drow, The Dark Wars: The warlike drow nature did not change when they escaped their surface foes during the Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items and using them against the dwarvesâ€â€establishing an enmity that is still strong today. The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as the Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today. |
7329 History of Waterdeepâ€â€Age 0, Trademoots and Pioneers: Few now know the true history of this great city, which had its beginnings over a thousand years ago, when the North was truly what Southerners still sneeringly call it: "the Savage North." In those days, most of the North was covered with vast, tall forests of ancient green, and inhabited by dwarves and goblinkind (in the most northern mountains and foothills) and elves (in widely scattered forest enclaves everywhere else). A few primitive human tribes lived along the Sword Coast, fishing, hunting and gathering in spring and fall to trade their furs with vessels sailing in from the south for merchant's jewelry, metal tools, and the occasionally-available weapon or two. In the spring, these vessels came primarily to cut and take huge trees for shipbuilding, trees being no longer available in such large sizes farther south. In the fall, the vessels came in to cut timber for their own repairs, or to take on a cargo of wood if the misfortunes of trading had left their holds low or empty. Most of these trademoots were at a certain place where there was a great natural deepwater harbor, protected from the sea by a rocky spur of land, an arm of an isolated coastal crag, or a rocky island beyond it. |
7330 History of Waterdeepâ€â€Age I, The Rise of the Warlords: Over the years, the forest was cut back farther and farther from the shore, and tribes began to stay most of the year there, farming the cleared land. The wiser among them claimed and controlled some of the timber in order to trade for more weaponry and tools. Such claims angered many who found the squatters rich from frequent trade, and brought attacks from land and sea, the more warlike tribes slaughtering the more sedentary settlers. Noted among these tribes was that led by Nimoar, a chieftain who ordered his people to seize the farms, crude wooden docks, trading sheds, and storage barns built up around the bay. They settled there themselves, and erected a log palisade within an earthen embankment to protect the holdings, After several abortive pirate and tribal raids, Nimoar's people thrived in their new home, a fledgling town referred to as "the town of Water-deep." Farther north, orc tribes had outgrown their mountain strongholds. Attempts to expand underground met with fierce dwarven resistance (although many small gnomish colonies were overwhelmed and wiped out), and the orcs spread out on the surface of the land, coming south and down out of the mountains, hurling their seemingly endless numbers against all who stood in their path. Here and there elven enclaves held out, but the push southward displaced many other northern inhabitants, including the "everlasting ones" (trolls), who came down into the newly-cleared lands northeast of Nimoar's Hold, those lands now known as the Trollmoors. Nimoar died of old age during this time of increasing danger. Younger War Lords led the men of Waterdeep (for so the ship-captains called the harbor) in battles against the trolls. There were many bloody struggles between men and trolls for a decade, until the magic of a Northern youth named Ahghairon turned the fortunes of war against the trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon rose slowly in skill and power with the passage of years, until he became a great mage. He discovered a supply of potions of longevity (or learned the art of making such), for he lived on, still physically a man in his prime, for decade upon decade. Fearing further attacks, the men of Waterdeep raised a small keep on the slopes of Mount Waterdeep above their farms, where fire arrows from on high could defend against attacking trolls. Many outlying tribes who had come to the settlement for safety from the trolls stayed, and expanded the walls with new farms several times. War Lords ruled the Free City of Waterdeep, holding it independent and increasingly wealthy as years passed. |
7331 History of Waterdeepâ€â€Age III, The Bloody Reign of the Guildmasters: There was great turmoil in the City as the Guildmasters argued amongst themselves as to who should govern the City, and more than one merchant of power was found murdered. Groups of liveried bodyguards appeared openly armed on the streets, accompanying their masters, and two very troubled months passed as they bickered and parleyed (and occasionally dueled in the streets). At last, they decided that all Masters should rule Waterdeep together, in a council. The lesser nobles and many townsfolk protested, saying that the Lords ruled by right and by the peoples' consent, but the Guildmasters said that the Lords had not been seen since Ahghairon's death, and that they must always have been golems or zombies controlled by Ahghairon himself, to conceal his lone rule, and indeed, the Lords were silent and unseen, and continued to be so. In truth, the Lords were real men and women whose identities had been compromised, over the years, by certain curious Guildmasters who had ordered them slain by their own closemouthed, loyal servants following Ahghairon's death. The only Lords still surviving (those who had remained secret) were Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords kept very quiet, and waited. The Guildmasters thought all the living Lords of the City had been eliminated, and took firm rule over Waterdeep. The Guildmasters ruled Waterdeep for only six years ere their self-interested squabbling led to bloodshed. Open quarrels and a few murders quickly erupted into a brief but vicious series of street fights and midnight attacks. This strife, ofttimes termed "the Guildwars" by sages (although it was never as long-drawn-out or so formal as to be called a "war" when it was taking place), left all but two Guildmasters dead, most of the City's best minds stilled, and much of the City's gold wasted or plundered with the Guilds in disarray. The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm Zoar of the Gemcutters. These twoâ€â€ruthless manipulators bothâ€â€were well-matched and could not overcome each other, though their private armies clashed often in the streets. At length, they sickened of bloodshed, after many from both families were dead in the gutters, and agreed to rule together. Two thrones were set up in Castle Waterdeep, and from then the two argued bitterly over this and that, and the City was a place of tension and fear. All matters, including the recognition of new Guildmasters to rule the "headless" guilds, had to come before the Two Lords Magister, as Lhorar and Ehlemm were called. Few matters were settled. |
7332 History of Waterdeepâ€â€Age II, The Lords' Rule Begins: In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms to create a Northern empire, with Waterdeep its capital (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon defied him before all the people, and Raurlor ordered the mage be chained. Ahghairon magically struck aside all who sought to lay hands on him. In a fury Raurlor struck at the mage with his own blade. Ahghairon rose into the air, just out of reach, and, as the infuriated Warlord slashed repeatedly at his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel into a hissing serpent, which promptly bit him. The Warlord died of the venom before the shocked people assembled there. Ahghairon then gathered all the captains of Waterdeep's army, and all the seniors of the families of Waterdeep. While runners sought to bring them to the Castle, flames roared and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so that no one sat there. Then at a gesture from the mage, the flames were gone as though they had never been, leaving the chair unmarked. Ahghairon seated himself, then, and proclaimed himself the first Lord of Waterdeep, saying that henceforth wisdom and not armed might would rule in the city. He would gather some fewâ€â€in secretâ€â€to rule as Lords with him, masked and disguised when they appeared to the people, but equal to him in authority and free of coercion by any, himself included. These Lords were to be drawn from all walks of life in the city, and could serve as long as they wished. The people heard, and agreed, and for the next two hundred years, Ahghairon ruled Waterdeep with his unknown fellow Lords, Over the years, the masked Lords were a group of sometimes five, six, or seven, who appeared seldom and said little. Some whispered that they were Ahghairon's servants, or even magical automatons controlled by the Old Mage. Still, Ahghairon's justice was swift and fair, his laws good, his guardsmen polite and just as ready to help as apprehend, and the people approved. The years passed in peace and prosperity. The North was opened to humans. Roads built under Ahghairon's direction linked it together, from the ruins of "the Fallen Kingdom," which had been shattered by goblin races' attacks before men were numerous in the North, to the cities that would later become Amn. Waterdeep grew fivefold in size and wealth. From all over the realms, folk began to come to the "Crown of the North," drawn by moneyâ€â€and among them came those who rob, cheat, and steal. When word of doings extending beyond simple theft to deception-in-workmanship and the appearance of many fly-by-night impostor craftsmen reached Ahghairon's ears, he called together the senior merchants, "the Noble Ones," and suggested that they form guilds as was done in the far South to police the unscrupulous of their own professions. Some resisted, or were furious, but most saw the advantages of such an arrangement, particularly if they were free to set matters up themselves, and not have less favorable arrangements forced upon them. The Guilds were created forthwith, Waterdeep continued to grow in size and prosperity, Twice more the city walls were expanded, and its merchants traveled the world over, bringing back exotic goods from afar, and spreading word of the city's wealth to remote lands. In the South, some listened with an eye to conquest or at least plunder, but swords were already out in those southern lands in a time of widespread strife, and no invaders came. Ahghairon's health eventually failed and he died. He was buried with ceremony in his tower, which was secured against thieves and fools. Those who learned the arts arcane from the Old Mage cast the most potent protective magics known upon his home and resting-place (which, many believe, remains inviolate today). |
7333 History of Waterdeepâ€â€Age lV, The Return of the Lords: One day to the Courts of the Lord Magister came two people masked and robed as the Lords of Waterdeep of old. Where they came from no one knew, but they appeared in the Castle's Great Hall where the Courts were, and commanded the Lords Magister to leave the city forthwith. Laughing, the Lords Magister refused, whereupon the shorter of the masked intruders (the lady Shilam, apprentice to Ahghairon and his undeclared heir as first Lord of the City) blasted them with lightning and fire, and their very thrones were shattered and toppled. The taller of the two intruders (Baeron) then called for the heads of the noble houses to come to them, or leave the city forthwith and forever, if they cared not to come by nightfall. All in the Courts heard, and the news was cried in the streets. The surviving nobles came, reluctantly and with bodyguards, expecting such a summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk that had also come, saying, "this must not happen again." If Waterdeep was to be safe once more, he told them, all must support what he and his fellow Lord now planned, as they had supported Ahghairon in the past. The two would choose others to be Lords as before, he said, and they would rule in secret, as beforeâ€â€save for himself. He removed his mask, and said, "I am Baeron. I would be Lord as Ahghairon was before. I would be safe in this my city again." And the folk of Waterdeep there agreed. Shilarn, still masked, commanded that the houses of the Two Lords Magister be Outcast. There was protest, and she raised her hands that had blasted the thrones, and it was still again. And the house of Gildeggh and of Zoar were outcast. Peace returned to the city, and Waterdhavians to their labors. To inhibit discovery of who the Lords were, Baeron selected certain men of character whom he knew well, and appointed them Magisters ("Black Robes," they were soon called, from their robes of office) under the Lords, to judge and apply the laws of Waterdeep in daily affairs. These Magisters he paid well, to raise them from temptation, and gave lodgings to those who feared for safety to dwell among the people. To so serve, he told the city, was a burden, not a proud misuse of authority, and if any wished to no longer serve, or were found wanting, they were not to be vilified, but accorded respect. And over the Magisters the Lords sat in their Court, to correct and overrule the judgments of the Magisters. Baeron told the people that none were to decry or belittle any judgments of Magisters that the Lord saw fit to alter or cast aside. If any thought ill of the offices or those who held them they could turn back to the rule of sword and whim, and perish as had those before them. Before the Lord's Court Baeron encouraged people to speak freely for the length of a short candle's burning, without fear of chastisement or reproach from the Lords for anything said, as long as they spoke openly and answered questions or opposing views put to them by any there. Thus, he held, just grievances of folk would be heard, no matter how small the matter or lowly the speaker. And so it was. Slow to take hold, until people knew it for careful justice, but enduring beyond Baeron's time, and beyond Shilarn's time, and beyond the time of their daughter Lhestyn "The Masked Lady," who wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as Ahghairon did. And as the years have passed, Waterdeep has grown in size and variety, flourishing with good trade under the tolerance and protection of strong defenders and good government. The years passed not without troubles, varying from the Godswar (when Waterdeep played host to gods dying and ascending) to such occurrences as a green dragon assailing the Field of Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' Rule), but the city and her peoples survived and prevailed against all strife. The Lords' Alliance provides continued safety for all the settlements of the northern Sword Coast and those inland, with Waterdeep as the heart of the alliance. Though it can be matched in size or commerce, there is no city the realms over that compares to the sheer variety of life and experiences found in fair Waterdeep, Crown of the North. |
7334 History of the Unicorn Run: Bards and sages pass down the tale that the headwaters of the Unicorn Run are, in truth, the Font of Life and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source and then traveled down the Unicorn Run to the outside world. Some say that a daughter of Chauntea resides at the river's source to usher the newborns into the world, while others claim that Shialla midwifes the process. Regardless of the truth, the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again. |
7335 History of the Dead Three: "KNUCKLEBONES, SKULL BOWLING, AND THE EMPTY THRONE" In ages past there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and powers alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built his power into a kingdom unchallenged by any other god. Eventually, however, he grew tired of his duties for he knew them too well. Without challenge there is nothing, and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable. During this dark era, there arose three powerful mortalsâ€â€Bane, Bhaal, and Myrkulâ€â€who lusted after the power Jergal wielded. The trio forged an unholy pact, agreeing that they would dare to seek such ultimate power or die in the attempt. Over the length and breadth of the realms they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually the trio destroyed one of the Seven Lost Gods, and they each seized a portion of his divine essence for themselves. The trio then journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes or noncorporeal undead, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong questâ€â€the Bone Throne. "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you before you can raise a finger," threatened Bhaal the assassin. "And I shall imprison your essence for eternity," promised Myrkul the necromancer. Jergal arose from his throne with a weary expression and said, "The Throne is yours. I have grown weary of this empty power. Take it if you wishâ€â€I promise to serve and guide you as your seneschal until you grow comfortable with the position." Before the stunned trio could react, the Lord of the Dead continued, "who among you shall rule?" The trio immediately fell to fighting amongst themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened. "after all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office and engage in a game of skill for them?" asked Jergal. Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took the heads of his three most powerful liches and gave them to the trio that they would compete by bowling the skulls. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest. Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would get all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting as it was obvious their sport was ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide so you don't have to share with the Beast?" The trio agreed, and Jergal broke off his skeletal finger bones and gave them to the players. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones. Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom." Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all you are lord over, Bane, will eventually be mine. All things must dieâ€â€even gods." Bhaal, who finished third, demurred, "I choose death, and it is by my hand that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom Bane, by murdering your subjects, and I can starve your kingdom, Myrkul by staying my hand." Malar growled in frustration but could do nothing, and yet again only the beasts were left for him. And Jergal merely smiled, for he had been delivered. |
7336 History of the Last March of the Giants: East of the Great Rift in the Eastern Shaar once stood a land of the titans. This empire rose at the dawn of time in Faerûn, and its lords thought to challenge the gods in their arrogance. In punishment, the powers cursed the reigning monarch of the land with fascination and his brethren with devotion. The powers then dropped a star onto the land. The impact of the fallen star created a huge valley later known as the Sea of Fallen Stars. Slowly picking up speed, the gall rolled through the titan nation and onward to the south. Unable to contain his curiosity, the titan king ran off after the bouncing sphere and his devoted followers dutifully followed his tracks. The meteorite rolled on and on until it reached the Great Sea and vanished into the depths. The monarch dove into the sea, and, lemminglike, the entire titan race dove in after him, never to be seen again. Ashamed at the destruction they had wrought, the powers vowed to keep both curiosity and loyalty firmly in check to avoid such disasters in the future. They have done so to this day, preventing both new ideas from being pursued with any speed and the intelligent races of Toril from ever fully cooperating. |
7337 History of the Sisters of Light and Darkness: This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the Shadevariâ€â€whether they came from elsewhere or are children of the shadow itself, none can say. Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other; they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeir-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selûne, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but no heat or fire existed within it. Chauntea begged for warmth so that she could nurture life and living creatures upon the planets that were her body and limbs, and the two sisters-Who-Were-One become divided, as for the first time they were of two minds. Silvery Selûne contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder, and death, among others, were created from residues of the deific battle. At one point during the battle, Selûne seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selûne gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere. This essence entered Shar, ripped an equal portion of energy from her, and reformed behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selûne initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. The twin goddesses contested for eons as life struggled into existence on Toril and the other planets under Chauntea's watchful gaze. Shar remained powerful, but bitterly alone, while Selûne waxed and waned in power, often drawing strength from her allied Daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the realms seeking to meld light and dark into shadowy chaos once again. Shar's plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea's loving hands. |
7338 History of the Valley of the Gods: It is said that even the powers must cavort and amuse themselves once in a great while. Far to the north of the Spine of the World is the Valley of the Gods. A paradise unequaled on this world or in the planes, this playground of the gods is not meant for mortals. Any mortal who reaches the Valley becomes a deity, for only deities may exist in the Valley. Far too many mortals with delusions of grandeur have thrown away the pleasures of this side of the Spine and their kingdoms in this world, only to break their backs searching for the legendary Valley of the Gods. |
7339 History of the Fateful Coin: Old tales tell that luck plays a crucial role in each person's life. When each newborn baby enters into the realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the airâ€â€the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge onâ€â€and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves. |
7340 Battleaxe of Mauletar During the Tethyr civil war, the Battleaxe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods, and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues, to be used against those who lacked honor and courage. |
7341 There are no records of this weapon's creator. Nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history. STATISTICS: THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
7342 Longtooth: The Grave Binder Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after. STATISTICS: THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 4 Strength Weight: 2 |
7343 The tale of this weapon lost its significance in the sea of great stories that are told about the High Forest, but some bards still sing the song of the skilled archer Adaniss Rhyte. "Oh, shocked from the strike of his powerful bow, The slain game sought by Adaniss falls. Long ago in the time of the Quiet Earth, The hunt from the famed High Forest calls. "The Duke of Everlund known for his boast Of the trophies held in his pride as dear. Intensely enraged at his rival hunter Whose bounty by far surpassed his one year. "One morn tragedy befell the land With the misconceived death of the Duke's prized hound. Fallen at the base of a great elm tree A bow's shot death in its heart was found. "With skill so great targets in his eyes were at the mercy of his arrow's flight. His hands sure and still, Never missing a kill, None could match the marksmanship of Adaniss Rhyte. "The same eve Adaniss called on the Duke, His solemn mistake he wished to repay. But the noble's rage claimed ten pounds of flesh And an archer's arm hit the ground that day. "The evil lord demanded justice unjust The most vile curse on his arm to be cast. Vengeance he sought for the price he had paid Rhyte vowed the hound's arrow not to be his last. "In sorrow the town helped him forge an axe Blessed to honor his most glorious day. With the mark of Rhyte's arrow to guide its strike And reputed to kill in the very same way. "With skill so great targets in his eyes were at the mercy of his arrow's flight. His hands sure and still, Never missing a kill, None could match the marksmanship of Adaniss Rhyte. "Again called the forest with its precious game, And a prize Adaniss with thrill did he seek. But none could be finer than the great clawed falcon Sought by all amidst the forest's Lost Peaks. "Once more the rivalry of the Duke did stir, For he thought of his skills with Rhyte's bow to be best. And set his sights on the glorious bird To emerge as the holder of its sainted crest. "The two climbed the peaks and searched days on end, Each of their wills set as strong as the stone. They found each other at a cliff by chance; Both of their hatreds ran as deep as the bone. "With skill so great targets in his eyes were at the mercy of his arrow's flight. His hands sure and still, Never missing a kill, None could match the marksmanship of Adaniss Rhyte. "The Duke drew the bow and pulled the string taut, But first flew Adaniss's axe with its blow. Cleaved, the lord stumbled to cliff's edge and off, Defeated by Rhyte's last arrow... "With skill so great targets in his eyes were at the mercy of his arrow's flight. His hands sure and still, Never missing a kill, None could match the marksmanship of Adaniss Rhyte. None could match the marksmanship of Adaniss Rhyte." STATISTICS: Equipped abilities: – Chance to score a critical hit: +5% (with this weapon only) Combat abilities: – On a critical hit, the wielder gains +5 THAC0 for 3 rounds (non-cumulative) – Returns to the wielder's hand when thrown THAC0: +2 Damage: 1d6+3 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 2 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 3 |
7344 Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryris knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen. STATISTICS: THAC0: +2 Damage: 1d10+2 (slashing or piercing, whichever is better) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength Weight: 12 |
7345 At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature, however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history. STATISTICS: THAC0: +1, +3 vs. shapeshifters Damage: 2d4+1, +3 vs. shapeshifters Damage type: Slashing Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-handed Requires: 10 Strength Weight: 8 |
7346 Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat. STATISTICS: THAC0: +2 Damage: 1d8+2, +1 cold damage Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 5 Strength Weight: 3 |
7347 Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive Mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the Mage also deserted the small town in disgust, taking the sword with him on his journeys. STATISTICS: THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 4 Strength Weight: 2 |
7348 Short Sword of Backstabbing: The Shadow's Blade The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. STATISTICS: THAC0: +3 Damage: 1d6+3 (piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-handed Requires: 4 Strength Weight: 3 |
7349 Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoonâ€â€the warrior that wielded this weaponâ€â€when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown. STATISTICS: THAC0: +2 Damage: 1d4+3, +1 electrical damage Damage type: Crushing Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 8 Strength Weight: 5 |
7350 Longbow of Marksmanship: The Dead Shot Driven by years of rivalry, the dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest, he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment, Edwall's head did much the same. STATISTICS: THAC0: +3 Damage: +2 Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 2 |
7351 Eagle Bow: Protector of the Dryads In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after! STATISTICS: THAC0: +2 Damage: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 |
7352 Heavy Crossbow of Accuracy: The Guide A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: THAC0: +5 Damage: +2 Speed Factor: 7 Proficiency Type: Crossbow Type: Two-handed Requires: 12 Strength Weight: 10 |
7353 Light Crossbow of Speed: The Army Scythe A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: Combat abilities: – 1 extra attack per round THAC0: +1 Damage: +1 Speed Factor: 4 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 5 |
7354 [no text] |
7355 Mail of the Dead A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. |
7356 Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. STATISTICS: Armor Class: 2 Weight: 45 |
7357 Plate of the Dark Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant. |
7358 Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death. STATISTICS: Equipped abilities: – Armor Class: +2, an extra +5 vs. missile attacks Requires: 13 Strength Weight: 12 |
7359 Ring of Fire Resistance: Batalista's Passport The grand mage Batalista intended this item to aid in his travels in the Plane of Fire, and it is said he repeatedly summoned a salamander from that realm to aid in the construction. Salamanders not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better. STATISTICS: Equipped abilities: – Fire Resistance: +40% Weight: 0 |
7360 Ring of Free Action: Edventar's Gift This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Equipped abilities: – The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells. Weight: 0 |
7361 Ring of Animal Friendship: Druid's Ring A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him. STATISTICS: Charge abilities: – Charm Animal (Save vs. Wand negates) Range: 40 ft. Duration: 2 hours Area of Effect: 1 animal Weight: 0 |
7362 Ring of Clumsiness: The Jester's Folly The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a Jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily Jester) only once the stooge had promised no reprisals for the treatment he had received, though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep: a show from which he did not flee quite fast enough. STATISTICS: Equipped abilities: – Dexterity: -50% – Stealth: -50% – 75% chance of spellcasting failure – May only be removed with a Remove Curse spell Weight: 0 |
7363 Ring of Invisibility: Sandthief's Ring Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob. STATISTICS: Charge abilities: – Invisibility as per the namesake spell Weight: 0 |
7364 Ring of Protection +1: Ring of the Princes This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Weight: 0 |
7365 Ring of Protection +2: The Guard's Ring The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia, respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 Weight: 0 |
7366 Ring of Wizardry: Evermemory Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items in the realms. STATISTICS: Equipped abilities: – Can memorize double the amount of 1st-level wizard spells Weight: 0 |
7367 Ring of Energy: The Victor Crafted by drow Mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules. STATISTICS: Charge abilities: – Damage: 2d6 (no save) Range: 120 ft. Area of Effect: 1 creature Weight: 0 |
7368 Ring of Infravision: Topsider's Crutch Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground. STATISTICS: Equipped abilities: – Infravision up to 120 ft. Weight: 0 |
7369 Ring of Holiness: Honorary Ring of Sune Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness. STATISTICS: Equipped abilities: – Can memorize one extra divine spell of each level from 1st to 4th Weight: 0 |
7370 Ring of Folly: Discipliner Oft the bane of the careless Mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled and most egotistical students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. STATISTICS: Equipped abilities: – Intelligence and Wisdom scores are set to 3 – May only be removed with a Remove Curse spell Weight: 0 |
7371 Necklace of Missiles: The One Gift Lost The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. STATISTICS: Charge abilities: – Missile Blast Damage: 6d6 fire (Save vs. Spell for half) Range: 50 ft. Area of Effect: 30-ft. radius Weight: 1 |
7372 The royal guard of King Pyronan, ruler of Impiltur, were given the Protector as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go. After years of internal hostility, the item was lost and the guards replaced by less greedy individuals. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Weight: 1 |
7373 The Warrior's Embrace This amulet was carried into deep dungeons within the Thunder Peaks nearly six hundred years ago. Mistakenly overestimating the power of this item, the owner foolishly ventured too far and met his end there. How the amulet was removed from the dark caverns is shrouded in mystery, as is the identity of the individual who found it. |
7374 Amulet of Metaspell Influence: The Amplifier Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent, the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Equipped abilities: – Can memorize one extra 2nd-level wizard spell Weight: 1 |
7375 Boots of Speed: The Paws of the Cheetah These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!" STATISTICS: Equipped abilities: – Doubles movement rate Weight: 4 |
7376 Boots of Stealth: Worn Whispers In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Equipped abilities: – Move Silently: +20% – Hide In Shadows: +15% Weight: 4 |
7377 Boots of the North: The Frost's Embrace Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, goddess of winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted Boots of the North. With them, he crossed the ice land in pursuit of his would-be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again. STATISTICS: Equipped abilities: – Cold Resistance: +50% Weight: 4 |
7378 Boots of Avoidance: Senses of the Cat The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Equipped abilities: – Armor Class: +5 vs. missile attacks Weight: 4 |
7379 Boots of Grounding: Talos's Gift Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Equipped abilities: – Electrical Resistance: +50% Weight: 4 |
7380 Bracers of Defense AC 6: Bracers to the Death These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. STATISTICS: Equipped abilities: – Armor Class: 6 Weight: 2 |
7381 Bracers of Archery: The Dale's Protector During a dangerous meeting with a rival ruler, the king of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the king and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The king was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: Equipped abilities: – THAC0: +2 with missile weapons Weight: 2 |
7382 Gauntlets of Ogre Power: Hands of Takkok The Hands of Takkok are exactly that: his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets. STATISTICS: Equipped abilities: – Strength: 18/00 Weight: 2 |
7383 Gauntlets of Dexterity: The Brawling Hands This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. STATISTICS: Equipped abilities: – Dexterity: 18 Weight: 2 |
7384 Gauntlets of Fumbling: Elander's Gloves of Misplacement With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: Equipped abilities: – THAC0: -10 – Dexterity: -2 – May only be removed with a Remove Curse spell Weight: 2 |
7385 Gauntlets of Weapon Skill: Xarrnous's Second Sword Arm Perhaps the most well-known owner of these gauntlets was a mercenary named Xarrnous. He specialized in smuggling, and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy. STATISTICS: Equipped abilities: – THAC0: +1 Weight: 2 |
7386 Gauntlets of Weapon Expertise: Legacy of the Masters Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of weapons. The majority of their many previous owners seem to have come to bloody ends though: The gloves grant the ability of experience, but not the wisdom. STATISTICS: Equipped abilities: – THAC0: +1 – Damage: +2 Weight: 1 |
7387 Cloak of Protection +2: The Spirit's Shield This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 Weight: 3 |
7388 Cloak of the Wolf: Relair's Mistake A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment, he apparently inflicted lycanthropy upon himself. The wearer can change form whenever <PRO_HESHE> wishes. Relair was not so lucky. STATISTICS: Equipped abilities: – Polymorph into a wolf at will Duration: 2 turns Weight: 3 |
7389 This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – Magic Resistance: +25% Weight: 3 |
7390 Cloak of Non-Detection: Whispers of Silence Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Equipped abilities: – Non-detectable by magical means such as Detect Invisibility and scrying Weight: 3 |
7391 Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Equipped abilities: – Armor Class: +3 vs. slashing attacks Weight: 2 |
7392 Girdle of Blades: The Protector of the Unworthy The most infamous owner of this item forever tainted its reputation, though it is still a truly useful item. Morinden of the Wicked Heart made his living looting the bodies of those he slew. He would goad true warriors into duels of honorâ€â€though he had little knowledge of the subjectâ€â€and laugh as their blades glanced off him. Eventually he met his end at the hands of a frustrated woodsman, who had wisely cast his sword aside in favor of a tree stump. STATISTICS: Equipped abilities: – Armor Class: +4 bonus vs. slashing attacks – Armor Class: -4 penalty vs. crushing attacks – May only be removed by a Remove Curse spell Weight: 2 |
7393 Girdle of Piercing: Elves' Bane An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance, he continually used the wood to escape the lawâ€â€and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit traps and starvation proved a slower, but effective, substitution. STATISTICS: Equipped abilities: – Armor Class: +3 vs. missile and piercing attacks Weight: 2 |
7394 Girdle of Bluntness: Destroyer of the Hills Having lost friends and loved ones to a series of raids by hill giants, Garrar the Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single-handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring landsâ€â€lands that lacked a similar champion and did not fare as well. STATISTICS: Equipped abilities: – Armor Class: +4 vs. crushing attacks Weight: 2 |
7395 Helm of Glory: Helm of the Noble Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. STATISTICS: Equipped abilities: – Armor Class: +1 – Charisma: +1 – Protects against critical hits Weight: 2 |
7396 Helm of Defense: Gift of Peace Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered. STATISTICS: Equipped abilities: – Saving Throws: +1 – Cold Resistance: +20% – Fire Resistance: +20% – Electrical Resistance: +20% – Protects against critical hits Weight: 3 |
7397 Helm of Infravision: The Eyes of Truth Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attributed her gathered wealth solely to its power, though likely it was as much her keen eyes as anything. STATISTICS: Equipped abilities: – Infravision up to 120 ft. – Protects against critical hits Weight: 3 |
7398 Waterstar is also called achroite or colorless tourmaline and is rare in the realms. This stone is riddled with flaws and inclusions and hence only a small portion is fit for cutting. STATISTICS: Weight: 0 |
7399 200 gold? All right, you're free to go. |
7400 I bet you wouldn't feel the same if we were to guild your palm with these 100 gold pieces. |
7401 We regret our actions sorely and are prepared to make amends by giving you 200 gold. |
7402 DIEEE! POND SCUM! |
7403 I'm an enlisted soldier, and thus I'm not privy to many secrets. |
7404 Robbers! You won't get away with this crime. |
7405 Sure. Give us the money and you can be on your way. |
7406 Aw, come on. Let us have a chance to make it up to you. Here: take this 100 gold. |
7407 Okay, okay, we messed up bad. Would this 200 gold convince you to forget our indiscretions? |
7408 You useless sacks of cow manure! DIE! |
7409 I'm just a mercenary. Sorry, friend, I don't think there's much I could tell you. |
7410 Stealing within the sanctity of Candlekeep?! This is blasphemy of the highest order. There is only one way that you can make this up. Give up all the gold you have upon your person so that it may be used to benefit the library. |
7411 It would seem that I have no choice; here's all my money. |
7412 Up yours, you uppity bald virgin. |
7413 Even though you're a good friend, I can't reveal the secrets of our great library. |
7414 The people of Gullykin don't appreciate those who would pilfer our hard-earned possessions. Give yourselves up, robbers! |
7415 Sorry, we don't accept bribes. |
7416 Come on tiny, give us another chance. How 'bout I give you this 100 gold? |
7417 Would 200 gold change your mind about this whole situation? |
7418 As if you could take us, short stuff. Come on and try your worst. |
7419 You being adventurers and all, the only thing you'd probably be interested in hearing about is the Firewine Bridge ruins. There's supposed to be treasure there, but a tribe of kobolds protects it. Hey, friend, it would be doing a great service to us if you cleared out those kobolds. They've been causing a lot of trouble lately. |
7420 Excuse me, but I don't think I recognize you. Entar Silvershield didn't say anyone was going to be in today. Would it be rude of me to inquire what you're doing here? |
7421 Yes, of course. I'm sorry for bothering you. |
7422 I don't believe you. I've never seen you before! GUARDS! |
7423 You don't look like members of the Flaming Fist. Oh! By the gods, you must be bandits. HELP! |
7424 If you say so, though you must be undercover or somethin', since you're not wearing any insignia. |
7425 I will not get out of your way! You must all be bandits! HELP! |
7426 I'm sorry. Please forgive me. |
7427 Really! I've dusted my master's marble collection every day for three years. I don't know what it'll be like without them anymore. |
7428 If that's the case, then tell me what one of the statues looks like! |
7429 There's no such statue! You lied! You must be bandits! HELP! |
7430 Okay I believe you. I'm sorry for being so much trouble. |
7431 We're here because we have dealings to discuss with Entar Silvershield. My associates and I have come all the way from Waterdeep. Perhaps you could leave us to our business now? |
7432 We're here because we have dealings to discuss with Entar Silvershield. My associates and I have come all the way from Waterdeep. Perhaps you could leave us to our business now? |
7433 We're members of the Flaming Fist. There has been some worry about the security of Entar's estate. We're here to ensure his safety. |
7434 We're members of the Flaming Fist. There has been some worry about the security of Entar's estate. We're here to ensure his safety. |
7435 There's not much to tell, really. Now please get out of our way! |
7436 There's not much to tell, really. Now please get out of our way! |
7437 I am an art collector. I am here to collect some marble statuettes that I purchased a week past. My companions are here to help me carry them out. |
7438 I am an art collector. I am here to collect some marble statuettes that I purchased a week past. My companions are here to help me carry them out. |
7439 There's one that looks like a horse. |
7440 There's one that looks like a cow. |
7441 There's one that looks like a pegasus. |
7442 There's one that looks like a warrior. |
7443 There's one that looks like a dragon. |
7444 I'm just a lowly servant who knows very little. |
7445 You there! What are you doing in the estate of Entar Silvershield? |
7446 All right then, carry on. |
7447 We haven't heard of this. You look more like thieves to me, and you'll be treated as such. |
7448 Your lies won't save you, robbers! Defend yourselves! |
7449 You don't know?! You're obviously all crazies that need to be put down. |
7450 We're here because we have dealings to discuss with Entar Silvershield. My associates and I have come all the way from Waterdeep. Perhaps you could leave us to our business now? |
7451 We're here because we have dealings to discuss with Entar Silvershield. My associates and I have come all the way from Waterdeep. Perhaps you could leave us to our business now? |
7452 I am an art collector. I am here to collect some marble statuettes that I purchased a week past. My companions are here to help me carry them out. |
7453 We're members of the Flaming Fist. There has been some worry about the security of Entar's estate. We're here to ensure his safety. |
7454 I don't know. |
7455 I'm a mercenary. My job isn't to be smart, it's to guard this estate. |
7456 Excuse me, but I don't know any of you. Perhaps you could tell me what you're doing in my room. |
7457 Why, I am Brilla! The wife of Entar Silvershield. Now leave my room immediately before I tell my husband how indiscreet you have been in your wanderings. |
7458 You're all obviously thieves and miscreants, come to have your way with me. GUARDS! |
7459 My husband! In danger! Oh dear me, I wish he would tell me these things. Just carry on whatever you were doing. |
7460 You're all obviously thieves and miscreants, come to have your way with me. GUARDS! |
7461 You won't steal anything! GUARDS! |
7462 Kiss a lout like you?! Unlikely. GUARDS! |
7463 You've really heard such things? Well, dear me, I didn't know I was the gossip of the town. But now that I think of it, there are few who can match my charm and wit. Why, of course I'd grant you a kiss. *Smack* Whyâ€â€*giggle*â€â€you're quite fresh, aren't you? Tongue and all! |
7464 What are you still doing here? If my husband finds you here, he'll be furious. |
7465 Sorry, we must have wandered a little too much. We're business associates of Entar. We just arrived from Waterdeep this morning. Perhaps we could inquire as to your identity? |
7466 Sorry, we must have wandered a little too much. We're business associates of Entar. We just arrived from Waterdeep this morning. Perhaps we could inquire as to your identity? |
7467 We're members of the Flaming Fist. We think that Entar may be in danger, and we've been sent by the other Grand Dukes to ensure his safety. |
7468 We're members of the Flaming Fist. We think that Entar may be in danger, and we've been sent by the other Grand Dukes to ensure his safety. |
7469 We're rogues, here to rob you blind. |
7470 I've come here, fair lady, to see you! I have heard tales of your beauty ever since I first came to Baldur's Gate. I at first considered such talk exaggerated, but now I see that I was wrong. If you would only grant me a kiss to remember you by, I would be on my way and bother you no more. |
7471 I've come here, fair lady, to see you! I have heard tales of your beauty ever since I first came to Baldur's Gate. I at first considered such talk exaggerated, but now I see that I was wrong. If you would only grant me a kiss to remember you by, I would be on my way and bother you no more. |
7472 Why, I'm so happy to have such wondrously interesting people visit me. I would be so happy if all of you would join me for tea. |
7473 This is strange. Entar didn't say he was going to have guests over for food. I've only made servings to fit three. I guess I must make changes. Don't worry, you'll have a feast that you won't soon forget! |
7474 Hello again, you'll have to excuse me, I'm quite busy. |
7475 Would you like it if I whipped up some food for you right here and now? Come on friends, stay and try out my Sembian meatballs! |
7476 If you're looking for information about the Hall artifacts, you should go see Brathlen. |
7477 Do as you want, and go where you please. |
7478 Welcome to the High House of Wonders. I hope you have come to venerate Gond, the Inspiration Divine! If there is anything you need of me, all you need but do is ask. Otherwise you are free to worship the Wonderbringer to your heart's content. |
7479 May the Wonderbringer guide your way! |
7480 Excuse me, but I have many duties to perform. |
7481 Good day, <SIRMAAM>. I don't seem to recognize you? Could I inquire as to who you are? |
7482 Um, okay. |
7483 O-okay, please don't hurt me, I'm just a lowly servant, no trouble at all really. |
7484 Hmm, I don't remember my master... Well, all right, I'm sorry to have bothered you. |
7485 No, you can't. |
7486 Yes, you could. We're criminals of the most depraved sort, so if you don't keep quiet, we will be forced to kill you. |
7487 We're guests of your master. Now if you would excuse us, we'll be on our way. |
7488 I think you'll make a much nicer master than my old one! |
7489 Hello. You look like the gambling type. Why don't you try your luck at my table? Come on! Be a sport. |
7490 Don't be shy now. You should try your luck here at this table; it seems that Tymora smiles on everyone who's come here before. |
7491 Here friend; if you don't have the money, take this 10 gold. |
7492 Greetings. I trust your stay here at the Low Lantern has been fun? You certainly don't look Baldurian; what exotic locales do you hail from? |
7493 The Utter East! You must have traveled very far. Well, I hope you find our city to your liking, it would be terrible for you to be disappointed after coming so far. |
7494 Merchants. Oh pooh, I thought you were exciting folk. |
7495 Adventurers! So you must be in the business of fighting dreadful beasts and such things. All of you must be so very brave to take up such a profession. |
7496 Hmm. Very interesting. I wish you well in your investigations. |
7497 Hello again. |
7498 We're all from the Utter East. We've come to the Sword Coast in order to experience the wonders we've heard about at home. |
7499 We hail from Cormyr; we're just simple merchants. |
7500 We're adventurers out of Waterdeep. With all of the troubles in this region, we thought it would be the place to ply our trade. |
7501 We're a motley band, really. Most of us come from here or there. Right now we're investigating all of the troubles that have been plaguing this region of late. |
7502 I've heard quite a bit about what's been going on around town. Most of the talk's about iron, and so quite boring really. |
7503 Hey, there, friend. So what 'ave you come to the Low Lantern for? Gamblin' or festin'? |
7504 Ha ha. Tymora's not been kind to me this night, hopefully she'll be nicer to you. |
7505 They're a sumptuous lot. There's a brunette named Tyla; I'd swear she was the goddess of love. It's too bad that's she's out of town now, I really miss her company. |
7506 No need to get all ruffled up. |
7507 Hope ye're havin' a great <DAYNIGHTALL>. I sure am. |
7508 We've come to try our luck in the gambling pits. We just hope Tymora smiles down at us. |
7509 We'd heard a lot about what goes on here, and just thought we'd have a look for ourselves. |
7510 None of your concern. |
7511 I've been doing rather badly in my gambling, so how 'bout I give you this gold piece ta start off yer night. Hopefully Tymora's luck will be with you. |
7512 By Sune's boobies, this place is heaven. I can't believe the women of the Lantern; they have that glamor my old hag wife lost so long ago. |
7513 I'm not looking forward to heading home tonight. I don't know how I'll explain it to my wife how I lost 6 gold. I'll have to make up some excuse, but she'll know it was the gamblin'. |
7514 Sorry, pal, I wish I could help ya, but I've lost all my money in this devil pit. |
7515 Who are you?! You shouldn't be here; leave immediately. |
7516 Sorry, not even inspectors are allowed past us. |
7517 You lie! You must be robbers or worse! |
7518 We'll see about that. |
7519 Gosh! I don't know why we were so obtuse. Obviously, you can pass. |
7520 We're inspectors, sent to investigate the palace. We've heard that there are spies about. |
7521 We're relatives of the Grand Dukes, so let us pass. |
7522 We won't be going anywhere except through you! |
7523 Sorry, I can't even let a good friend into the treasury. |
7524 Intruders! In the very palace itself. There can be no mercy for such brazen thieves! |
7525 All I can tell you friend, is that you should leave the palace at once. Interlopers are treated with quickly, and harshly. |
7526 Who the hell are you, and what are you doing in my office?! |
7527 That's the most idiotic thing I've heard all year. You've come to the wrong place, and it's going to cost you dearly. |
7528 Stop your lies! I would have been told about any "inspectors." I command all the Flaming Fist who guard the palace. |
7529 Ha ha! Sure you are. |
7530 We're adventurers searching for treasure. |
7531 We're inspectors, searching for suspected spies within the palace. |
7532 We're relatives of the Grand Dukes. |
7533 Could you please hand over your invitations to the palace? |
7534 Then you must leave immediately or we will have to remove you forcibly. |
7535 Could I ask why you wouldn't need invitations? |
7536 You must leave immediately, or we will have to resort to physical force. |
7537 Ohhh, well then, I guess we had better let you pass. Sorry to have bothered you about such a "trivial thing" as an invitation. Men, kill these idiots. |
7538 Oh my! I'm trembling with fright. I'm about to be killed by mighty wizards. Men, kill these morons. |
7539 Uh huh. Well, guess what? If you don't get your lying butt out of here in the next five seconds, the Grand Dukes will have several funerals to attend. |
7540 Thank you very much. You may pass now. |
7541 We don't have any invitations. |
7542 We don't need invitations. |
7543 Here are the invitations. |
7544 No, you can't ask why. |
7545 We're important dignitaries from Tethyr, and thus do not need such a trivial thing as an invitation. |
7546 We're powerful sorcerers, and we'll blow you to bits where you stand if you don't get out of our way. |
7547 We're close friends of the Grand Dukes, and therefore don't need invitations. |
7548 Come right in. |
7549 You there. Make sure you don't make any trouble. |
7550 Move along friends, just make sure not to make any trouble. |
7551 Come now, you must forget our previous dealings, and enjoy this wondrous party. I'm sure that lowborn like you are rarely given the chance to enjoy such splendor. |
7552 I'm glad to hear it. |
7553 Just to be polite. |
7554 Could you all be dears, and go away. I don't mean to be rude, but a conversation with the lot of you doesn't excite my interest. |
7555 Hello again. So how goes your mercenary gig? |
7556 That's good to hear, goodbye now. |
7557 Oh, I feel for you. Goodbye now. |
7558 Really! How very exciting. I just wonder at what you save them from. I would offer my assistance, but I'm terribly busy. I hope your heroics go well. While you're at it, I've heard there's a princess in the north tower who needs rescuing as well. |
7559 I must ask that you don't bother me. It is difficult to concentrate on my music with the likes of you about. |
7560 Don't try to patronize us, you traitorous wench. |
7561 We're fine, no thanks to you. |
7562 Why do you even bother asking? |
7563 Just fine, Silke. |
7564 Not too good. |
7565 We're not here as mercenaries, we're here to save the Grand Dukes from assassination. |
7566 You must excuse me, but I'm terribly busy right now. |
7567 A princess?! Tell us more. |
7568 Shut up, Silke. |
7569 I was being sarcastic you moron. |
7570 All right folks, if you wanna enjoy the pleasures of the Undercellar, you'll have to pay the 10 gold entrance fee. Then all the black lotus and women you want is yours for the night. |
7571 Sorry, no money, no entry. |
7572 I'm not gonna lower anything. Now hand over the money. |
7573 Droth |
7574 Get outta my face. |
7575 We just want to take a look around. |
7576 Okay, here's your money. |
7577 The price is kind of steep. Perhaps you could lower it a bit? |
7578 No thanks, we'll be leaving now. |
7579 Okay, here's your damn money. |
7580 Fine. We'll be leaving now. |
7581 Here you go. |
7582 Can't afford it. I guess we'll be on our way. |
7583 Dunkin |
7584 Gamesman |
7585 Thanks chum. |
7586 Hey, there, make sure ya don't cause any trouble with our ladies. If you want to be rough with non-employees, then keep it to yourself. |
7587 Just a word of warning to a friend: Watch for those two crazies, Slythe and Krystin. They're not with it, if you know what I mean. |
7588 Hey, no one's supposed to be down here. State your business, 'fore I have to give you the beats. |
7589 I wasn't told, and I think ye're lying. |
7590 Okay, carry on then. |
7591 Lying scum! There aren't any new recruits. |
7592 Well, if that's true, ye're still not supposed ta be in the basements. Git outta here. |
7594 Don't get so excited! We're just checking out some wares that we bought from the Iron Throne. |
7595 Don't get so excited! We're just checking out some wares that we bought from the Iron Throne. |
7596 We're new recruits. We were told to have a look around, so that's what we're doing. |
7597 We're new recruits. We were told to have a look around, so that's what we're doing. |
7598 Eat steel, scum! |
7599 Hey, buddy, take as long as you want down here. It's all been rather lax since the two bosses left. |
7600 Welcome to the Iron Throne citadel. Could you please state what business brings you here? |
7601 Hmm. I think 100 gold would persuade us to let you in. Just make sure not to make any trouble. |
7602 We don't take bribes! Now get out before we thrash you. |
7603 We're not going to step aside for what is obviously a troupe of brigands. Get out of here before we summon the Flaming Fist. |
7604 Strange... We've not been told about you, but no matter, you may come in. |
7605 We don't need any new employees. Now get lost. |
7606 New employees, huh. Well, take yourselves up to the fourth floor; there you'll find some private offices. The men in those offices do all the hiring. |
7607 We don't have any questions. Come on in. |
7608 We don't take bribes! Now get out of here before we thrash you. |
7609 We have no business here, but perhaps this 100 gold would let us in anyway. |
7610 We have no business here, but perhaps this 100 gold would let us in anyway. |
7611 We've business with your leaders. We've just come from Sembia and are quite weary, so if you would just step aside we would be grateful. |
7612 We've business with your leaders. We've just come from Sembia and are quite weary, so if you would just step aside, we would be grateful. |
7613 We're seeking employment with the Iron Throne. If you could just direct us to someone with whom we should speak, we will be on our way. |
7614 We're seeking employment with the Iron Throne. If you could just direct us to someone with whom we should speak, we will be on our way. |
7615 If I were to give you these 200 gold, would you not ask any questions and just let us in? |
7616 If I were to give you these 200 gold, would you not ask any questions and just let us in? |
7617 Well met, friend! Come on in, and enjoy the hospitality of the Iron Throne. |
7618 You there! What are you doing here? I don't recognize you. |
7619 We're looking the other way, now get out of here. |
7620 Sure, we'll take your money... from your cooling corpse that is. |
7621 All you are is a dead liar. |
7622 Okay, sorry for troubling you. |
7623 We've got no new recruits. What I think you are is a spy. |
7624 Get a move on then, and put your uniforms on. |
7625 That's funny, 'cause last I heard, the Iron Throne was banned from operating in Cormyr. Lying scum! I don't know how you've gotten this far, but you'll get no further. |
7626 How about you just take this 100 gold and look the other way? |
7627 How about you just take this 100 gold and look the other way? |
7628 We've business with your leaders. We've just come from Sembia and are quite weary, so if you would just step aside, we would be grateful. |
7629 We've business with your leaders. We've just come from Sembia and are quite weary, so if you would just step aside, we would be grateful. |
7630 Calm down; we're just new recruits. We just haven't got our uniforms yet. |
7631 Calm down, we're new recruits. We just haven't got our uniforms yet. |
7632 We've just come from Cormyr. With business going so well there, we have brought a large sum of surplus money for your superiors. I'm sure they wouldn't wish to be kept waiting. |
7633 If ye're lookin' to talk with some of the high-ups, you should visit the fourth floor. |
7634 You there. This is MY kitchen, and I don't like interlopers, so get out! |
7635 Didn't I tell you to get out? I don't want you in my kitchen, can't you get that through yer thick skull? |
7636 It's you again. By the claws of Umberlee, I can't take these interruptions much longer. Get out of my kitchen, and stay out. |
7637 I'm just a cook, what should I know? |
7638 I must apologize for me fella here, John. He just gets irate real easy. You'd do best to avoid him when he's in these kinda moods. |
7639 Sorry, no food fer ya right now. |
7640 I'm just a cook, what should I know? |
7641 Hey there, mate. Don't recognize you, which is strange, considering I know everyone here at the Iron Throne. Why don't you tell me who you are? |
7642 Out of Sembia, eh? Well, if ye're looking for Rieltar or Brunos, you won't find them here. They're off to Candlekeep for some important business. |
7643 From Cormyr? That's strange; I didn't think that the Iron Throne had any business dealing in Cormyr. After King Azoun banned them from the country that is. |
7644 Oh, I see. Well, if ye're wondering where you'll be assigned, I'd bet it would be with the Blacktalons down in the Wood of Sharp Teeth. They've lost quite a few members lately and are in desperate need of new recruits. |
7645 It certainly is my business, and I don't think you belong here. INTRUDERS! We have intruders in the tower! |
7646 The Throne was dealing in black lotus, slaves, prostitutionâ€â€all the vices that King Azoun had a real dislike for. Since the king has the power to do whatever he wants, he banned the Throne from Cormyr. It was a good thing too, otherwise the Throne would have never given Rieltar the funds he needed to start up this operation on the Sword Coast. |
7647 Hmmm, I don't see what that has to do with Rieltar, but I'll take your word for it. |
7648 We're merchants just out of Sembia. |
7649 We're merchants just out of Cormyr. |
7650 We're new recruits. We haven't been given an assignment yet. |
7651 None of your business. |
7652 So why did the Iron Throne get banned from Cormyr? |
7653 Yes, well the Iron Throne wants to renew some of its ties to Cormyr. |
7654 What are the likes of you doing in the dining chambers? Dismiss yourselves immediately before I have you thrown out. |
7655 I don't understand why you insist on smelling up the room. All of you should go and bathe. |
7656 Stop bothering me, you ill-mannered lout. |
7657 Good friend, why don't you take these 25 gold pieces and run along? Have some fun. |
7658 Ahhh look, some newcomers. I assume that the lot of you has just arrived with new supplies from Ordulin. If you're looking for Rieltar or Brunos, look no further. Both of them have traveled to Candlekeep on important business. |
7659 Could you please stop bothering me? |
7660 If you need someone to speak with, talk to Larnos in the side room. |
7661 Good friend, why don't you take these 25 gold pieces and run along? Have some fun. |
7662 So, what can I help you with? |
7663 I apologize. Someone has made a mistake; we are hiring no one at the moment. I hope there hasn't been too much inconvenience, but could you please leave now? |
7664 And why would you be looking for them? Might I ask you who you are and what you're doing here? |
7665 Well, Rieltar isn't here right now. I'd suggest you find an inn and wait for his return from Candlekeep. |
7666 From Cormyr? That is most interesting, considering that the Iron Throne is banned from operating there. What I really think is that you're spies. GUARDS! |
7667 Wait! Don't kill me please! What do you want to know? I'll tell you anything. |
7668 Theyâ€â€they're at Candlekeep, at some important conference. |
7669 I couldn't tell you that. I'm not privy to that kind of information. You-you'd have to ask Rieltar, Brunos, or Thaldorn. |
7670 It's located on the fifth floor. |
7671 Please leave, I promise not to tell anyone you're here. |
7672 We were sent here with the understanding that you did all of the hiring for the Iron Throne. |
7673 We're looking for the leaders of the Iron Throne. |
7674 We're the mercenaries who've been messing up all your operations these past weeks. Tell us everything you know or we'll kill you where you stand! |
7675 We're merchants in from Sembia. We have important news for your leader. |
7676 We're merchants. We have just arrived from Cormyr, and have important news for your leader. |
7677 We're mercenaries looking for a job. We were told that you were the person to talk to. |
7678 Where are your leaders? |
7679 What are the Iron Throne's plans? |
7680 Where are the offices of your leader? |
7681 Do you mind? I'm a very busy man, and I don't need these constant interruptions. |
7682 When we threatened one of the Iron Throne merchants, he told us that his leaders were at Candlekeep. |
7683 When we threatened one of the Iron Throne merchants, he told us that his leaders were at Candlekeep. |
7684 The offices of the Iron Throne leaders are on the fifth floor of the building. |
7685 If you're looking for Rieltar and Brunos, you'd find them at Candlekeep. There's some sort of clandestine rendezvous at the library. |
7686 A charmed merchant told us that the leaders of the Iron Throne were at Candlekeep. |
7687 You're Aldeth's childhood friends, aren't you? You know, if I were you, I'd be careful around here. |
7688 Irlentree and Zorl have been acting strange of late. I don't know what it is about them, but they don't seem to be their usual selves. |
7689 If you search Zorl's office on the second floor, you might turn something up. |
7690 You mistook my meaning; it wasn't a threat. Now, please leave me alone. |
7691 Please don't bother me, I have a lot on my mind. |
7692 Angelo |
7693 Anything I can help you with? Oh yes, you're those friends of Aldeth's. I'd love to get to know you better, but I'm awfully busy. |
7694 Okay, we'll be sure to. |
7695 Is there a reason why we should? |
7696 I hope that wasn't a threat. |
7697 If the truth be known, Aldeth hired us to investigate his partners. Is there anything you know that could help us? |
7698 Thank you for the information. |
7699 Things have been very unusual lately. Zorl and Irlentree, two of the owners, have not been acting properly in mercantile matters. If they continue with the direction they've been taking, our company will be sunk within the month. |
7700 One of the merchants at the Merchants' League Estate told us to investigate Zorl's office on the second floor. |
7701 Feeling somewhat sheepish after treating him so poorly, I have agreed to retrieve the sword of poor Perdue the halfling from a band of gnolls apparently lurking in the plains west of Beregost, close to the High Hedge. |
7702 Be'land |
7703 Greetings, <SIRMAAM>. I hope your stay at the Merchants' League Estate is profitable. |
7704 Hello, <SIRMAAM>. If I'm not being too forward, might I suggest something? |
7705 Yes, <SIRMAAM>! |
7706 If I've guessed correctly, you're here to investigate Zorl and Irlentree. I think you should contact my superior, Brandilar. He might be able to help you. |
7707 Nothing to see here, <SIRMAAM>! |
7708 Sure, continue. |
7709 Shut up, guard! |
7710 If I were you, friend, I'd go talk with Brandilar. |
7711 I don't recognize ya. Are you new to the Merchants' League? Well, it matters little, I don't have anything ta drink. My masters haven't ordered any new booze to replace our last stock. Kinda thoughtless of 'em, but then, they've been acting weird for a little while now. |
7712 Hey there, what can I do for ya? |
7713 Ya. As the Harbor Master, I'm privy to a lot of what's going on. What's it that ya want ta know? |
7714 The iron shortage, eh? Well, there's not much to tell. With the Nashkel mines basically shut down, and bandits making it impossible to ship overland, iron's become rare. Recently though, the Iron Throne's been shipping in iron through their merchant fleet. It's really strange, 'cause their main competitors aren't doing the same. They're just lettin' the Throne hog the whole market. |
7715 The Iron Throne's been making some major moves in the city. They've been making inroads in all sorts of markets, though the most noticeable would be iron. Their competitors just sit there and take it. It's really weird. |
7716 I'm not here to entertain people. I'm gonna have to ask ya to leave so I can get some work done now. |
7717 Nice talkin' to ya guys. |
7718 Ya wanna charter a ship, do ya? Well, where is it that ya wanna go? |
7719 Usually there's a ship going to Waterdeep every couple days, but with all the troubles in the Sea of Swords, travel's kinda dropped off. It'll be a couple weeks 'fore something comes in. |
7720 No ships headed there at the moment. If one comes in, I'll tell the captain someone's interested. |
7721 By the Bitch Queen's breath! That's Duke Eltan ya have with you. He's looking in a bad way. Leave him here with me; I'll make sure he's all right. You're the people who've been working fer Scar and Eltan against the Iron Throne. Well, I'm sure you have much to do, so you should a get a move on it. Don't worry about Eltan, I'll keep good care of him. I've got to get him to a safe place, so good luck. |
7722 We've been investigating some of the weird goings-on of Baldur's Gate, and we thought that the Harbor Master must know a great deal, what with the comings and goings of the merchant ships. |
7723 We wanted to charter a ship. |
7724 We're sorry to have bothered you. |
7725 We've been investigating some of the weird goings-on of Baldur's Gate, and we thought that the Harbor Master must know a great deal, what with the comings and goings of the merchant ships. |
7726 Tell us what you know about the iron shortage. |
7727 Do you know much about the Iron Throne? |
7728 Tell us whatever you might think is interesting. |
7729 Actually, we have to get going. |
7730 Waterdeep would be a fine destination. |
7731 I've always wanted to see Calimport. |
7732 The Moonshae Isles. |
7733 I'm really busy now, so I'm gonna have to ask ya ta come back some time later. |
7734 You guys shouldn't be hanging 'round here. Ya might bring attention to Duke Eltan. |
7735 Well, friend, ya might be interested ta know that there's been quite a few Iron Throne ships coming to dock these past few weeks. They've been stockpiling something, and if I guess right, that something is iron. |
7736 When we charmed the Harbor Master, he told us that there were quite a few Iron Throne merchant ships coming into port these past few weeks. He thinks they were bringing in iron. |
7737 When we charmed the Harbor Master, he told us that there were quite a few Iron Throne merchant ships coming into port these past few weeks. He thinks that the ships were carrying iron. |
7738 According to the Harbor Master, the Iron Throne has been shipping iron into the city via its merchant fleet. |
7739 Who're you?! I've been expectin' Sarevok, not some ragtag band. |
7740 Trying to lie to me, are you?! You're that <CHARNAME>, ain't ya? Don't know how you got out of the prison, don't much care either. You're trying to mess up Sarevok's plans. Well, don't count on succeeding. There's no way ye're getting by me or my boys. Don't think Sarevok would take too kindly if you showed up to mess with his plans for Baldur's Gate. Come on, boys, let's make short work of 'em. |
7741 I thought as much! You won't get by me and my band without a fight! |
7742 It sure is my business. You won't be getting by me and my band! Come on, boys, let's toast these ninnies! |
7743 We're other members of Sarevok's band. We were sent to help you. |
7744 We're the mercenaries who've been causing the Iron Throne so much hurt! |
7745 None of your business. Now, out of our way! |
7746 I'm working for a man named Sarevok. He hasn't told me much about all his schemes, but I know he has it in big for you. I helped him frame you for the murders up there in the library. It was a party of doppelgangers that did the deed; they took your forms and then slaughtered those unsuspecting bastards. Nothing much I can do ta help you, but if you want my advice, I'd lay low for a while. |
7747 Sarevok framed us for the murders of Rieltar and Brunos. He had a group of doppelgangers assume our forms and murder the Iron Throne leaders. |
7748 Well, hello there, young one! Come to visit your old pal Winthrop, have ye? Well, don't forget the 10,000 gold piece book entrance fee, as per Candlekeep's custom, don'tcha know. |
7749 Ever the humorless brat ye always were! It's but for the reputation of your father that I give ye endless chances to redeem yer manner. I will tolerate ye here today, but bother me not. |
7750 Haw! Just having a bit o' fun with ye, my friend. Them monks may be walking about with poles in their nethers, but you know you are always welcome here in my sight. Gorion did well by you, he did. So, is there anything I can do for ya? Some drinks, a room to sleep, or anything to buy? |
7751 A charming child ye always were, but I fear ye lack the sense of humor your father and I shared. You must know that you are welcome here always. Stay as you will as long as ye like. So, is there anything I can do for ya? Some drinks, a room to sleep, or anything to buy? |
7752 I fear ye have spent too much time around those stiff-necked monks and mistaken my attempt at humor for a serious demand. Perish the thought that I should charge for your company. Any child of Gorion is more than welcome in my inn. So, is there anything I can do for ya? Some drinks, a room to sleep, or anything to buy? |
7753 I shall take no offense because of your esteemed parentage, but please refrain from making jest of me in my own home. Stay as you will, as long as you like. So, is there anything I can do for ya. Some drinks, a room to sleep, or anything to buy? |
7754 As good to see ye again as any other I could have laid eyes on. Make yourself as comfortable as you will. If you wish for anything, just ask. |
7755 It's good to see you well, young one. Drop by the Inn any time if ye need a short respite from the monotony of the library. |
7756 That is outrageous! What kind of a fool do you take me for?! Stuff your inn, and stuff your company! |
7757 That is outrageous! What kind of a fool do you take me for?! Stuff your inn, and stuff your company! |
7758 You always were the big kidder, Winthrop. That gets funnier very nearly every time I hear it. Well, perhaps not quite so often. |
7759 You always were the big kidder, Winthrop. That gets funnier very nearly every time I hear it. Well, perhaps not quite so often. |
7760 I fear I do not have that kind of entry fee with me. I suppose I shall return when I do. |
7761 I fear I do not have that kind of entry fee with me. I suppose I shall return when I do. |
7762 Step up to the heat, young one. You'll NEED a good fire to warm the chill stares of those monks. Most inhospitable, they are. Isn't that so, Lovey? |
7763 It's worth a try my dear, although our clothes may only be the half of it. They certainly couldn't react any worse than they have. I thank you for the suggestion, <CHARNAME>, and for putting it tactfully. Good eve to you. |
7764 I am quite sure we meant no insult. 'Tis just that we have come a long way to be treated in such an unwelcome manner. I would think the value of the entrance fee should buy you a touch more than a night at the Inn and a glaring stare as you flip through the odd tome. |
7765 Indeed, Lovey. You may have lived here, <CHARNAME>, but from your tone I wager you've forgotten much of the tact they should have taught. Leave us please. |
7766 I shouldn't answer that, Lovey. Seems as though this scoundrel might be trying to get a bit too familiar. Sizing up the potential loot, I should think. Best that you move along, lest the local constabulary gets involved. |
7767 A capital idea, Lovey. Perhaps I should do the same? Leave the finery under lock and key whilst we brush up on our reading? I can think of no safer a place than here. I doubt very much that a scoundrel would pay the book fee into this place to burgle the Inn. Laughable! |
7768 Perhaps. But if they wish no one to enter it is a simple matter of not letting anyone enter at all. 'Twould certainly be a shame if they did, though. Such a storehouse of knowledge has limited use if no one can use the stored knowledge. Ah, well. 'Tis cozy enough here by the fire to wash away any troubles I otherwise have with the place. |
7769 Oh yes, darling, they are MOST standoffish. |
7770 Colorful? Dear, perhaps we should dress a little more plainly to fit in? |
7771 Well! At least the monks were QUIET in their condemnation. Hrmph! |
7772 Perhaps that was it? It may have looked as though we were showing off. I'm going to lock all my jewelry back in the room dear, so I don't offend them again. |
7773 They lead a somewhat cloistered life here, so they are unaccustomed to many visitors. You are perhaps a bit... colorful compared to what they are used to. |
7774 Watch your tongue! This was my home for a good part of my life and I'll not have you slighting them in their own keep! |
7775 Watch your tongue! This was my home for a good part of my life and I'll not have you slighting them in their own keep! |
7776 Oh, I would not let it concern you, milady. Perhaps they are not used to wealth such as yours. You are quite wealthy, are you not? Bring a lot of expensive jewelry with you? |
7777 Oh, I would not let it concern you, milady. Perhaps they are not used to wealth such as yours. You are quite wealthy, are you not? Bring a lot of expensive jewelry with you? |
7778 Perhaps they have not been as welcoming as they could have, but you ARE strangers in their home. |
7779 Oh! Though I find you quite lovely, I don't think Thurston would really want me cavorting with strangers. |
7780 It is obvious what you need my good friend. Living in this library fortress must leave you with little in the way of monetary funds. Here, take this 20 gold; it is but a trifle to me, but I'm sure it'll put you on the right track. |
7781 What? I certainly hope there is an explanation for this intrusion! Explain yourself! |
7782 Ahem. Yes, well just don't let it happen again. |
7783 As well you should be, you common dolt! If it happens again I'll have you removed from the Inn! |
7784 What?! Well, I have NEVER been treated in such a manner. Begone! Lest I call the guard to remove you! |
7785 A-a-aye. Very straightforward indeed, but it is a flawed plan. If I should call out, the guard will hear and you are as good as dead. Now if you turn and leave this instant, perhaps I will let this go unreported. |
7786 You have returned?! Why do you not just attack the guard if you are in such a hurry to cause trouble? Leave at once lest I call out the alarm. |
7787 Um, I find it odd for you to have mistaken my room for yours yet again. Kindly leave. |
7788 My name is Quincy. Beyond that is my own business and none of your concern. Leave, lest I report this intrusion to the guard. |
7789 My apologies. I must have got the room numbers mixed about. Dreadfully sorry. |
7790 My apologies. I must have got the room numbers mixed about. Dreadfully sorry. |
7791 A simple mistake and no cause for excitement, so watch your words or I'll be forced to feed them to you! |
7792 Explain myself? You are some pompous noble and I am here to take your belongings. Straightforward enough? |
7793 Just getting to know the neighbors. Who might you be? |
7794 Well, now that we're friends, perhaps you may stay in my room for a little while. |
7795 Yes? Might I help you? |
7796 Perfectly understandable. Good eve to you. |
7797 I see. Well, please don't dawdle in the doorway all day. Best you were on your way. |
7798 Oh, indeed! Such a wondrous depository it is. I have returned on many an occasion, much to my banker's dismay, and have not even scratched the surface of the collection here. Would that it were so for all of my noble brethren. I fear many come to the keep merely to proclaim that they did. I suppose it makes them appear more intelligent, though simple quizzing places the majority of them securely about the chimp "level." I am sorry, I tend to ramble. Good eve to you. |
7799 Hmm, you look the sort to be in a fog generally. Are you certain this is a new obscuration, or are you simply confusing it with one you have carried over. Please leave me to my thoughts, and let not the door hit you on the hindquarters on your way out. |
7800 Can you really be so misguided as to attempt a boldfaced robbery on the grounds of the most closely guarded keep this side of Calimshan? You are truly daft indeed. Perhaps you should go back to your room and reflect on how dangerous a mistake you have almost made. Now. |
7801 I MIGHT very well be anyone, but I AM Christian of Waterdeep. Likely you would not know my family name or history, and this suits me well and good. These trips to Candlekeep are a bit of an extravagance on my part, and while I neither use illicit substances nor consort with "hired" company, I spend quite enough here that I should not like it common knowledge. To this end, I should appreciate it if you would forgo your odd little attempt at introductions and leave me to my thoughts. |
7802 You once again? I should appreciate it if you would remove your company until I sought it. Good day. |
7803 Sorry to have disturbed you. Wrong room, I fear. |
7804 Sorry to have disturbed you. Wrong room, I fear. |
7805 My apologies. I have been knee-deep in the tomes of the keep all day, and I am in quite the fog as a result. |
7806 My apologies. I have been knee-deep in the tomes of the keep all day, and I am in quite the fog as a result. |
7807 Yes indeed, you might help me to your valuables. |
7808 I was just wondering who else was sharing the inn with me tonight. Who might you be? |
7809 Not much happens here in Candlekeep, friend. I don't have any rumors for you on this day. |
7810 Hello hello hello. It's Bunsen's home you have entered, and welcome you are! Please, rest your somewhat less-than-hairy feet by my hearth. |
7811 You have been away from the small folk for some time if you have to ask that question. It is the highest of virtues to extend familial amenity to friends we have not met yet. You are welcome to stay as you wish, in the spirit of Cyrrollalee and all she stands for. |
7812 Such manners! I can think of no other in the history of this village to have insulted me so! As much as Cyrrollalee demands welcome hospitality, at least a small measure of gratitude is expected in return. You are not welcome in my burrow, and I think you will find the same is true among my neighbors if you continue to act as such. |
7813 Deserted? I think you will find that even if an owner were to stray from his hearth for years, friends and neighbors would keep his home warm and welcoming for his return. If a stranger felt the need to use it in the meantime, I could see no one with cause to object. No need for you to apologize. If my home seemed deserted, that simply means that I must strive all the more to present a welcoming friendly face. Cyrrollalee would settle for nothing less. |
7814 I wager you will not find a member of the small folk who locks their doors against visitors, known or not. It's common courtesy to extend welcome to whomever calls, regardless of their demeanor. You are welcome to stay a bit if you will, but it is rather late in the day. |
7815 If I possessed something you required, I doubt you would need but ask. Material goods are of little import to the small folk when compared to the value of a secure hearth. Such a rude presentation will get you naught but glares however. Do not tarry long in my home. You are not welcome. |
7816 Any insult from your entry is forgiven by your courtesy. The door is always open to friendly folk, regardless of their... parentage. Stay a while if you wish. |
7817 Hello again. A pleasure as it was before. |
7818 I see you have returned. I trust you will stay no longer than last we met? |
7819 Are you always this courteous to strangers that walk into your home? It hardly seems safe to me. |
7820 Are you always this courteous to strangers that walk into your home? It hardly seems safe to me. |
7821 Spare me your smiles, shorty. I merely came in to see if you had anything worth taking. You are foolish to leave your burrow unlocked. |
7822 Spare me your smiles, shorty. I merely came in to see if you had anything worth taking. You are foolish to leave your burrow unlocked. |
7823 My apologies, but the door was unlocked and I thought your burrow deserted. I did not mean to intrude upon your home. |
7824 My apologies, but the door was unlocked and I thought your burrow deserted. I did not mean to intrude upon your home. |
7825 Not much to tell friend. Most of my day is spent on my porch taking some puffs off the old pipe. Mayhaps you'd join me? |
7826 Well, friend, why don't you join me by the hearth? I have an extra pipe that you could use. I have a feeling though, that you adventuring types never have time for relaxation. |
7827 It's a quiet day and you have found me at home, strangers. Can I assist ye in any fashion? |
7828 That is only because the homes of our village are kept warm and inviting whether the owner is in or not. No need to apologize, you would be welcome regardless. Little to excite you wandering types here though, just a simple day spent by the hearth. It's all the treasure I seek or need. |
7829 I shall do no such thing. My meager possessions are but replaceable trinkets, but your manner is most distasteful. Likely you would get nothing but a polite request to leave if you approached any of my brethren in the same manner. I'll not show you the door, but it's only because you found it once already on your own. |
7830 Who would have the gall to steal from the small folk? None but the basest of villains, or rudest of fools. All others are welcome in hearth and home. |
7831 I cannot see how you would make that mistake, though I cannot understand many of the things that passes between the wanderers ears. Still, the spirit of Littleman is in all of you and you are welcome here for a while at least. |
7832 It's certainly a grievous mistake you have made in insulting my home and hearth with threats of thievery. Being the generous sort that I am I will give you the opportunity to leave. Return and it shall be as though we have never met, and hopefully the second time around shall be more enjoyable. |
7833 I think you will find that friendly but wary eyes take careful care to watch over the burrows of our village. |
7834 Again we meet. I do so enjoy our little chats. |
7835 Once again I find you in mine home. If you retain your manners you are welcome. |
7836 My apologies for disturbing your humble burrow, but I was unaware anyone was within. |
7837 My apologies for disturbing your humble burrow, but I was unaware anyone was within. |
7838 You can assist me to your valuables, and be quick about it! |
7839 You can assist me to your valuables, and be quick about it! |
7840 It is amazing how trusting you small folk are. With your door left open you are an easy mark for thieves. |
7841 It is amazing how trusting you small folk are. With your door left open you are an easy mark for thieves. |
7842 Well, friend, why don't you join me by the hearth? I have an extra pipe that you could use. I have a feeling though, that you adventuring types never have time for relaxation. |
7843 Oh, welcome to you. A pity my son is not here to meet you. It would be most exciting for him. |
7844 Oh, it is most exciting for any halfling to meet those with the spirit of Littleman in them. You might be a tad... eccentric for leaving the comforts of a well stocked hearth, but I'm sure your escapades are exhilarating... if you are in to that sort of thing. Please come back anytime you wish. |
7845 It's an oddity among many of our young folk that they see the essence of the great wandered Littleman in the deeds of people like you. I personally see little appeal in leaving hearth and home. Stay as you will, but try not to encourage the children too much. |
7846 Hmph! And I should not like to see him exposed to such manners! It's certain you do not spend much time amongst the small folk. None who knew our ways would be so rude. You are welcome to return when you learn a little civility. |
7847 A shame, really. It would be good to see how a life sleeping on a cold dungeon floor makes one irritable and unsociable. I pity you in many ways. Stay as you will, but at least try to be nice. |
7848 Goodness! How can you be such a boldfaced scoundrel? Such an intrusion is unheard of in the company halflings prefer to keep. The theft alone is but a mere inconvenience, but your inconsiderate attitude... It's almost more than a civil woman can bear. Please leave me. |
7849 Such is the pull of the wandering way. It's a desire we have all heard much of through the tales of Littleman, though I must confess I cannot truly understand it. It's so much more comfortable spending the nights with family by the hearth. Fare thee well on your journeys. |
7850 Such is the madness of Littleman. What compels sane people to wander about the wood away from family is beyond me. Good luck to you all the same though. |
7851 Welcome again. I would have thought you had moved on by now. It's a pleasure you have not, though. |
7852 I am surprised to see you again. Has not the wanderer's call seized your logic once again? By Dallillia, I hope none of the children follow when you go. |
7853 Why would he find interest in us, little mother? |
7854 Why would he find interest in us, little mother? |
7855 Keep the little whelp away from me. I have no wish to spend my days babysitting your little urchin. |
7856 Keep the little whelp away from me. I have no wish to spend my days babysitting your little urchin. |
7857 It is best that he is not here while I rob his home of its possessions. |
7858 I fear I would have little time to spend in his company. I only meant to stop by for a moment. |
7859 I fear I would have little time to spend in his company. I only meant to stop by for a moment. |
7860 Perhaps you'd care to stay a little while and relate some tales. I've always been fond of heroic stories, though I'd never wish to live one. |
7861 Welcome to you, it's good to meet you finally. I have heard much ado about your visit to our little village. |
7862 Oh no, we get quite the traffic as far as merchants and caravans go. It's just the wandering adventurer that raises the eyebrows. No doubt you shall feel like quite the spectacle during your stay, but it's only because the small folk admire the spirit of Littleman that you possess. He was our greatest wanderer in all of halfling history. You are an oddity, but also to be admired. Welcome to you, and enjoy your stay. |
7863 Visitors are not uncommon. Only those that are... unique enough to have cast off hearth and home to follow the wandering life. Not many a small folk can understand why anyone would leave their homes and not seek new ones. I fancy they shall not know whether to call you daft or just... eh... eccentric. Either way, most will still welcome you to their homes. |
7864 On the contrary, it's most surprising how many fools we see traipsing off to the Firewine ruins to make their "fortunes." You shall certainly be no different that the many others who have come before. We stand ready to bandage your broken body when you return. |
7865 It's not that we have not seen your like, rather that we find it sad you are likely to die because of your bravado. Many have come to the Firewine, but fewer have left intact. May the experience of Brandobaris guide your path, as you will certainly need it. |
7866 We have seen your like before. Rest assured that anything you are ALLOWED to steal you most likely would have been given had you displayed some common courtesy. We are peaceful and polite, but not stupid. |
7867 *sigh* A shame to see one such as yourself travel the thieving path. More so because you do it so rudely. There is much entertainment in a dashing "liberator of goods," but a common thief is no one's friend. Take what you will, but you will be punished accordingly. It's your choice. |
7868 A pity. Many of our younger brethren would likely regale in a few tales of your adventures. Confidentially, a few of our elders are retired wanderers not unlike yourselves. You'll not go without welcome should you return. |
7869 Perhaps it is for the best. While Littleman is a great icon of freedom to our people, the wandering lifestyle is still basically unhealthy. It's best that our young 'uns are not exposed to your type too long. No offense intended. |
7870 Good to see you again. I am pleased you are more or less still alive. Often we see an adventurer twice, but he is decidedly less talkative the second time around. Dying will do that to you. A hazard of the lifestyle, I guess. |
7871 You are still alive! Er, no offense meant. It's just that more often than not we never see an adventurer twice, unless he be boxed and burial bound. It's no comment on your abilities, but I never expected to make your acquaintance again. I wish you luck on your further travels. |
7872 Why should there be such a ruckus? Are visitors so uncommon here? |
7873 Why should there be such a ruckus? Are visitors so uncommon here? |
7874 I suppose I am quite the news, eh? Never seen the like of my little group in such a backwater little dump before? |
7875 I suppose I am quite the news, eh? Never seen the like of my little group in such a backwater little dump before? |
7876 No doubt they have all warned of my coming? Well, no matter; I shall take what I wish, and there is nothing you can do. |
7877 No doubt they have all warned of my coming? Well, no matter; I shall take what I wish, and there is nothing you can do. |
7878 It is flattering that I am such a widespread topic, though I will not be here much longer. Much as I should like to stay, I must be moving on shortly. |
7879 It is flattering that I am such a widespread topic, though I will not be here much longer. Much as I should like to stay, I must be moving on shortly. |
7880 As your friend I would tell you NOT to go to the Firewine Bridge, but, knowing your inclination, I will point out its location here on your map. |
7881 Hail and hello. Welcome in my home you are... for now. |
7882 It's nothing against you personally, just your profession. I've had kin lose their lives chasing some fool dream down a dungeon. It was someone like you that put him to it, though that can't be your fault. Welcome to our village, but please be kind enough to leave with the same number of people you arrived with. |
7883 I bear all of your type a grudge. The rest of the village may think it unkind of me, but you fool dungeon rats are the reason I no longer have by brother by my side. He followed a group not unlike yours, and wound up dead in some dank hole. I suppose I canna hold you responsible for his choices, but that doesn't mean I have to enjoy your company. My apologies. |
7884 You wouldn't know a decent home if it jumped up and bit your nethers! Bah! Get your wandering tail out of my burrow, I'll not welcome you at MY hearth. |
7885 Bah! Your kind of wanderer has already taken my most precious possession. The life of my brother was wasted following a group like yours around. That you have come to steal whatever is left is nothing more than a confirmation of what I already knew; those that wander are either scoundrels, thieves, or fools. I leave it up to you to decide which of these YOU are. Get out of my home. |
7886 My apologies. Please, don't let my course manner send you away when every other home in Gullykin welcomed you. I am sour towards the wandering folk, but it is nothing personal. I lost a brother to a dungeon, but that is no more your fault than mine. Stay as you will, and forgive me my coarse behavior. |
7887 It's best that you go, before I disgrace myself further with rudeness. I mean no insult, but I cannot look upon a wanderer without thinking of my lost brother. He followed a group like yours, and was lost in the depths of a dungeon. Please understand, and please do not return to my home. |
7888 It is good to see you still alive, though I'll thank you to keep your stay in my home brief. |
7889 You are a continuing ill wind in my home. I do not wish to make you unwelcome... but you are. |
7890 You seem a bit hesitant. Why should you bear me any grudge? |
7891 You seem a bit hesitant. Why should you bear me any grudge? |
7892 Why should I wish to spend ANY time in a hovel such as this? How you halfwits can stand these shacks is beyond me. |
7893 I shall spend as much time here as I like! And TAKE what I like, I might add. |
7894 I can sense that you do not really wish my company. I shall take my leave. |
7895 I can sense that you do not really wish my company. I shall take my leave. |
7896 Well, friend, why don't you join me by the hearth? I have an extra pipe that you could use. I have a feeling though, that you adventuring types never have time for relaxation. |
7897 Well, hello there! Welcome to mine home, fellow wanderers! How could I turn you away when we share a common spirit? I'll wager none of the village understands you as I do. |
7898 How indeed, but for having been there myself! Ahh, it was the grand old days when I roamed the land, stirring up trouble as I went. Swung a blade with the best, I did! Of course the rest of the village thought me mad... MAD, for leaving house and hearth! They just could not understand, but they welcomed me back when the rigors of the road left me somewhat aged. Still, what a grand time it was! Stay by my fire and mayhaps sometime we shall swap tales of derring-do over a mug or three! Just not right now. I am a mite tired and need my rest. |
7899 Why, how does anyone who travels the roads claim to know another? By the little glint of madness in the eye and the feet that never stay still. You are welcome in my home, but keep your weapons at your sides and your fingers in your pockets. We are all friends here, and I should hate to lose that friendship over a few measly trinkets. |
7900 Ha! I remember the likes of you amongst the men I traveled with as well! Couldn't stay his razor tongue for the life of him. Eventually that's what it cost him too. There might be a lesson for you in that, but who am I to preach. Just the voice of experience. Perhaps you are not as welcome in my home as I thought you would be. Make your stay short. |
7901 You would do well to heed your elders. Just because I'm a touch weathered now doesn't mean I didn't put the boots to your equals a hundred times over. A friendly warning, and a not so friendly goodbye. |
7902 Hmm, I can tell by your demeanor I have nothing you would find valuable. All that I have kept is of sentimental value, priceless to me and mine heart alone. An old rusty blade, a weathered shield... May you live to see the worth of such things. Please leave me to my thoughts. |
7903 I understand the pull that keeps you moving. Be on your way then, and may Brandobaris guide you to a safe and happy home when you seek it. |
7904 Back again? I am surprised you have not gone on to grand new places instead of returning to this humble home. You are welcome while you stay, but I know it won't be long before you move on. |
7905 Ahh, I see you have gone another day without a knife in your gullet. Perhaps you have learned to control your wayward wit, or perhaps not and you are just quick footed. Luck be yours on your travels, young one. |
7906 My thanks for your hospitality, but how do you claim to know me so well? |
7907 My thanks for your hospitality, but how do you claim to know me so well? |
7908 I have nothing in common with one such as you. It's more likely that your mind, and not your spirit, wanders now. |
7909 I have nothing in common with one such as you. It's more likely that your mind, and not your spirit, wanders now. |
7910 A "fellow wanderer," hmm? Then surely you have accumulated some valuable knickknacks in your travels. Perhaps I should relieve you of them. |
7911 No doubt you have tales of places far and wide, but I fear I have not the time to hear them. |
7912 I think it would be inhospitable of me not to aid you in your future adventures. I have a little knick-knack from the old days; something you might find of use. Take this sling; it doesn't look to be much, but trust me it's come in handy more than once. |
7913 Wow, are you going to the Firewine ruins? You must be brave an' stuff. I wanted to go there someday, but Nanna wouldn't like it. |
7914 Yeah, Nanna knows a lot about everything. I'll stay here till I'm strong like you, then go traveling. I hear of lots of wonderful places from the merchants and caravans. You better go. Nanna will get nervous if she sees you talking with me. |
7915 I take care of myself fine! Nanna just needs me here to help out, so it wouldn't be fair to her to leave. You better go. Nanna will get nervous if she sees you talking with me. |
7916 A baby! I'll show you AND Nanna! I just gotta get a little bit older and I'm off and running. I'll go everywhere you have and better! You'll see! |
7917 You think she would? YEAH! She would like that. I'll get just a bit older and then watch all the great things I'll bring back! Thanks! I'll be just like you! I bet your poppa's proud of you! |
7918 Well, I dunno. Nanna never wanted stuff like that before. I better think about it some more. Thanks for the talk. |
7919 Hi again! Better be quiet 'cause Nanna doesn't want you makin' me leave. |
7920 You go away! I'll show you an' everybody soon enough! |
7921 Your Nanna sounds wise. Best you wait until you can take care of yourself before you set out on your own. |
7922 Your Nanna sounds wise. Best you wait until you can take care of yourself before you set out on your own. |
7923 It's just as well. A baby like you wouldn't last a second out from under the apron! |
7924 Nonsense! One day you'll bring her home a gem the size of your fist and she'll change her mind. |
7925 Nonsense! One day you'll bring her home a gem the size of your fist and she'll change her mind. |
7926 I wish my nanna would let me go out with you. I wish, I wish... Aw, she'll never let me go. Before you go, how 'bout I give you somethin' to help you out. I know it's really valuable, 'cause Nanna keeps it all locked up. I kinda borrowed it for a while, but now I want you to have it. Here ya go. Come back soon and tell me 'bout all your adventures. |
7927 By the gods of health and hearth, it's good to see the Friendly Arm again! Can anyone here imagine a better sight than these hallowed halls looming before you, when you've had bandits at your backside all the way from Baldur's Gate? |
7928 Treacherous? Treacherous, my friend? Had the earth opened beneath my feet and spewed forth all the vermin infesting all the Nine Hells, it could not have been more treacherous. Banditry at all sides and I had naught but my feet, and how fast they moved to protect me. The singular thought that kept me on my path? This shining beacon; this plane of joy; this well-priced mead hall; call it what you will, but the Friendly Arm is home to me. Bentley! A mead on the house for the good advertising I give you, my friend! |
7929 Eh? How treacherous? Treacherous enough that I must forgo my usual blustering tale of the journey and push past you friend, lest I die of thirst before I reach the bar. Beware the north if you be allergic to bandits! Bentley! A bottle of your second cheapest wine! |
7930 And neither, my friend, do I care for your opinion. If you cannot share in my joy and jubilation, then sit to the side and I shall steer it around you. I'll not step on your toes, but be sure you neither step on mine. |
7931 For shame! A fellow traveler by the looks, but by the sound you spout you were made irritable by the journey. While I celebrate that it is over, you fret that it happened. Lighten up, as they say, and you'll sleep better at night. |
7932 That might have been funny if delivered by someone of better persuasion. Alas, as it stands I am angered as though insulted. One should never dwell on such things though. I shall think no less of you, though I doubt I shall think any MORE of you either. Fare thee well... somewhere else. |
7933 HA! You know me well, and yet we have never met. No matter, for we are friends until death! So swears Wade of no great distinction. Best that you keep off the trade route north, lest a friendship-ending condition come to pass far sooner than later. |
7934 And so I sesh to the guy, "But if that's you shister, where'sh my WIFE?" HAW! Oh sorry, did I just spit on you? Oh, it's my friend back again! Just trying to drink enough courage to head back on that dusty trail. Perhaps I shall stay a touch longer, though; the sky is clear, but my own head is cloudy. |
7935 Well, how's that for a surprise kick in the head? The sourpuss hast returned to the land of merrymakers. I trust you will be a little more amiable? |
7936 You sound most relieved to have made it here. How treacherous was your passage? |
7937 You sound most relieved to have made it here. How treacherous was your passage? |
7938 Put a cork in it, you blustering fool! I care not a whit for the tale of your passage. |
7939 Put a cork in it, you blustering fool! I care not a whit for the tale of your passage. |
7940 An ale for this weary traveler! Best that we put something in front of his mouth if we are ever to shut him up. |
7941 An ale for this weary traveler! Best that we put something in front of his mouth if we are ever to shut him up. |
7942 Good friends! Have a round on me! |
7943 A weary traveler out of Baldur's Gate has told us that the road between that city and the Friendly Arm is teeming with bandits. |
7944 A traveler just out of Baldur's Gate has told us that the Coast Way is a dangerous road to travel. Bandits assault all who travel its length. |
7945 Welcome to the Friendly Arm. I trust you know the rules of conduct within? |
7946 Perhaps "rules" is a touch too formal. It is unwritten, but accepted, that while herein you will act with the utmost of civility to all other guests. This is neutral ground, and all grievances are left at the gates. If the grievances come in, then you will go out. Enjoy your stay. |
7947 Constraining as they are to a person of your... ilk, there are rules of conduct within the Arm. It is neutral ground first and foremost. Everyone is welcome so long as quarrels are left at the gates. If they are not, then YOU will be. Welcome, and behave yourself. |
7948 You will follow the rules that everyone must! Best you remember that. The Arm is neutral ground first and foremost. Beyond that, there is no fighting permitted. If you ignore this, whether you win or lose, you will be ejected. Am I clear? Good. Enjoy your stay. Don't make me shorten it. |
7949 Good then. Enjoy your stay. |
7950 I don't care much for your tone. Best you make sure that your common sense is every bit as common as everyone else's is. |
7952 There are rules? What kind of rules? |
7953 There are rules? What kind of rules? |
7954 I know which rules suit me, and which ones don't. I will follow those that suit the situation. |
7955 Certainly. Common sense rules the day within the Friendly Arm. |
7956 Certainly. Common sense rules the day within the Friendly Arm. |
7957 All I can tell you is that the roads from here to Baldur's Gate are not as safe as they used to be. Bandits pounce on the unwary, so keep a mind to be on watch on your travels. |
7958 What is the meaning of this intrusion? I pay good money for my privacy, by what right do you disturb it?! |
7959 Be sure it is not repeated. Leave me. |
7960 I should not doubt it, for you are most assuredly "simple." Leave me, and see that you do not return. |
7961 You are most assuredly daft if you expect me to answer that! If this were other than the Friendly Arm, I would have you in stocks for a fortnight. I've no desire to trouble any of the staff with a matter as trivial as a petty thief, so you had best turn about and go whence you came. |
7962 No, you certainly may not! My business is my concern, and so it shall remain. Begone from my quarters before I call the guard. |
7963 I have told you previously to leave me alone. Do as I ask, lest we both regret the consequences. |
7964 My sincere apologies, sire. It was a simple mistake in room numbers. |
7965 My sincere apologies, sire. It was a simple mistake in room numbers. |
7966 You pay good money, do you? How good is good, and how much do you keep about the room? |
7967 Might I inquire as to what your business is here at the Arm? |
7968 I have not much to tell; I keep to my room and my books. |
7969 'Ere now, just because I canna buy the pricey suites don't mean you can just waltz in here when ever you want! |
7970 As well you should. I works hard for to pay for this room. |
7971 You just do that! Bursting in here like that, it's just not gentlemanly! |
7972 Y-y-you can't start nothin' in here! The guard will be on you so fast you'll hit the 9th plane before you know you're dead. |
7973 H-h-heh, you're kidding, right? Right? Y-you must be. Nobody is stupid enough to go attackin' people in the Friendly Arm. Even if the guards don't get ya, word'll spread so fast about what you done it will make your head spin. |
7974 Lucky for you that you think I have nothing, 'cause if'n I caught you at it you'd be pitched from the Arm faster'n anything. Ain't nothing worse I can think of than to be barred from the Friendly Arm. Word of that would spread like crazy. |
7975 The Arm caters to everyone, and everyone is more or less equal under her roof. Some of the rooms do cost a bit more, but there is room for everyone at almost every price. |
7976 Back again? Please leave me alone. |
7977 My apologies. I shall leave you in peace. |
7978 My apologies. I shall leave you in peace. |
7979 The fact that I can kill you in a blink is what gives me the right to waltz about! |
7980 The fact that I can kill you in a blink is what gives me the right to waltz about! |
7981 Don't you fret your poor head about it, little man. You are not worth the trouble to kill, and by the look of you there is nothing here worth stealing. |
7982 I have seen quite the number of nobles wandering the Inn. How is it that you can afford to stay here? |
7983 Though ye're a good friend, I'm not too good at keeping with current events. Nuthin' I have to tell ya would interest you much, I'm afraid. |
7984 Do you have an excuse for barging in here? Unless you are here to make the beds, I want you out. |
7985 As well you shouldn't. Begone. |
7986 See that you don't, or the next time the guard will be waiting for you. |
7987 No, I don't suppose that you do. You look much more like a group of brigands casing my room for valuables and gold. Perhaps you should consider a career in the domestic arts. A maid is much less likely to end her career on the end of a polearm, unlike the job you have presently selected for yourself. Just a thought. I trust you will be going now? |
7988 My business is just that: MY business. If this answer is not good enough, I suggest you complain to Bentley at the bar. Tell him that you broke into my room and demanded to know my personal affairs. I'm sure he will express sympathy for you as he has the guards "escort" you off the property. I trust you will be leaving now? Good day to you. |
7989 Again you disturb me? You are determined to make trouble for yourself, aren't you? Fortunately for you, I am determined to ignore you. |
7990 I'm sorry for the intrusion. I shall not bother you again. |
7991 I'm sorry for the intrusion. I shall not bother you again. |
7992 Do I look like a maid service to you? |
7993 Pardon the interruption, but what is your business here at the Inn? |
7994 Being a good friend, I'd like to entrust you with this valuable ring. It's an heirloom, and I'm afraid of it being pilfered. With all the thieves and brigands loitering in the wilderness, it's not too much to assume that there might be more here at the inn. |
7995 About time you showed! Here, I need these tunics cleaned and pressed by this eve, and be EXTRA careful with the golden pantaloons! It took fifteen women and a small boy from Calimshan twelve days and four nights to weave them, so careful on the seams! Well? Get going! |
7996 Not the cleaner? NOT THE CLEANER?! Oh well, my mistake. I thank you for your honesty, I thank you for not stealing the pantaloons, and I will thank you kindly not to mention the padding in the codpiece. Good day. |
7997 NOT THE CLEANER? Then what in all the Nine Hells are you doing with my clothes?! Do you THINK I would trust my washing and mending to someone who was not a professional in the field?! Give me those! |
7998 Service with a smile and a snap in your step. That's what we like to see. Now get going damn you! Not a coin for a tip if there's even ONE tear! |
7999 Done and done! Be on your way. |
8000 Wait a moment! Don't you dare go anywhere! |
8001 Here's an extra couple of coins... put in a pleat that would make Daddy proud, if you know what I mean. Now get! |
8002 I... see. Well then, what about carpets? Do you do carpets? No, I don't suppose you do. Oh, this is terrible! A dinner date of momentous magnitude, and here I am with dirty pantaloons! Granted they are golden, but the shame is still there! Leave, leave me to my impending social doom! Oh, WOE! |
8003 Well, I certainly think it was totally unnecessary for you to cast shame upon the domestics of our society when they perform such a vital function! Fie upon you and your disrespectful attitude! Begone! |
8004 And thank you SO much for bringing up mother! |
8005 Back again? Good! I'll just take these back and... What?! I have never seen such shoddy work! It's as though they were not touched at all! Such a wait for this quality of service is unforgivable! I am afraid you leave me no alternative... but to withhold your tip. Good day! |
8006 You again?! I should think you wouldn't show your face around here after absconding with my pantaloons! Had a good long talk to that management about you. He dared to try to avoid responsibility by saying that he had no laundry staff. I gave him a thorough dressing down, but he stuck by his story. Left me in quite the tizzy, I assure you. Get out of my presence; I'll have nothing more to do with any of the lot of you! |
8007 Well, if it isn't you once more. Look, I don't wish to appear frightfully rude, but if you have no skill in the domestic arts then I have little purpose for you. Leave me be. |
8008 Much as I have always dreamed of owning golden pantaloons, I must confess that I am not the cleaner that you were expecting. |
8009 Much as I have always dreamed of owning golden pantaloons, I must confess that I am not the cleaner that you were expecting. |
8010 Sir, yes, sir! Pantaloons pressed and ready by tonight or breakfast is free, sir! |
8011 Sir, yes, sir! Pantaloons pressed and ready by tonight or breakfast is free, sir! |
8012 Stow your laundry, fool! I am neither tailor, maid, nor mother to any fop such as you! |
8013 Stow your laundry, fool! I am neither tailor, maid, nor mother to any fop such as you! |
8014 MMMaaaahaha! Puny peoples come to fight?! Good! It has been much fun killing the little people of Gullykin... but it will be just much fun killing you! |
8015 HA! Me prepared for plenty death! All YOURS! You fall for trap, like all others! Me pester little halflings, and "heroes" come to dungeon! They always have better treasure than simple halflings! Now we fight, you die, and me get all you have! RAAAAGH! |
8016 Ha HA! Me count on it! Many before you come and die! Many more gonna come after you, to face the "great evil" so they be heroes! Fools! I lay trap and bait for all! Pester little tiny-people and richer victims come to die! Now your turn! DIE! |
8017 Of course me do! Me just pester half-people so fools like you come racing in! You powerful? Good! Powerful fools have best treasure! Now you die like all else! |
8018 We've come to put an end to your evil tyranny! You and your minions will bother Gullykin no more! Prepare to die! |
8019 You'll never get any peace here, ogre scum! If not us, then someone else will come to stop you! |
8020 Couldn't we have a peaceful solution to this? I'm sure you don't really want to fight a powerful foe like us. |
8021 'Allo, friend, wot can I do for you this day? |
8022 Oh, it's no trouble at all. You can expect nothing but the best in service from the Thunderhammer smithy. Best armors in the land. If you need some help, don't hesitate to speak to Taerom himself. |
8023 Well, I would appreciate it if you would be quick about it. Don't need you in here crowding about while we try to work. I am quite sure Taerom does not care for loiterers. If you need any help, speak directly to him. Best smith in Faerûn, I'll wager. |
8024 Speak to Taerom like that and you'll likely end up with a stoker shoved so far up your... well, it's not for a gentleman to say. I would advise you to be polite while in his shop. |
8025 This is perhaps not the largest of settlements, but you can rest assured that Taerom Thunderhammer is the best smith in all the planes. You'll not find a finer set of armor than you can get here, and you'll not find a group of workers more devoted to their employer. More importantly, you'll not find a group of workers more willing to bash the teeth of anyone who badmouths Taerom! Tread carefully... and politely. |
8026 Fare thee well then. |
8027 I trust you have learned some manners since we last met? If not, there is the door. |
8028 Welcome back. Hopefully we can be of assistance. |
8029 No need to trouble yourself; I'm just browsing about your smithy. I have heard much about it. |
8030 No need to trouble yourself; I'm just browsing about your smithy. I have heard much about it. |
8031 You can get out of my face, is what you can do. I'll summon you when I need you. |
8032 You can do nothing. I'll not buy armor from a shop in a backwater village such as this. |
8033 Nothing, thanks. I was just leaving. |
8034 Friend, I'd like you to take this armor with you when you depart. I would be terribly upset if you were to come to harm while out adventuring. |
8035 Ahh! By what right are ye in mine house?! |
8036 What I am doing be no concern of yours! Leave at once, lest I call the guards! |
8037 Then leave me and mine! You were not invited to my home so get out! |
8038 I can do naught to stop you, but I can call those who can. Leave now, lest the guard dispatch you. |
8039 And well you should! If my husband were to catch you here, it would surely be the end of you! |
8040 I am sorry for intruding, but I was just wondering what you were doing. |
8041 Save your breath, I mean you no harm. |
8042 By right of might! I would suggest that you cooperate while I help myself to your valuables. |
8043 My apologies! I must have the wrong address. I will leave immediately. |
8044 I'm a simple town girl, and I don't think anything I know would be of any use to mighty adventurers. |
8045 I told you before. I don't want you here! Now git! |
8046 Burglars! Explain thyself, lest the guards loose you from your life! |
8047 I don't know whether you are a fool or a liar, but it's best for thee that I cannot decide. You have a chance to leave before I call the watchmen. Best that you make your next move a wise one. |
8048 You mock me! It's obvious you are a rogue in sheep's clothing! Leave immediately or I'll have the guards set upon you! |
8049 So be it then! I would rather that than lose mine hard earned property to a skulking brigand such as yourself! If you kill me, surely the guard shall dispatch you as well. Run while you can! |
8050 It would seem I am at a disadvantage, but know this; If I ever see you again I'll not hesitate to call upon the guard, and you shall suffer a long while without seeing the sun, at the very least! |
8051 As well you should! Begone from mine home! |
8052 No need to call the guards; I just had a desire to see this fine house from within. |
8053 No need to call the guards; I just had a desire to see this fine house from within. |
8054 Call the guards and you'll not live to see them arrive! |
8055 Call the guards and you'll not live to see them arrive! |
8056 I meant no harm! I shall leave at once! |
8057 The only thing I know of that might pique you interest are the rumors I've heard of an abandoned wizard's school to the east. I couldn't tell you where it is, but it's supposed to overflow with magical treasure. |
8058 The Wizard's School We charmed a man named Galteran. He told us that there was an abandoned wizard school to the east, and that there was much treasure to be found there. |
8059 What? Who are you? |
8060 Aye, it is at that. It's well maintained, though I fail to see how that gives you leave to enter as you will. Better leave soon lest the guards be called. |
8061 It's no more my home than yours! The difference, I think, is that I was invited and you were not! Imagine! Disrupting an old man's home like this. Solgen will be most displeased! Please leave lest you disturb him. |
8062 There is little I can do to stop you entering, but the longer you impose your presence, the more likely it is that the guards will be escorting you when you leave! You have been warned! |
8063 Good! It would never do for you to be in here giving old Solgen the fright! |
8064 Just a curious passerby. It's a lovely home that you have here. |
8065 Just a curious passerby. It's a lovely home that you have here. |
8066 I am <CHARNAME>! Don't dally about with questions! Stand aside! |
8067 Sorry, my mistake. I shall leave at once. |
8068 I'm rather ignorant, even for a peasant. Perhaps you don't quite comprehend what I'm telling you; I'm a mental midget, a moron, an idiot. A fruit fly has more intelligence than I do; a brain-damaged ant has more wits than I could ever muster. So I'd have to say using your magics to take control of my mind was a waste of a spell. |
8069 Who... who is there? I was expecting no visitors. A-armed as you are you are probably thieves, no? Please, don't hurt me. |
8070 Then what possible reason do you have for being in my home? The door was closed. There is no "accidental" way to bypass it. Please, if you have no business here then leave. |
8071 I have but meager savings and possessions. You'll get very little from me. Please just leave me in peace. |
8072 You must be deranged to be breaking into homes just to look at them! Such needless fright you must cause. Please, leave my home as you found it! |
8073 I am no thief. My apologies for having scared you. |
8074 You're pretty quick to grasp the situation. Remain quiet and I'll not hurt you in the least. |
8075 I've no interest in you at all. I simply wished to explore the house. |
8076 I'm a weak old man, whose memory's begun to fail. I don't think you'll find much use with me. |
8077 How dare you come into my home uninvited! Back in my adventuring days, such an affront would get you a sword in the backside! If 'twere not for social convention I'd give you a right proper thrashing! |
8078 For someone who goes about breaking into houses, you certainly "appear" to have half a brain. Best that you use it and leave. |
8079 Quite obviously you expected to find some helpless waif to rob. Get out. The very sight of you makes me sick. |
8080 Yes, slink back to whatever hole you crawled from. I hope to never see you darken my door again! |
8081 False bravado as you turn tail. How pathetic. Get out of my house. |
8082 I wouldn't dream of dirtying my hands on the likes of you, but if you so much as touch a single coin in my coffers I'll have the guards here so fast you'll be three planes down before you know you're dead! |
8083 I'm no more patient now than when you first burgled in here. Turn and leave, lest you regret it for the rest of your very short life! |
8084 There is no need for that. You are obviously experienced at taking care of yourself, and I wouldn't dream of attacking you. |
8085 There is no need for that. You are obviously experienced at taking care of yourself, and I wouldn't dream of attacking you. |
8086 It is certain that would be a fight you would lose, milady. Be thankful I've no interest in testing your resolve. I'll be going now. |
8087 It is certain that would be a fight you would lose, milady. Be thankful I've no interest in testing your resolve. I'll be going now. |
8088 Empty words from a frightened lass! I'll take whatever I feel like taking, and best you not try to stop me! |
8089 Perhaps you are not the weak-kneed fool I thought you were, but that changes nothing. I have nothing that should interest you. |
8090 I'll thank you to turn and leave the way you came. This is a private residence. |
8091 Please, I dislike causing a scene but I'll call the guards if I must. I'll not have you stealing my things from under my own nose. |
8092 I have no choice left to me! Guards! Arrest this burglar! |
8093 I'm just a simple peasant folk. I don't know anything you'd find useful. |
8094 Hmm? Hello? Was there something you needed? |
8095 I "might" be Borland of Beregost. My door is always open to any who might need shelter. You are on your honor not to misuse my trust, and may come and go as you wish. |
8096 I am Borland of Beregost. Why this is of import to you I don't know. It's information easily gleaned from a casual meeting on the street and hardly worth barging into my home for. Please leave and spare me the effort of learning to dislike you. |
8097 Indeed? If that is the case, then you won't mind leaving with all possible haste. Begone from my "common" home. |
8098 I am sure that was meant as an insult, but I will not take it as such. Halflings are among the most generous of races I have ever had the pleasure to deal with. Being compared to one of their number is a great compliment, though I confess I lack their accompanying tact and manners. For instance, they would never dream of having guards drag you from one of their burrows, and yet I was considering that very thing. It's embarrassing that I lack their self control. Perhaps you should leave before I am put in the position of acting this through. |
8099 Hello again. I trust you are enjoying Beregost in all its meager splendor? |
8100 You are unwelcome in my house. It's a phrase I am unused to saying, but nevertheless it is true. Please leave. |
8101 Who might you be, sir? |
8102 Who might you be, sir? |
8103 I need nothing a commoner such as yourself could give me. |
8104 You do not lock your doors? That's almost halfling in its foolishness. |
8105 Ha ha ha, you cannot charm me, for I am utterly unimportant. |
8106 Hold your place. No need for us to get off on the wrong foot. I rather like company occasionally, but most of the townsfolk are a bit standoffish. |
8107 That is an unfortunate possibility. They do seem to take a touch too much pleasure from their positions, but I'd sooner have them than not. I doubt I should feel safe without them, what with the banditry rampant about the countryside. Mayhaps when things have settled I can maintain a more open house. Leave me please, as a member of the town council there is much that weighs on my mind. |
8108 Apes? Their demeanor may be gruff, but it is thoroughly appropriate for their task. Perhaps it is a tad unsociable, but necessary in these turbulent times. |
8109 *sigh* I get so few visitors, and when I do, they are common thieves. Leave immediately, please, lest I must instruct my guards to "help" you to the door. |
8110 You visit again? It is not unwelcome, even though Carl and Jurgen may make it seem so. Do not overstay your welcome though, as I am unaccustomed to long visits. |
8111 You are definitely one of the more persistent pests I have had to my home. Again I must ask you to leave lest you be "escorted" out. |
8112 I cannot understand why, sir. You've a lovely home and seem quite amiable. Perhaps it is because of those two guards you employ? |
8113 I've no doubt that you get few visitors. It is unlikely they would voluntarily subject themselves to the apes at the door. |
8114 Your social problems are no concern of mine. It was a rich looking house, so I entered; it is well guarded, so I will leave. |
8115 I have the sudden urge to give you a gift, friend. Take this little bauble, it's a childhood memento. I think it's fitting that you, my closest companion, keep it for me. |
8116 I advise you to be on your best behavior while in this house. I will be watching you VERY closely. |
8117 Best you watch your step in here, stranger. A word from Mr. Travenhurst, and you are gutted like a trout. |
8118 Halt scum! You make a false move while here and I'll run you through! |
8119 Aye, we've our eyes on you. |
8120 Hehe, like a trout. |
8121 Better listen to him. He's just not right in the head. Hehe. |
8122 Well, hello there. Not too sure what you expected to find in here, but perhaps you have come to the wrong house by mistake. I am Galteran, and I was just doing a bit of cleaning in the spare time I find myself with. Not much call for my grunt-type labor right now, what with caravans staying away. *sigh* Ah, well. Best be on your way, please. |
8123 I do not know who you are or what you are doing in my home, but please leave. Sorry, but I have little patience right now. There is little call for my line of work when no caravans dare leave the city. |
8124 By all the saints, who are you and what are you doing in my home?! Leave at once! I do not wish to call the guards, but I will if I must! |
8125 I stand here all day. As if I know anything. There's the bandits, and the iron shortage, but that's common knowledge. |
8126 I stand here all day. As if I know anything. There's the bandits, and the iron shortage, but that's common knowledge. |
8127 I've already warned you to leave. If you do not do so immediately, I will call the guard to eject you forcibly. |
8128 The only thing I know of that might pique you interest are the rumors I've heard of an abandoned wizard's school to the east. I couldn't tell you where it is, but it's supposed to overflow with magical treasure. |
8129 Who are you? Oh please don't go makin' trouble in our home. Davis is in enough of a fluster already, and he don't need strangers pestering him. Please leave. |
8130 Sorry if I seem a touch flustered, but I just don't want anyone upsetting my husband any more than he already is. Please leave. |
8131 It's an honor to be in the presence of such great heroes. |
8132 If you're here about the job, you may as well go on home. Sorry, but there ain't gonna be no caravan now. All the merchants pulled out, saying it's too dangerous. Guess that leaves us grunt types out of luck. I'll put the word out if anything gets better. Goodbye. |
8133 I'm afraid I'm in no mood to speak to anyone right now, especially if you've come about the job! Ain't gonna be no caravan now, so there ain't no job neither. Blasted bandits! Scared all the merchants so bad they won't budge. Might as well leave, 'cause you ain't gonna find no work here. |
8134 I'm in no mood for talking! Best that you get out whilst I can still manage a courteous greeting. |
8135 Typical Guard |
8136 Merchants are afraid to put to the roads because of all the bandit activity. |
8137 Well, if ye're a true friend, you'd kill those cursed bandits that have been shutting down the whole Coast Way. |
8138 What are you doing in here?! This is my home... was my... I suppose it really doesn't matter if you come in or not. My family has already left for Baldur's Gate to stay with relatives, and I shall soon follow. I'll not feel safe until we are all within its great gates. Enter as you will, there is naught left for you to steal. |
8139 Don't bother me, I'm busy packing. |
8140 The bandit raids have really put a scare into the people of Beregost. |
8141 It's been nice being on such friendly terms, but I have to be going soon. If you're going to come with me, then hurry up and get prepared. |
8142 Well, hello there. I fear you have "mistaken" my unlocked door as an invitation to enter. Forgive me if this was misleading, as it was not my intent to allow entry to just any stranger off the street. Please accept my apologies, but I should appreciate it if you would leave. Mine husband is one of the guards and I should think he would be perturbed if there were people milling about his house when he got home. |
8143 I should not like to appear rude, but you have entered mine house without permission. I hardly think merely having an unlocked door is an invitation. Leave lest my husband extricate you himself when he returns from guard duty. |
8144 You must be a considerable fool to enter this house uninvited. Best that you should leave, because if I call the guard there is a good chance my husband will be with them. No doubt he would expel you from his own house with... extra vigor. |
8145 My husband should be here soon; I would suggest that you leave. |
8146 I wish I could run away with you darling, but my husband can be such a jealous man. I wouldn't want to arouse his wrath. Take this ring, with which you may always remember me. |
8147 Welcome my dear, you are early I Excuse me. Indeed I was expecting visitors, but none such as you. Begone, before my company arrives. I should not tolerate the mood being ruined by a band of miscreants. |
8148 You again?! You have certainly taken an unhealthy interest in my personal affairs. I should like you to make a hasty exit and not return lest I be forced into drastic actions. |
8149 I can tolerate no more of your incursions! Dispose of these nosy vermin! |
8150 I hate this whole climate of fear that the bandits have placed us in. I tell you, one day I'm gonna do something about it! You're my friend, why don't you do something about it?! |
8151 Who? Oh, forgive my disposition, but we were expecting some overdue friends. Mr. Colquetle will be most disappointed. Please do not bother him. |
8152 I doubt you will get much of a warm reception here. Mr. Colquetle is in quite a state. |
8153 I'm sure Mr. Colquetle would find you the most enjoyable guest. |
8154 Strangers tramping about my home? Bah, what does it matter? I have heard nothing from my son and his wife for nigh unto a week now, and all else pales in importance until I do. I should have known better than to allow his travel in these dangerous times. Leave me to my sorrows. |
8155 What cruel whim of the fates controls this torment of me?! Is it not enough that my son is gone missing, that I must also suffer hooligans tramping about my home? Leave or I shall have the guard dispatch you. I'll not show charity to unwanted thieves when I am denied the same. Go! |
8156 Please, no visitors today. I am quite unwell with grief over my missing son. I told the fool not to travel in such times, especially with wife and child in tow, but he would not listen. Now I have no idea where he... wait. Where did you... WHERE DID YOU GET THAT AMULET?! |
8157 It is... it was my son's. Please, might I have it? |
8158 Catches the light...? You are either utterly cold-hearted or a complete buffoon! That "trinket" belonged to my son! Please, give it to me! |
8159 You profited? You are a most cold-hearted individual! That amulet was my son's, so those "fools" you saw dead were him and his family! Bah! I would have asked for it as a keepsake, but you have despoiled it with your filthy profiteering ways! Get out of my sight! |
8160 For a price?! You would have me PAY for an item you took from the corpse of my son?! You are utterly cold-hearted, and a fool to boot! Paying the likes of you for the amulet would forever taint my memory of him! Begone from my sight, and take that... thing with you. |
8161 Sell it...? You care for gold so much that you would deny a man his son's last possession? Keep it then and begone! I cannot bear the sight of such as you for any longer! |
8162 I thank you. Funny, isn't it? How a simple piece of cut glass takes on so much more worth? Please, leave me. |
8163 Hello? Oh, 'tis you again. If you please, I am rather not in the mood for speaking right now. Leave me. |
8164 You again?! You tempt the very fates by daring to come in to MY house again! I'll not suffer your presence a second more than I have to! Begone! |
8165 This trinket? It is but a scrap left behind by some vulturous marauders. It catches the light quite nicely though. |
8166 This trinket? It is but a scrap left behind by some vulturous marauders. It catches the light quite nicely though. |
8167 Some fools dared the road to Nashkel and were cut down by bandits. They had no further use for it, or anything else they carried. It was a shame to see, but I profited in the end, so all is well. |
8168 It was certainly a piteous sight. A young family cut down in a cowardly raid. This was among their meager belongings. |
8169 Of course, sir. It is regretful that I could not have arrived sooner and prevented their deaths. |
8170 For a price. It should be worth a great deal to you, no? |
8171 I think not. I have carried it a great distance and selling it will cover my expenses quite nicely. |
8172 Of course, sir. It is regretful that I could not have arrived sooner and prevented their deaths. |
8173 For a price. It should be worth a great deal to you, no? |
8174 I think not. I have carried it a great distance and selling it will cover my expenses quite nicely. |
8175 Please don't bother me, especially if you call me friend. My son is most likely dead, killed along with his wife and child by those accursed bandits! |
8176 Oooh, mother surely is not going to like you pokin' your nose in here! Strangers in her kitchen? She'll not likely let that pass unnoticed. |
8177 I wouldn't stick around if I were you. Mother can be quite the hellion when she's roused. |
8178 I'm not married you know. I'm just looking for the right fella to come along. |
8179 Who might you be? No, don't answer because I really don't care. You have gone and tracked up my kitchen with nary an invitation, nor even an unlocked door! You better get going, or the only thing worse than the guard coming to take you off, will be if they don't get there in time to save you from me! Out! |
8180 Shoo! |
8181 Don't make me break mine foot off in your nethers! Get going! |
8182 If you want, I could give you an entire course on cooking. But knowing you adventurer types, you won't be around long enough. |
8183 'Ello, friends. Welcome, and make yourselves at home. Just try not to rattle the locals none, okay? Times is pretty harsh right now, and people don't need any more trouble than they've got. So, what can I do for you? |
8184 'Ere there. I want's no trouble from you roustabouts. Looks ta me like you wuz probably thrown outta every other bar in town. Well, if you act up, you'll get the same treatment here. Otherwise, welcome. So, what can I do for you? |
8185 Oh! You startled me. I'm not used to strangers because traveling is so dangerous now. Please don't linger too long here. The children are leery of anyone they don't know, and 'tis hard enough keeping them calm when there is just me around. If only my husband hadn't gone to work the mines at Nashkel... |
8186 Who are you that you can just barge in here? With travel so dangerous, it's no wonder there are but ruffians like you left in town. Please leave lest the children get upset because of the strangers in their house. They'll hardly sleep now for fear they'll miss even a second with their father if he should come home. I wish I had their faith. |
8187 If you don't leave at once, I shall call for someone to "help" you. |
8188 I have nothing to say. |
8189 MOMMMM! Someone's in the house! Oooo, you are gonna get it if you don't leave. Daddy might come home and give you such a whuppin'. |
8190 Do you people look so silly on purpose, or were you in a horrible ugly-stick accident? |
8191 Let's go have a game of hide and go seek. |
8192 I'm waiting for Daddy to come home an' tuck me in. He's sure to be here soon. He can't stay at the mines forever. Can he? |
8193 The reason he's not coming home is because he's dead, kiddo. He's mulch, deceased, expired, kicked the bucket, bought the farm, croaked. |
8194 Your dad will probably be coming back soon. Don't you worry. |
8195 I really hope so. I miss him so much. |
8196 Waaaahhh! My daddy's dead! |
8197 I'm your best friend. |
8198 Ahh! You scared me! I wasn't takin' anything! Honest! I was just checking out the house, that's all. Someone's got to watch over the place, 'cuz I am SURE they will come back. The Greycarts only went to Baldur's Gate to visit and they should be back already. I'm gonna wait right here till they do. |
8200 Nice house, huh? My buddy is Dason Greycart, and he says his daddy makes good money as a merchant. Not so much nowadays, I guess. Especially if he don't come back soon. He's got customers here waitin' for him. I'll wait right here and help him unload, like I always do. |
8201 There should be some good money hidden away in this house. Just tear the place apart, I'm sure you'll find something. |
8202 Keep a low profile if you please. Tempers are short fer strangers right now. So, what do ya want? |
8203 Hey, you stays out of my kitchen! You'll mess up my art! Someday I'z gonna cook for da duke himself! Betcha there's less fistfights in the palace, so's you can enjoy a meal from start to finish. |
8204 Hey, clear out. I don't need you meat-heads roaming through my kitchen! *sigh* I wanna work somewhere where beer and blood aren't seasonings. |
8205 Bud, ya wanna hear a good joke? There were these three guys; one of 'em was a Cormyrian, another a Sembian... Hey! Where are ya going? |
8206 Plenty of other rooms for you, if you please. I've paid for mine in full and don't feel I should need to "double up," as it were. |
8207 It's most neighborly of you to refuse to stay a neighbor. This was intended to be a private room when I purchased it. I certainly think the management shall be hearing about you. |
8208 All I can tell you is to avoid the Coast Way at all costs. The bandits have been growing more bold with each passing week. If you are going to travel along the road, don't trust anybody! |
8209 You must be the new servants and guards, well keep your place! It is an honor for you to be working here! Imagine, a Duchess overseeing such a transaction such as this in my own house. Surely this will turn my competitors absolutely green! |
8210 I know not who you are, but because of my guests, I will refrain from having you outright killed. I advise you to leave quickly lest I change my mind. I'll not tolerate strangers loitering about my house on such an occasion as this! |
8211 Guards! Murderers in my home! Kill them! |
8212 Guards! There are intruders in the mansion! To arms! |
8213 Welcome to the Low Lantern, my friends. I trust you will enjoy your stay, and sample much of our lively fare. |
8214 Oh, come now. Surely you can see the therapeutic benefits that come from the occasional "debauching." Suit yourself, but if you don't wish to participate, at least make sure not to disturb our other patrons. Feel free to help yourself to milk at the bar. |
8215 If you have come here simply to insult my patrons and I, I shall have to ask you to leave. If you are rich, however, we can provide a steady stream of "lowlifes" for you to belittle. It's rather a commonly sought service for some of our more "well to do" clientele, and apparently good for bolstering a poor self-image. Not that your actions suggest you have a poor self-image. No, that's not what I was implying at all. Good day. |
8216 Ah, yes, we do like to see our patrons enjoying themselves to the fullest. However, I should thank you very much to keep careful control of yourselves this eve. Anyone disrupting the recreation of our patrons is summarily removed by our private security. Just a friendly warning. Good eve. |
8217 Oh, indeed! We have patrons of every possible profession. I think it unlikely you'll find a more diverse collection of people peacefully collected in the same room. Not that we don't have our share of rabble-rousers, but we are well equipped to quickly quell any disturbance. Have a nice stay. |
8218 Oh, there is no distinction between classes here. The Low Lantern is quite the equalizer, and our patrons span much of the social spectrum. Of course, we might tend to "favor" the heavy tippers. Unintentionally of course. Enjoy your visit. |
8219 Quite well off? If that was a poorly veiled attempt to inquire as to the wealth of our patrons, let me save you some time. We have a number of visitors who tend to tip rather heavily, and to protect those customers, and everyone else, we employ a large number of guards. They stand ready to assist if a patron gets a touch rowdy, as well as to deal with any scoundrels that would attempt to "sample" the possessions of their fellow revelers. You are welcome to stay, but behave yourself. You'll be glad you did. |
8220 I trust everything is satisfactory? Please don't hesitate to leave if it is not. |
8221 Hello again. A pleasure having you here, to be sure. |
8222 I would not be caught dead in such a place of debauchery as this! |
8223 I would not be caught dead in such a place of debauchery as this! |
8224 You had better believe it! Woe to the fool who gets in the way of my fun tonight! |
8225 An excellent suggestion. This looks to be quite the popular place. |
8226 I'll be quite sure to sample as much as I please before I leave tonight. I imagine your clientele are quite well off? |
8227 I'll be quite sure to sample as much as I please before I leave tonight. I imagine your clientele are quite well off? |
8228 Oooo, cheeky! Watching is extra, sweetie. |
8229 I swear it's not what it looks like. I had this dream I did, where I was lost in a strange land. Frozen with fear I was, because I couldn't take more 'n two steps at a time. I lost my life to a ferocious rabbit, and a flock of people came from nowhere to steal my pants. And then I woke up here. Honest. Don't tell the missus. |
8230 Up for some company luv? No, I suppose not. Looks like you've your own "party" waiting. Some other life perhaps. |
8231 Ooo, such a pity for you, milady. You've arrived on Gunther's night off. |
8232 You didn't have to use that charm spell on me; I'm already hot for you, beautiful. |
8233 Sorry, milord, but my services have been reserved for the eve. |
8234 Ooo, darling, you're probably looking for Schvantz. He's hanging out around here somewhere. |
8235 A little while ago, darling, a man named Yago started renting out a room here every night. He became quite the regular. Lately though, he's become somewhat prone to violence. He's some sort of mage, so no one wants to deal with him. You're a great hero, darling. Why don't you take care of him? |
8236 That Sarevok seems a bit gruff at times, but perhaps that is what we need. A firm hand to guide us in these troubling times. I wonder, though... |
8237 Certainly you could have put more effort into your appearance before coming here. This is the event of the year and you look as though you wrestled the guard to get in. Shameful. |
8238 There's quite a few rumors going about. Most of them center about Sarevok. It's rather obvious that he'll be the next Grand Duke, but the real news is that he's thinking about war... against Amn. |
8239 It is quite the honor to be here on this occasion. That Sarevok is such a fine young man. |
8240 I had thought this function was invitation only. Who let rabble such as you in? |
8241 There's quite a few rumors going about. Most of them center about Sarevok. It's rather obvious that he'll be the next Grand Duke, but the real news is that he's thinking about war... against Amn. |
8242 Out out OUT! I'll no be giving out scraps to fools wandering about tonight! I've a DUKE to cook for, so if you try to distract me you'll likely get a pot upside your head! |
8243 Though I'm stuck in this here kitchen, it don't mean I haven't got rumors coming my way. From what I hear, Sarevok's the next Grand Duke fer sure. |
8244 Blacktalon Mercenary |
8245 There are many rumors going about at the party. Most people expect Sarevok to be the next Grand Duke. They also think that his first act as Duke will be to declare war on Amn. |
8246 Hello there. Trying to escape the party too, hmm? I simply find these functions utterly boring, but mother would never let me miss one. I don't like that Sarevok either. There's something about him... not right. Sounds like quite the ruckus out there, but it's still all so boring. |
8247 Oh! You startled me. Hiding from that boring party too, hmm? Me too. I barely even knew Duke Eltan, and there is just something not... right about that Sarevok. Wait You don't look like the other guests. YOU SNUCK IN! HA! That is SO funny! Better go quick, though. The guard will have you quartered for being here. |
8248 Oh no, you're just asking for trouble now. Everything in here is trapped for sure. It might be funny if you got away with it, but if you don't you'll be hung out to dry like the servants do the laundry. |
8249 I DID warn you, didn't I? Better go quick now! |
8250 What are you What are you doing? OH! You're a THIEF, aren't you?! That is SO funny! Mother would have an absolute fit to know you were here. Here, let me get this. |
8251 There. I TOLD them this lock was broken but they never listen to me. Go ahead and take it. This will probably cause quite the stir, but I really don't care. Anything to get talk off that awful Sarevok fellow. Better go now. Don't want them finding you here. |
8252 Ah! Guards! Mother! |
8253 You're still here? Fun's fun, but you should go quickly now. |
8254 That party still going on? It's a wonder they haven't all fallen asleep where they stand. |
8255 Keep quiet, you! You'll interrupt the proceedings! |
8256 Shh! Sarevok does not look the sort of person you would wish to interrupt. |
8257 This is a somber occasion. Kindly refrain from acting the boor. |
8258 Guards! Miscreants! |
8259 There's quite a few rumors going about. Most of them center about Sarevok. It's rather obvious that he'll be the next Grand Duke, but the real news is that he's thinking about war... against Amn. |
8260 other |
8261 neither |
8262 both |
8263 Such manners! And on such an occasion! Begone, you loutish fool. |
8264 Should not your attention be upon Sarevok? He is why we are all here, after all. |
8265 Something... something is amiss with that large man. Perhaps I have just caught a touch of a fever, but there is something... |
8266 Help! Such villainy! |
8267 There's quite a few rumors going about. Most of them center about Sarevok. It's rather obvious that he'll be the next Grand Duke, but the real news is that he's thinking about war... against Amn. |
8268 Heh... hehe... Well, welcome to ye! I trust ye are of fine health today? Come to do something about it? I f-f-find that most of the people above are a bit too healthy sometimes. Stay awhile and free your mind a bit... |
8269 I am sure you do. No matter. More of me for someone else... |
8270 Ooooo, you are waaaaay too healthy. Bet you spend most your nights buffing the helm, hmm? Off with you then, and don't come back until you've loosened your belt a little. Have a friend help, it's more fun that way. Heeeeheee. |
8271 Now don't get me wrong big... fella. Not that you're not attractive an all, but tonight I'm enjoying my own company. Stay awhile and relax for an eve. No pressures here. |
8272 Heeheeee... not that I'm a... Xena-phobe or anything, but... you're not my type, sister. Enjoy the eve, though. |
8273 Oooh, colors. |
8274 Your offer is tempting indeed, but I have obligations elsewhere. |
8275 Away from me, harlot! I'll not let your presence despoil me or my companions! |
8276 Why darling, is that a personal invitation? |
8277 Why darling, is that a personal invitation? |
8278 I'm too high to be of any use to you honey. |
8279 Off with ye! I'm waiting on a gentleman caller and I don't need you here spookin' him. He's... sensitive. |
8280 Mmmmm, hello there. Why don't you come back on a night when my schedule is clear? We'll talk... business. |
8281 Ooooo, hello honey. Why don't you come back on a night when my schedule is less crowded? We'll talk... business. I've been thinking of branching out into other service markets. You'd make a... mmmm... wonderful test audience. |
8282 I told ye I was busy! Now leave! |
8283 All I can tell you, lover, is to watch for Slythe and Krystin. They're crazy. |
8284 Don't ye look down on me when ye're walkin' past, ye knobbish plonker. We're all sellin' something; I'm just more obvious. |
8285 Bugger off, I don't want yer uppity self 'round here. |
8286 All I can tell you, lover, is to watch for Slythe and Krystin. They're crazy. |
8287 Hello hello. Feel free to eat, drink, and be merry, but kindly do so outside of my office. If ye wish to pay Low Lantern rates, then you'll warrant a warmer welcome. This is the Undercellar, however, and though our prospect be somewhat cheaper, my company is not. Have a pleasant stay. |
8288 I wouldn't be putting too much stock into all the rumors you hear about my little place. Any establishment that serves the clientele that I do is likely to inspire a few tales, though I'd appreciate you not adding fuel to the fire. Good eve to you. |
8289 I think you will find that speaking ill of the Undercellar is a good way to ruin your health. I take no interest in what my customers do here, and saying otherwise is a good way to get a face full of fist in a hurry. Get out, if you please. |
8290 I do not drink with customers. Our association is strictly formal, and any attempt to extend that relationship will be met with a quick trip to the door. I provide friends of a sort, but I am not one of them. Good day. |
8291 Take offense if you will, but also take it outside. I neither wish to know, nor associate, with any of the clientele. The best customer is an anonymous customer. Trying to be otherwise will likely get your name in the obituaries before it gets known here. |
8292 Save the manners for the harlots. You'll not endear yourself to me regardless, so don't even try. Goodbye. |
8293 It is a continuing annoyance to me that, because ANYONE is welcome in the Undercellar, they think anyone is welcome in my personal office. I ask you again to leave. |
8296 I hear there are some pretty shady dealings that go on down here. Do you condone such behavior? |
8297 I hear there are some pretty shady dealings that go on down here. Do you condone such behavior? |
8298 No need to get all uppity on me, sir. I didn't mean any harm. Just wanted to share a drink with the gracious host, is all. |
8299 I don't think you should speak in that kind of tone to guests! They might take offense. I might take offense! |
8300 Pardon my intrusion. I shall leave immediately. |
8301 Please, all of my girls are available for friends of mine. I must warn you to avoid Slythe and Krystin. They are crazies, and shouldn't be trifled with. |
8302 While at the Undercellar, we were warned to avoid Slythe and Krystin. Seems as if those two have put a scare into the denizens of this underground brothel. |
8303 Dark, dank, and oh so squalid. Mother would absolutely erupt if she saw me here. Such filth and degradation... I love it! |
8304 Dear and bother! I rather think my purse has been pinched. Not entirely unpleasant, but still... |
8305 Ooo, you look to be an entire theme party all to yourselves. I'll have to come back when I can afford you all. |
8306 Good friend, we should go about this brothel and try out everything it has to offer. |
8307 'Ere, fool! Step back a bit! You're crowding me. |
8308 I don't much care if you're happy to see me, as long as that's a pouch of coins. |
8309 Don't ye go messin' wit' these other hedge dollies. They don't know the business like I do. |
8310 Hey! Don't be scarin' away the marks, ye dirty cully<GIRLBOY>s! |
8311 Guards! Ye fools have let thieves into our midst! |
8312 Guards! Quickly! Murder! |
8313 All I can tell you, lover, is to watch for Slythe and Krystin. They're crazy. |
8314 Sorry, sweetheart, I've no time for play right now. Must pay off the boss man or I lose room privileges. Ah well, it's better than having no roof at all. Although I DO like watching the stars while I work. Can't have everything, I guess. |
8315 Off wit' you fruity fools, I've payments to make at Dillar's. Percentage of profits for use of the 'cellar, don't ye know. |
8316 Why do I get the feeling that, where you're from, "bumping uglies" meant a head-butting contest? Out of my way, I've a money-grubbing manager to pay off. |
8317 All I can tell you, lover, is to watch for Slythe and Krystin. They're crazy. |
8318 Out of my kitchen! A late order means a sure shot to the gullet! Be a cold day indeed before I take a punch for loiterers like you! |
8319 Hey, friend, you don't think my butt's too big, do you? My wife keeps on telling me that I have to stop skimming the food when I'm cooking, but I don't see the point. |
8320 Hail and welcome. The bar and kitchen are at your disposal, but if you imbibe a bit too much, do mind the furniture. We replaced everything just last week after an unfortunate meeting between a patron's head and most of the fixtures. Is there anything I can do for you? |
8321 Hmm? Hello. Mind you don't get stains in the rooms, as we don't clean them too terribly often. Not that you would be likely to... I mean... what I meant to say was... Ah, to the planes with it! Just try not to make trouble while here. Is there anything I can do for you? |
8322 I expect you have the gold to be bothering me? Fine, stay as you will. Rest assured however, that if I find a single piece of cutlery missing I'll have you quartered while you sleep. This ain't no ultimate place to be stealing forks and spoons you know. Is there anything I can do for you? |
8323 I know the Sturgeon be a damn sight cheaper than the Helm and Cloak, but I dinna think I would be sharing a room! Out ye get! I was here first! |
8324 Share my room as long as ya like, I love the extra company. |
8325 'Ere there, what do ye need to be bothering me for? I've work to do. |
8326 Ye drop another careless hand near me and I swears you'll lose it! Order up at the bar. |
8328 'Ere there, what do ye need to be bothering me for? I've work to do. Bastard Cyrdemac tips the glass like a fish, he does. Fool smuggler must spend half his coin here. |
8329 I hear so much stuff each day it's hard to remember any of it later on. |
8330 Welcome, travelers. I trust you will keep your weapons with your wits and not provoke trouble while here? It's the best thing for everyone. You'll find that the majority of our customers are well equipped to defend themselves and, if need be, the bar as well. Is there anything I can do for you? |
8331 Welcome ye are, at least till ye canna pay your tab. Beware you well the dark corners of the 'song, as the guard turn a blind eye to much that happens here. Is there anything I can do for you? |
8332 Well, well, look what washed up outta the bilge. I'll warn you now, do what e'er you wish in here, but draw the attention of the city guard upon us and you'll be floatin' out to sea with nary a boat, let alone sail. |
8335 Good eve to you. I am Alyth, the owner and proprietor. I trust the Elfsong will fit your needs, whatever they should be. I should be wary of the clientele if I were you. Everyone is quite on edge of late. |
8336 The Elfsong is somewhat of a refuge for the less appreciated members of society. You will find that the city patrols give us a wide berth, though we are not unprotected. Thievery is kept in check by the willingness of our patrons to answer with a blade, though I suppose this is successful just as often as it is not. We tend to go through a large number of customers, though we keep the smart ones. |
8337 We have lost more than the average citizen; we have lost the Lady. Often we are blessed by a strange phantom voice. It is an elvish maiden lamenting a lost love drowned at sea. Her voice is quite beautiful, and the reason I purchased this establishment in the first place. She has not uttered a note for nigh unto several tenday. Surely it is an omen of sorts, though I canna say of what. I would have thought the economic troubles of the land too paltry to affect the concerns of the dead, but matters are often more complicated than they seem. I suppose they are often simpler as well, though that truth does not support my argument quite as well. Forget I mentioned it. Enjoy your stay. |
8338 Your confidence is impressive, though it will prove a poor shield against the blows sure to come if you insist on continuing with that attitude. My tavern is as much a place for self-reflection as it is for shady deals and the hiring of killers. You will find that most of the regulars are not to be taken lightly. Watch your back against the stares of strangers. |
8339 special |
8340 I do not wish to seem inhospitable, but I choose not to share your company. Leave me to my business. |
8341 Hello again. I trust you are finding my tavern to your liking? I do endeavor to sculpt it to the needs of all who frequent it. |
8342 Apart from looking a little haggard, everyone seems quite ordinary. What have I to fear here? |
8343 Why should melancholy be so pervasive here? Is there not an ill feeling throughout the Coast? |
8344 I have nothing to fear from this rabble. They will find themselves on MY edge for any threat posed. |
8345 I wish I could help you friend, but I have many problems of my own, not the least of which is the loss of our phantom singer. |
8346 'Allo, me friends. You've the look of the well-armed wanderer, which means you *burp* either do the fool's work of dungeon slumming or the easy labor of the blade-and-night man. Aye! Either way, you've items you've liberated from their previous owners. I can help you on that point. If you've something a touch too "known" for a store to buy, I'll take it off your handsâ€â€at a slightly reduced figure, of course. |
8348 Out o' me face, fool! I don't need your nose sniffin' about me business! |
8349 I doubt you'll get much in the way of conversation from anyone, what with The Lady not singin'. If that voice don't come back there are gonna be some men o' the deeps that'll never be the same. |
8350 Put a cork in that blasted bard before I done plug his hole with my boot! |
8351 I'd rather listen to the blasted silence left by the Lady than your caterwauling! Don't make me say it again! |
8352 Good eve! I am quite sure I don't need to inform you of the rules of conduct while in the Blade and Stars. Rest assured that your stay will be uneventful and restful. |
8353 Hello. I trust you'll be behaving yourselves while here? We are somewhat less tolerant of unruly guests than more... unrestrained neighboring Inns. |
8354 I'll tell you straight out: We do not cater to unruly guests, and if you disturb any of the other patrons, you will be asked to leave. If you press the matter, you will be "assisted" to the door. For the good of all concerned, I am sure you will not let it go that far. |
8355 Welcome back. The Blade and Stars stands ready to provide what e'er ye need. |
8357 I fear we are not open to such as you. Begone lest the house guards escort you. |
8358 A good day to you! No doubt you have heard of the Blushing Mermaid and sought it out. Seldom do people come here accidentally. It's sometimes a dangerous place to be. At least, it is without ample protection for your purse. |
8359 Welcome, you are. Just try not to make too many "messes" while here. We lose enough patrons to their professions without losing them to their recreation as well. |
8360 Welcome. Even scum such as yourselves are welcome here. Don't look so shocked at me, if ye canna withstand such a minor truth as that ye will surely leave here dead tonight. Besides, ye must be used to it by now. |
8362 Lots more people at the tables since the shortage of iron began. Desperate losers out of work and hope. I'd be sad for them... but their pain puts food on my table. Roll up roll up, all's well at my house! |
8363 Play or push off, I've money to take... er... make. |
8364 Step up and play, ladies and gents! It's an honest house and everyone has a chance at striking it rich! Anyone that says otherwise is advised to have a chat with the bartender's axe! |
8365 Ulraunt |
8366 I just need one lucky streak, that's all. Just the one and I'll make up all I've lost! Come on Lady Luck, don't fail me now. |
8367 C'mon, c'mon! Daddy needs a new plow! |
8368 Here goes the money for horse feed. Gotta let it ride so I can too. |
8369 Merchant companies are turning out porters left and right. Not much choice aside from dockhand, and I've a bum shoulder. Lady Luck smile on a wayward soul tonight. |
8370 Don't go pokin' folk about the table, young 'un. You're liable to catch a nasty backhand. |
8371 Back yerself off! This here's my table an' I'm on a streak! You interrupt me again and I'll have you for pig feed! |
8372 I warned ya, I did! You could'na leave it alone, could ya?! So be it! Get 'em! |
8373 Hey, bud, we should drop by the Undercellar and check out the fest girls. How 'bout it? |
8374 You look like the kinda person who has some money. How 'bout we go to the Low Lantern, and ya rent us a couple of girls fer the night? |
8375 I swear, if I don't make back my gold tonight... I'm off to the Undercellar. It's a humiliating way to make your money, but a girl's gotta eat. |
8376 You would think a few of those knotheads at the tables would make some room. Luck is a lady for a reason. |
8377 I'm in no mood to speak wit' you. That fool husband of mine lost our savings down to the last coin. |
8378 Pah! Gambling fools. Learn to heft a sword and you'll never go hungry. Especially in the Gate, where the alleys are always full of prey. |
8379 Maybe you handsome lads could give some money to a lady down on her times. We're good friends, ain't we? |
8380 Good eve. The Helm and Cloak stands ready to serve thee in a swift and relaxing manner. I trust you are aware that our provender is a touch more pricey than some of the "lesser respected" inns about town? This is true, though I have always maintained that you get what you pay for. Is there anything I can do for you? |
8381 Hmm? Hello there. Welcome to the Helm and Cloak. Whilst here you may expect superior service and excellent quality. Er, you can PAY can't you? As long as this is so we shall be on excellent terms. Please try not to make trouble while here. We are well protected and all a ruckus will serve to do is disturb the other guests. Is there anything I can do for you? |
8382 Oh, no, no, no. I rather think someone of your standards will not be comfortable in the Helm and Cloak at all. We pride ourselves on our somewhat expensive but relaxed fare, whereas you seem to be the sort who should enjoy the atmosphere of, say, the Blushing Mermaid. I am sorry to say it, but I did not mean that as a compliment. Best that you go now, for surely it will only mean trouble if you stay. Is there anything I can do for you? |
8383 Please do not distract me, good patron. I've orders to fill amongst the regulars. |
8384 You have been cursed with petrification. |
8385 Even though you're a good friend, I don't think you'd understand the highbrow political talk that I hear among the patrons. Please don't take insult my friend, it is hardly your fault that you were born into the world to such a lowly caste. |
8386 Frightfully sorry, but this room is off limits for the time being. No offense intended, you understand. It's just that we've a rather nervous guest who insists that their room be kept under strictest lock and key. Frightfully sorry, but you cannot pass. |
8387 I am afraid I shall have to ask you to step back. Please do so, as I can only give so many warnings before I must enforce my request. I must also remind you that the city guard always sides with house security in matters such as this, so any disturbance here will surely bring them out to assist. |
8388 You have all of a few seconds to step back! I cannot allow entry, and if you persist, I shall be forced to apply my blade! Please do not force the issue! |
8389 I have little alternative! Defend yourself! |
8390 You have one chance to leave this instant. Hesitate and you lose your head. |
8391 Enter as you please, good friend! I trust that you'll be no trouble. |
8392 Frightfully sorry, but you must have "mistakenly" entered the wrong room. Please make haste in your retreat, as I do not wish to make a fuss. |
8393 The Helm and Cloak provides excellent service and quiet atmosphere. I do not wish to repay the house by getting blood on their carpets and disturbing the other guests. To this end, I wish you to retreat from my room before I call the house guards. |
8394 By the planes, who the blazes are you! Get out of my room! |
8395 I have no recourse! Guards! |
8396 Even though it is not decent for me to mingle with those beneath my station, I find that you possess a certain irresistible charm. I am willing to tell whatever you wish to hear. Perhaps you'd like to know about the last ball I attended. It was wondrous; I was at the forefront of everyone's mind. |
8397 Hello, milady. I trust you will find your stay at the Three Old Kegs to be as restful as anyplace ye have ever called home. Old Nantrin shall see to it. What do you need? |
8398 Hello, milord. I trust you will find your stay at the Three Old Kegs to be as restful as anyplace you have ever called home. Old Nantrin shall see to it. |
8399 You have the look of someone unaccustomed to the quiet life. Well, that is what we are all about here at the Three Old Kegs. If you are looking for otherwise you had best keep moving, because you won't find it here. |
8400 I tell you straight and true right now so there is no mistaking. This is a QUIET place, and those that wish to make it otherwise shall find themselves "escorted" to the door. If lucky, you will be able to continue on by yourself after. |
8401 I trust your stay will be a restful one. We serve as a refuge away from the hectic life on the road. |
8402 It's true we are well stocked if you wish a drink or two, but I would advise you not to overindulge. I should hate for our short acquaintance to end with me turning you out to the street. |
8403 I rather think that you are looking for fare a touch more lively than we offer. I might suggest the Blushing Mermaid as one alternative. They are somewhat lax in the area of house rules. Good day. |
8404 I mean this in the best possible sense with no offense intended, but if you lay a finger on my person I shall have to hand it back on a platter. Likely garnished with some mint and a sprig of parsley. Do enjoy your stay. |
8405 Flattering, though I think the Low Lantern might have staff more accommodating of your... needs. We cater more to the mature adventurer. It is up to you to decide whether you fit that description. |
8406 Boring to some perhaps, though I think our regulars find the comfort we provide as close to having a home as they can get. You are welcome to return when you tire of the sleepless nights the other inns provide. |
8407 There are plenty of establishments that offer what you seek, though I think you will find them no more relaxing than your journey to get there. Likely they will be no safer, either. When you tire of sleeping with one eye open, I think you will be back. |
8408 And your patronage will be most welcome. Business has unfortunately dwindled along with the traffic on the roads. We welcome new customers, especially when old ones cannot make the trek and leave the rooms vacant. |
8409 Eh, we DO have regulars that have prolonged stays, so you may not be able to stay for an extended period. You are welcome in the short term though. |
8410 Please do not disturb me now, I am not in the mood. One of our regulars has left town without paying her tab. It's not often we lose a customer in such a manner. |
8411 By the planes, this is just what I need! Roll up the kegs! It's time to unwind! |
8412 By the planes, this is just what I need! Roll up the kegs! It's time to unwind! |
8413 And what of you? You look to be quite the lusty wench; how about you serve as my refuge away from the ugly faces of my fellows? |
8414 And what of you? You look to be quite the lusty wench; how about you serve as my refuge away from the ugly faces of my fellows? |
8415 It sounds dreadfully boring. Perhaps I shall seek more lively fare elsewhere. |
8416 It dost sound dreadfully boring. Perhaps I shall seek more lively fare elsewhere. |
8417 At last I have a place for quiet reflection at adventure's end. I shall look forward to a long, relaxing stay. |
8418 At last I have a place for quiet reflection at adventure's end. I shall look forward to a long, relaxing stay. |
8419 I must ask you not to disturb me, as I have many financial matters that now occupy my attention. |
8420 You may call me Ithtyl, good friend. I am glad to know one so lively and entertaining as you. Why don't you head downstairs and enjoy yourself? Take these 20 gold, so that you may afford whatever takes your fancy to buy. |
8421 How dare you barge into my room?! I will have you leave at once! |
8422 Wait! |
8423 Perhaps... perhaps you are the type of people who can help me. I am in need of someone to... perform a service for me. I need someone... removed. |
8424 This scoundrel is no innocent! He threatens to ruin my life with... with the spreading of... accusations. He threatens to ruin my reputation and standing unless I pay him an exorbitant sum almost weekly! I beg of thee... you must help me. |
8425 Yes, well perhaps some other time then. Whenever you can fit me into your schedule. It's not as though this would be urgent! Begone! |
8426 If such is your decision, then so be it. Leave me to my misery! Get out! |
8427 Thank you indeed! His name is Cyrdemac and he frequents the Elfsong Tavern. I have not been there myself, but I hear it is quite a rough place. You could do the deed in the main bar itself and likely none would call the guards. I know not if he will have friends with him though. Thank you for this. Upon your return I shall pay you 500 gold. A small price to have this embarrassment removed. |
8428 Have you... have you done it? Is he...? |
8429 Please hurry. The longer this continues the more likely it is he will find out. |
8430 You are very blunt, though I suppose that is to be expected. If gold is that much of a concern for you, you shall have it in abundance. I shall pay you 2,000 gold for your trouble. His name is Cyrdemac, and he frequents the Elfsong Tavern. I have heard it is a rough place, and one could likely commit the deed even in the main room with nary a guard called. Please hurry. |
8431 Certainly. I shall double the offer if you so wish it. 4,000 gold for your trouble. Is that acceptable now? |
8432 I am no bloodthirsty monster. What use would I have for such a grisly trophy? Just do the job and leave all his parts at the scene. |
8433 Oh, that is just perfect. Wonderful! All that is left is to pay you for your trouble. |
8434 Indeed. Here is your coin. Our business is concluded, so I trust you will withdraw as soon as possible. It would not do for me to be seen consorting with a known killer. Good day. |
8435 What?! You are no better than... I suppose I should have seen it in your eyes when we first met. It would seem I was better off with the devil I knew. Very well, there is little I can do to stop you. I shall be here promptly every two days. |
8436 Oh, that is just perfect. Wonderful! All that is left is to pay you for your trouble. I fear that I am unable to give you the money I promised, however. Please forgive me, but I was desperate and you seemed so preoccupied with the gold. I figured that I must offer a large sum to get the deed done. I apologize, but I have just 500 gold to give you. |
8437 You may demand all you wish, but it will do you no good. I simply do not have the gold I promised. The 500 I have offered is the most I can give. I am sorry. |
8438 What bounties are currently unclaimed? |
8439 It is not time for your pickup yet, and I'll not suffer your company otherwise. Get out! |
8440 It's you again. Must you be so bloody prompt? Here is your gold, now get out! |
8441 Ankheg |
8442 Proficiencies |
8443 abcdefghijklmnopqrstuvwxyz |
8444 "The Quick, Brown Fox Jumps" |
8445 "Over The Lazy Dog." 0123456789 |
8446 You wish someone disposed of? I'll not have a part in the killing of innocents. Why should he deserve death? |
8447 I fear I do not have sufficient time for such an assignment. Perhaps another day. |
8448 Removed? Do you intend for me to kill someone?! I'll have none of this! Keep this nefarious plan to yourself! |
8449 I must decline. Even such a scoundrel as this is not deserving of murder. I sympathize, but cannot help. |
8450 The fiend! He'll be a day's journey down before he knows he's dead! Where can he be found? |
8451 If he is a weekly drain on your finance, you must be willing to invest heavily in his removal. What will be my reward? |
8452 The fool is dead, milady. He will trouble you no more. |
8453 The fool is dead, milady. He will trouble you no more. |
8454 He lives still, though not for long. |
8455 I have no wish to continue with this job. Find another killer to do your dirty work. |
8456 That is a sufficient reward. I shall return with his head as proof of the deed. |
8457 You shall have to find someone else. I have no wish to be a part of this. |
8458 That is insufficient. You will have to pay more if you wish this deed done. |
8459 That is a sufficient reward. I shall return with his head as proof of the deed. |
8460 You shall have to find someone else. I have no wish to be a part of this. |
8461 I think not. This fool had a good idea, and I plan to continue where he "left off." I will take your 500, but I demand 500 more every two days until I tire of coming back to get it. |
8462 I thank you. It was no trouble, really. Better that his kind of scum is removed from society by any means possible. |
8463 That will suffice, though you needn't have lied. It was worth it just to have scum such as him off the streets. |
8464 What?! This is intolerable! I demand the gold I was promised! |
8465 No matter. I have other plans that shall make up the difference in the long term. I will take your 500, but I demand 500 more every two days. If I do not receive it, people will hear of your murderous ways. |
8466 That will suffice, though you needn't have lied. It was worth it just to have scum such as him off the streets. |
8467 No matter. I have other plans that shall make up the difference in the long term. I will take your 500, but I demand 500 more every two days. If I do not receive it, people will hear of your murderous ways. |
8468 Here is the 500 gold that I owe you. I feel that I owe you more for your gallant acts. Here, take this gem, this should be satisfactory payment. |
8469 I wish I had the money I had promised you, but I have only this 500 gold. Here, take this gem, perhaps this will balance the inequity. |
8470 I wants a word wit' yous! You been taking from a lady friend of mine, so she hire me to take care of yous! She leave town, but I stay to smack your head! You not gonna leave here alive, you're not! |
8471 Time for go to bed! |
8472 Now I your friend! So what we talk about? Seen any good small shiny tings lately? |
8473 Can I help you friend? If not, please do not hesitate to get out of my face. You are interrupting my fun. |
8474 I trust you mean Areana? I would not have thought her capable of hiring someone to kill me, especially of such a trite issue as this. A simple tryst in the Undercellar and she is prepared to pay me for weeks on end. The nobles are such prudes when it comes to one of their number slumming with a common sneaksman. No matter. I will kill you, and then I shall double how much I demand. |
8475 A mutual friend? Areana? She hired you to come and talk to me? No, you are too heavily armed for mere chitchat. Let me guess; you were to kill me but you want a peaceful solution. You would rather end this diplomatically and save your conscience the trouble of killing someone over a mere tryst in the Undercellar. Let me save you from your dilemma... and get in the first shot! |
8476 Merchandise? I see. Well, it has been a slow night for business. Let's go have a look at what you have. This way. |
8477 So, what do you have to interest me? |
8478 And get me alone without me fellows? No, you ask too much. There is something suspicious about all of this. Perhaps you will tell me why you are truly here? If not, I'll put knife in your tenders for taking me away from my drink. |
8479 Merchandise? I have never met you before, but you claim to know my business. What sort of merchandise do you have that I would be interested in? |
8480 That is not my field of expertise, as you would know if you were truly aware of my business needs. Why don't you tell me why you are truly here before I have you gutted for interrupting my drink? |
8481 Interesting. Let's go somewhere where we can talk further. I may be interested in the job. |
8482 I'll interrupt your life! Here's a message from a lady friend of yours! |
8483 I have some merchandise you'll be interested in seeing, but not here. Let's go to a room where there are fewer prying eyes. |
8484 I have some merchandise you'll be interested in seeing, but not here. Let's go to a room where there are fewer prying eyes. |
8485 I have some merchandise you'll be interested in seeing, but not here. Let's go to a room where there are fewer prying eyes. |
8486 I've come to ask ye to stop bothering a mutual friend of ours. |
8487 I would prefer to have no one else here. Tell your friends to leave. |
8488 I wish to talk to you about a mutual friend. I wish you to leave her alone from now on. |
8489 I have the end of your miserable life! For a lady's honor I will strike you down! |
8490 I am here to ask you to leave a mutual friend of ours alone. Nothing more. |
8491 I am here to put an end to your filthy life for the honor of a lady! |
8492 I need the talents of a fence to move some rather recently burgled antiques. |
8493 I have need of a smuggler to move some rather curiously enchanted items unnoticed into Waterdeep. |
8494 I've a rather wealthy noble trussed up outside. I trust you will be interested in ransoming her. I do not wish the headache. |
8495 I am here to ask you to leave a mutual friend of ours alone. Nothing more. |
8496 I am here to put an end to your filthy life for the honor of a lady! |
8497 Sorry, friend, but I dunno much besides what goes on in this here bar. |
8498 I'll box your ears if you step an inch closer! |
8499 My name is Cyrdemac. At the moment I am blackmailing a woman named Areana. She had a tryst in the Undercellar that she does not want to be public knowledge. You know what I suggest friend? Why don't you go back to Areana, tell her that I'm dead, and then blackmail her with the threat of revealing her murderous inclinations? I'll be alive, and you'll have gold. We'll both win. |
8500 Please, if you will, milady. Spare a coin? |
8501 Please, if you will, milord. Spare a coin? |
8502 Pardon thy lordship, but I've not eaten in nigh unto three days. Spare a coin? |
8503 Pardon thy ladyship, but I've not eaten in nigh unto three days. Spare a coin? |
8504 Could ye spare but a bit of change? |
8505 Alms? Alms for the poor? |
8506 Spare a coin for a fella down on his luck? |
8507 Thank you! Good fortune smile on ye. |
8508 You're a saint, milord. |
8509 You're a saint, milady. |
8510 May the gods look favorably upon ye. |
8511 You are too kind. Bless you. |
8512 Here's a gold coin, you lousy bum! |
8513 Take this gold coin. |
8514 Get out of my way, bum! |
8515 Shut up, street trash! |
8516 Here's a gold coin; take it and get out of my way. Lousy beggar. |
8517 Take this gold coin. |
8518 Get a job! |
8519 Take this gold coin and use it well. |
8520 Take this coin, you poor creature. |
8521 Sorry, but I don't have anything to give you. |
8522 I'm a lousy street bum; you're too good to be my friend. Just leave me alone. |
8523 Welcome! Luck has seen fit to drop you in the lap of the Lady, and she shall take good care of you indeed. Those who dare are always seen in the best light, and we require but a small donation of coin for whatever you need. |
8524 Go with all speed, and trust in the Lady when adversity tests your verve. She will see you through... or perhaps not. Chance decrees what will be. |
8526 *sniff* Do shouddn't be down here. Not safe if youb don't know your wayb abound. Probabby can't stanb the smelb, either. |
8527 There are bany creaturbs down here, so be carebull. They don't bug me buch because I guess I smelb the samb as everything elb. |
8528 If you're realby my frienb, then you'll clearb up my nose run wit' magic. |
8529 Who are you, and why are you wandering about the sewers? |
8530 Bugger off! |
8531 I'm a sewerb cleaner. My job is to clearb up any blocks in the flow. |
8532 Tread carefully within the house of the Bitch Goddess. Conduct your business and go lest she find a way to drown you even in the driest desert. |
8533 Wait?! You're not supposed to be allowed here! You have called down the Vengeance of the Water Queen upon you! |
8534 Many a story have I collected from across this great realm, though sometimes I am at a loss whether to believe them or not, due to their extraordinary circumstance. Such a tale is this, wherein lies the story of a band of hearty adventurers moving amidst the shadows of the land, effecting change where it is needed. I was enjoying the simple fare of the celebrations in Nashkel, when the strangest news hit the town. It would seem the mines, long plagued by unexplained deaths, had been inundated by a horde of ill-mannered kobolds, under the direction of a rather unscrupulous and hygienically suspect cleric of Cyric. Dispatching of the villain with appropriate brevity, the heroes freed the mine, and are the sole reason for the trickle of iron finally winding its way to the Gate now. None seem to recall their names, but the consensus agrees they were great of stature, and cut an impressive figure across the plains. |
8535 Stranger tales I have told, but none are as fresh in my mind as this one, which is also fresh from the happening as well! It would seem that the orchestrators of the ever vexing iron shortage supplied themselves and their allies with ore mined from a secret location, and while the coast was in turmoil they built quite the power base at the aforementioned mine. A group of heroes, for they can only be called such, lay siege to the encampment and ultimately flooded out the evil conspirators in a rushing torrent of water and justice, though not before securing the release of some several dozen enslaved workers. A serious blow, I am sure, to whatever fiendish plot is brewing in our fair land. |
8536 Stranger tales I have told, but none are as fresh in my mind as this one, which is also fresh from the happening as well! It would seem that the orchestrators of the ever vexing iron shortage supplied themselves and their allies with ore mined from a secret location, and while the coast was in turmoil they built quite the power base at the aforementioned mine. A mysterious group of battle-veteran strangers, for I hesitate to call them heroes, lay siege to the encampment and ultimately flooded out the evil conspirators in a rushing torrent of water and justice, though every slave to the man was lost in the drenching. 'Twould seem they didn't wish to encumber themselves, though I imagine the weight of those dead souls must be nigh unto horrific. The question to pose then, is whether the devil you know is better than the devil you don't. We shall wait and see what comes of this. |
8537 Some tales defy all logic or explanation when posed to the sane mind, and it is a story just so that I give to you now. Much of it is already known, due to the celebrity of those involved, though many may find it truly shocking how deep the seeds of destruction were sewn. Beloved Sarevok, a man among men, set to all but rule the coast, was actually a core architect of the very iron shortage that so unraveled the economy of the land, and had a hand in the poisoning of Duke Eltan that directly led to his rise to power. We were but seconds away from the first step down that path when from the shadows again stepped the unknown group of my previous tales. None can say definitively what happened next, though it is certain that Sarevok was pursued to the very bottom of the Undercity, and from there he did not return. I'll wager many would just as soon have seen him chased to the 9th plane itself, as he hurt many of the folk of the land, both direct and indirect. |
8538 Put yer backs to those shovels, men! If she's not out tonight we'll lose 'er to the bandito scum! |
8539 You there! State your business, but don't move from where you stand! I don't want to have to sic the boys on you! |
8540 No? Good then. Sorry for the rough greeting, but it has surely been slow digging with bandits harassing us nightly. Charleston Nib, at your service. |
8541 Then stay your course and continue on! We don't want an audience! |
8542 Well, if you put it like that... drop your weapons, boys. We don't want any dying here today. The dig is important, but it's not worth our lives. What do you thieving scum intend for us now? |
8543 Big words, but I don't think ye have the muscle to back them up! We've many a strong back here, and I think we know enough to take care of the likes of you! |
8544 Our trouble is no concern of yours... though if you must know, yes. Hm... would you perhaps be mercenaries? If you wish to earn an honest coin, mayhaps you would help guard our placement. We need only keep it secure a while longer, as we near the goal of our search. |
8545 Have we? Aye, and plenty of it. Nary an eve goes by without us losing another hand to the night. I swear, if we could just get a few moments of uninterrupted digging done... say, you wouldn't be willing to do a little service for me, would you? You could do a lot worse than working for ol' Charleston Nib. |
8546 You are partially right, though it's not a tomb, but an ancient settlement. It is also all that remains of a primitive race long since extinct, and we know little about their culture save that they seem to have destroyed themselves in war. Perhaps today we will learn something more. We are just about to break through into an inner chamber, perhaps the dwelling of the village shaman himself. Mayhaps you could be of assistance to us? We need but keep the camp secure a short while longer. Your very presence would probably dissuade anyone from attacking us, though I do not know the force behind our misfortune. They seem to take great pleasure in minor sabotage and kidnapping, though some of the missing men may have just run off from fear. Nothing is ever stolen, which is odd for bandits, but they must still be the cause. Will you help us? |
8547 No need to be that way. Off you go then, and let us get about our work. |
8548 I daresay that what we are attempting here is more than mere looting! It's a quest for knowledge and history, and if you have no appreciation for such things, I would suggest you leave as soon as possible. You will find little here to please your mercenary sensibilities. |
8549 A common criminal! Fine! Collect what e'er gold you can off us, but 'tis certain to be very little. We've restocked the camp thrice over because of sabotage, so we've no great wealth here. As for what we are guarding, we've no idea what we are to find; neither does it matter to us whether it's valuable or not. We are on a quest for knowledge. Move along now that you have your petty earnings. Leave us to our toil. |
8550 Aye! Scurry back under what e'er rock you crawled out from! Leave us to our honest work! |
8551 Have at them, men! Drive off these fools! |
8552 We have little to offer, but would 50 gold suffice? It's all we can give, what with having to restock our camp thrice over. Damnable saboteurs! Your mere presence may be enough to discourage our mystery assailants. Are ye up for it? It would only be for a short while. |
8553 Gracious we are! Now we stand a chance of completing the most exciting day of our dig! We're going to try for an entire new room today, possibly the shaman or chieftain quarters! We could find any number of relics within. Move amongst the men as you will, as your presence will no doubt reassure them. |
8554 But... as you wish. Perhaps we can scrape another 50 gold together, but it means that we MUST be done today. Is 100 gold total satisfactory? |
8555 Success! We are about to enter the last remaining room! It's sure to be the shaman's abode! |
8556 A good question, young man. I would guess that we are the first people to walk this room in nearly five thousand years. The very gods of Netheril would have been young at that time. |
8558 I... I think I can explain the madness that overcame my men. They seemed to scream in some ancient tongues, but I recognize the word "Kozah." It's the name of an ancient power, the name of a god of Pandemonium. The tribe that lived here must have worshipped Kozah and the destruction he brought. The artifact that lies within this stone sarcophagus must be what has caused all of this bloodshed. Surely that artifact is cursed beyond belief! We should let it lie within this tomb forever. It's best that it never see the light of day. |
8559 I... I think I can explain the madness that overcame my men. They seemed to scream in some ancient tongues, but I recognize the word "Kozah." It's the name of an ancient power, the name of a god of Pandemonium. The tribe that lived here must have worshipped Kozah and the destruction he brought. The artifact that lies within this stone sarcophagus must be what has caused all of this bloodshed. Surely that artifact is cursed beyond belief! Please make sure it is within its proper place and we will seal the entrance. It's best that it never sees the light of day. |
8560 It's sad, really. I had sought to bring a little life back to a long extinct people, and look what I wrought. Certainly some things are better off remaining dead. Here is your pay for the time you have spent here. Your services are no longer required. Everyone pack up! We are leaving this accursed place! |
8562 Stay your wrath; we are just passing through and mean you no harm! |
8563 Stay your wrath, we are just passing through! I have no time to stop. |
8564 You look to be nothing more than rabble tomb robbers! I think you had best put your weapons down! |
8565 You look to be nothing more than rabble tomb robbers! I think you had best put your weapons down! |
8566 Relax, we mean no harm to ye. Have ye had much trouble? |
8567 Relax, we mean no harm to ye. Have ye had much trouble? |
8568 Well met, sir. What exactly is your goal here? You look to be excavating a tomb of sorts. |
8569 Apology noted, though not accepted. I do not take kindly to being threatened. Good day. |
8570 Wary of bandits, are you? Must be digging up something pretty valuable, eh? Looting an old tomb perhaps? |
8571 Now that you are disarmed, we can talk civilized. I'm no thief, and I'm certainly no friend of any bandits! Maybe I can be of some help to you. Have you been having much trouble? |
8572 I have no wish to harm any of you, but you are obviously guarding something valuable. I suggest you hand it over, along with any gold on your persons. |
8573 I intend to simply move on. I only wished to see you humbled, since your greeting was so rude. Goodbye. |
8574 Whoa there! I didn't want to cause any trouble! Let's all put our weapons down and talk about this! Perhaps I can help with your problem! |
8575 Whoa there! I didn't want to cause any trouble! Let's all put our weapons down and talk about this! |
8576 So be it! We'll run you all through and take what we wish! |
8577 I've no wish to fight you. Perhaps it would be best if we just left. |
8578 I am NO mercenary! Your offer is an insult! Goodbye! |
8579 What is the object of your search? Can there be anything of value in such a decrepit ruin? Seems little more than an abandoned tomb. |
8580 I'm always on the lookout for a bit o' spare cash. How much are we talking about? |
8581 I've no interest in doing you any favors... but if the price were right, I might be "persuaded." |
8582 I would like to know just what I would be protecting. What are you doing here? Looks to be glorified grave robbing in nothing but a decrepit tomb. |
8583 I'll not aid any two-bit tomb-robbers! |
8584 It would be an honor to help you learned people in your quest for knowledge. |
8585 What would be in it for me? Knowledge is well and good, but I have bills to pay. |
8586 Sorry, but I see very little here to interest me. My time is best spent elsewhere. |
8587 Such paltry coin is not worth my time! Raise your offer or I am leaving! |
8588 Such paltry coin is not worth my time! Raise your offer or I am leaving! |
8589 I have changed my mind. Keep your problems and your dig. I am leaving. |
8590 An acceptable wage for potentially doing nothing. Continue your work and I shall keep watch. |
8591 An acceptable price for potentially doing nothing. Continue your work and I shall keep watch. |
8592 I have changed my mind. Keep your problems and your dig. I am leaving. |
8593 Why, hello there. Could we just step aside a moment and have a little chat away from prying ears? |
8595 First, my name is Gallor. Second, we never had this conversation. I'm the "partner" of that old mister Charleston you met, except I'm none too thrilled about the non-profit aspects of the whole thing. The old man seems to think we should donate all our findings to some museum, whereas I am ever so much more practical. I should think certain people would pay dearly for the magical treasure we are about to unearth, and if they would be so eager, who are we to stand in their way? I would like you to steal the item and "remove" Mr. Nib from my little equation. You up to the task? |
8596 Blast you! You are playing just as safe as the old man! So be it; I will find other means to acquire a fair measure of profit from this fiasco! Best you continue on whatever errand you be on. |
8597 Old Mister Nib would never admit it, but that is mainly because he doesn't wish to jinx the dig. From what I could decipher in the ancient writings, the final room contains "the plate that provides bounty, leading food unto god." Doesn't take a genius to figure out what that means. Obviously, the item under all that dirt and rubble is enchanted such that it "provides bounty." Whether it's through increased crops or good hunting, I care not. Regardless, an object of that age and enchantment should command a hefty price and I intend to see that it does. You can be a part of it if you wish. |
8598 I care not whether the primitives who lived here worshipped chickens and the plate produces fodder! It does not matter! What DOES matter, is that we potentially have an item associated with a god long since lost to the mists of time. Its former enchantments may not even work, but it will still command an exorbitant price from a historian or collector. Do you wish a piece of the pie or don't ya? |
8599 Consider a payment of 900 gold. Would that be to your liking? Not a bad price for the heads of an old man and his dirty hired ditch-diggers. What say you? |
8600 Excellent, but just you make sure you do not attack them until AFTER they have breached the inner sanctum. It's unlikely you could uncover the item without their help. I will meet with you here after the deed to make our exchange. Remember to get everyone! I will be the sole survivor to tell the tale. |
8601 Excellent, but best that you hurry back to the camp. They were just about to breach the inner sanctum when I left, and it would be best to take care of them before a runner is dispatched with the news. I will meet with you here after the deed to make our exchange. Remember to get everyone! I will be the sole survivor to tell the tale. |
8602 You fool! Charleston and his men are not dead! How am I to blame the theft of the item on bandits if they are alive to say otherwise?! Finish the task or you get nothing from me! |
8603 Well... it's done and done. Here is your 900, and here is my beauty. Hmm... it's not quite as I had expected, but no matter. I have it to myself, and that is all that matters. I shall concoct a tragic story of an expedition hijacked by bandits, with all hands lost and payrolls stolen... strange... it is warm to the touch... Leave me now, our business is done. |
8607 I would have to kill many of the working men if I attacked Charleston. It would be a veritable slaughter, and I want no part of it. |
8608 Magical treasure? I was under the impression that no one knows what is to be found there. Why are you so sure of its value? |
8609 It's a bloody task that you ask of me. What would be my reward for such a risk? |
8610 I need little excuse to partake in bloodshed. Consider them dead tonight. |
8611 I would have to kill many of the working men if I attacked Charleston. It would be a veritable slaughter, and I want no part of it. |
8612 It's a bloody task that you ask of me. What would be my reward for such a risk? |
8613 It is a very sketchy description that you offer. I should think that different deities would require different "bounty" to be delivered. Do you know if this ancient one preferred "bounty" that we would find valuable? |
8614 I would have to kill many of the working men if I attacked Charleston. It would be a veritable slaughter, and I want no part of it. |
8615 I need little excuse to partake in bloodshed. Consider them dead tonight. |
8616 It's a bloody task that you ask of me. What would be my reward for such a risk? |
8617 I would have to kill many of the working men if I attacked Charleston. It would be a veritable slaughter, and I want no part of it. |
8618 Magical treasure? I was under the impression that no one knows what is to be found there. Why are you so sure of its value? |
8619 I need little excuse to partake in bloodshed. Consider them dead tonight. |
8620 p/p |
8621 rsw |
8622 p/poly |
8623 breath |
8624 spells |
8625 I need little excuse to partake in bloodshed. Consider them dead tonight. |
8626 I need little excuse to partake in bloodshed. Consider them dead tonight. |
8627 Psst... 'ere, there. I would be leavin' as soon as ye can, mate. Bossman there is nice an' all, but he have no real idea what be going on. I tell you, there is some bad magic in the air. |
8628 Best pay I ever got for slingin' shovel, but I'm leavin' today. Been having nightmares about this place so bad I can't sleep no more. |
8629 Astor went missing last night. Charleston thinks it was bandits, but I says he just went mad. Tore off like the all the 9 hells were in 'im. |
8630 My grammy tells some strange stories 'bout places like this. Used to be people here worshipping the OLD gods. Berserkers, they was. Killed everyone... then themselves. |
8631 Charleston Nib is quite some fellow. That Gallor though, I'm not so keen on him. A little too precise counting the pay, if ye ask me. |
8632 I knew our dig be cursed! This is like a nightmare! |
8633 Hey, boss man, I don't feel so good. How old is the air in this place? |
8634 Is so... is so cold in here... I feel... strange. |
8635 I hear... I hear a voice... in my head... |
8636 I hear the hollow voice, but it is but a mumble! Speak up! Speak up and guide mine hands! RAAAAAAAGH! |
8637 You... I see what you are! There is power to be had from your death! Your blood will quiet the voice! BLOOD WILL QUIET! |
8638 KOZAH A PLET 'DAR CASS TOGLAH! KOZAH! |
8639 Q' AL TE-PAH KOZAH! SHE CAL KOZAH! |
8640 A hale and hearty hello, mine friends! A fine day, is it not? It was not always so serene in these parts though, as you can no doubt discern from the ruins about us all. Tragic loss to the area it was, some three hundred years past. I've tales though: tales of heroes and villains that have come and gone amidst these stones since that prosperous time. Could I entreat your ears to hear one? It is an epic I have been working on for some time, based on the rumors I hear and the strange things I see in my dreams at night. Would you care for a story this eve? |
8641 No? Suit yourself, if that is what you wish. It is a shame though; it is my bardic credos to entreat the ears of whomever I meet. If you do change your wish, I am certain to be in the area for some time. Rich with stories it is... |
8642 Wonderful! Stand relaxed and I shall relate it to you! It is a poetic treatise I should like to call "The Knights of Days Hence." Ehh, I know the title needs work, but the soul of the piece is right and true! |
8643 I've a tale, a tale to tell of knights so bold and dungeon hell and slumber broke upon the shore of nightmare's reef when dawn no more. |
8644 A story true of courage lack, and footing lost on virtue's track and trailing far but near to fear a vengeance scream through night to ear. |
8645 The swordsmen came by two and four to take their fight to evil's core with confidence in might and right went bravely forward spreading light. |
8646 But light alone canst clear the path when suffers all a hellish wrath from deep below whence fires came, still none above dare speak the name. |
8647 Together fought, together fell till good had won, though stories tell the cursed tale of treachery when evil stole the victory. |
8648 Heroes bold betrayed behind from friend made foe with gold in mind to take and plunder riches won. 'Twas evil new, though old undone. |
8649 In glory slept the hero knights but knife to throat did snuff the lights behind their eyes, a simple deed. 'Twas honor dead as killed by greed. |
8650 Strong enough to break a vow, alone with gold he struggled now to leave his dungeon deed and hide. Alone he fell; alone he died. |
8651 Widows weep and orphans cry and bards oft sing as maidens sigh for want of heroes lost below that haunt in sleep with ghostly glow. |
8652 On guard the guard eternal stand though neither see nor sense the land before their eyes beyond their age they wait with unbelieving rage. |
8653 When one for all turns all for one the injured souls take solace none in death's release so stand they will, 'til honor's need someone dost fill. |
8654 Together enter, together fall. 'Tis as the vow agreed by all and all must stand and wait in time for one that ran to face the crime. |
8655 I have not been, but have been told of knights of days gone past so bold to warrant heartfelt prayers from thee, that rogue's return might set them free. |
8656 An interesting piece, young bard. Is there any truth behind it? |
8657 A piece of tripe the likes of which I shall be grateful never to hear again! |
8658 A rousing tale! Please, take this 10 gold that I might finance your further travels. |
8659 Ahh, but there is some truth in everything, is there not? I cannot attest to the validity of the tale itself, as I have only culled from hearsay. I only know for certain that it makes for good patronage when I pass my hat. Strikes a chord with many, it does. |
8660 A piece of tripe the likes of which I shall be grateful never to hear again! |
8661 A rousing tale! Please, take this 10 gold that I might finance your further travels. |
8662 You certainly have a fine future in the bardic arts ahead of you. I hope you prosper in your journeys. |
8663 Well... I shall take your criticism in the best possible way, and work until the story be passable. Until then, I should like for you and me to part company. Fare thee well. |
8664 You are certainly too kind. A VERY good day to you on your travels! |
8665 I thank you for the praise. It surely does my heart good to entertain you, if but for the fleeting moment within a short tale of woe. Good days ahead to you. |
8666 Not right now I fear. I have other things that require my attention. |
8667 Aye, it would be a fine time to hear your tale. Sing on, young bard. |
8668 Large Sword |
8669 I must apologize if I seem rude, but I must ask for privacy. I must finish these changes to my epic poem. |
8670 I am a bard of great talent! When I am finished correcting my epic poem, I will read it to you in its entirety. I am sure you would enjoy it, good friend. |
8671 Please, no! Don't let him get me... please... |
8672 AHHH! Who are you?! Don't kill me! Please! I'm so sorry! I'll give it back, just don't kill me! |
8673 Settle down, sir, just settle down. No one here is going to hurt you. Tell me what your problem is. |
8674 Yeah! You had better... give it back. Right quick too! |
8675 Yeah! You had better... give it back. Right quick too! |
8676 Relax, you simpering fool. I am just passing by. You do not interest me in the least. |
8677 I fear I do not have the time to assist you. |
8678 Nooo... who... You again! Have you come to quicken my death, or just to watch me suffer? |
8679 Settle down, sir, just settle down. No one here is going to hurt you. Tell me what your problem is. |
8680 I fear I do not have the time to assist you. |
8681 Relax, ye simpering fool, I am just passing by. You do not interest me in the least. |
8682 Here! Take it! Just get out of my dreams so I can rest! I swear I'll never go grave robbing down there again! Blast the southern sun for leading me there in the first place! I swear I'll no do it again! |
8683 You... By the Nine Hells, who are you? Bah, I care not. You want this trinket? So be it. But I warn you, take it back lest you suffer as I have! Take it back lest you die as I would have! He gets in your head, he does! I disturbed his lonely slumber, so he ruins mine as penance! Return it east lest you pay as well! |
8684 Why SHOULD I interest you? I am to be dead soon enough! Leave me then, leave me to my doom! |
8685 Fine! Go then, and leave me to my fate! May the Nine Hells take you for leaving me to die, and may they take me for ever going near that damnable tomb in the first place! |
8686 Wha... my problem? My problem is the horrible death replaying in my mind! I canna concentrate, my mind is... my mind... I didn't mean it! I'll give it back! You! You can take it to him! Here! Give it back! |
8687 Just take it! I will have nothing more to do with it! Take it to his lonely grave and I swear I'll never rob another tomb as long as I hope to live! Blast the southern sun for leading me that way! |
8688 A cave! It's but a short way's east... there was a grave... I opened... Oh, by all that's good, I disturbed its lonely slumber with my foolishness! It haunts me, and I get no rest in sleep! Please! I shall go mad if it is not returned! Take this dagger to the tomb... |
8689 Know you no charity? Shall I be condemned for one slight against someone long since dead? I'd wager you have looted the far more recently deceased in your own travels, and yet you judge me? Fie! A pox on you! Begone and leave me to die! |
8690 Please hurry! I canna bear this sleepless torment much longer! |
8691 I will help thee, but what must I return? Who should I return it to? |
8692 I am no messenger pigeon! Your problems do not interest me, though I shall keep this trinket as compensation for suffering your company! |
8693 HSSSSSSS... whooo daresssss...? |
8694 It would seem that you have brought this on yourself. Whatever happens to you shall be your own fault. I'll not help a petty thief. |
8695 Filthy... live-meat! You foolssss DIE! |
8696 Not leave... stay to SLEEEEEEEP! |
8697 Take... thisss? No... I... not take thisss... |
8698 I... take fool MEAT! FILTHHH OF LIFFFFE! |
8699 Um, hello my... deceased friend. I have come to return something stolen from your resting place. Please take this and sleep easy once again. |
8700 You WILL stop harassing that poor old fellow that unknowingly looted you! If the threats continue, I WILL destroy you! Here is your blasted trinket! |
8701 Sorry to have disturbed your slumber. I was just leaving. |
8702 Return unto meeeeee! RETURN! |
8703 Nooo discussion... RETURN UNTO ME! |
8704 Thief will pay with DEATH! RETURN! RETURN the dagger! |
8705 'Allo friend, nice to see you. Terribly sorry, but I've got the unfortunate duty to tell you that we've come to kill you. Bounty on your heads and all that sort of thing, so if you could just be a sport and prepare to die and all that, we'll get on with the collection proper. |
8706 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8707 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8708 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8709 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8710 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8711 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8712 If you think you have the strength to best me, then bring it to bear! Failure means your death! |
8713 I have the right to know my accusers! Who has hired you and why?! |
8714 Perhaps. I might be swayed by a sum equal to the price on your head, but only because I like you. 3,000 gold should just about cover it. What say you to that? |
8715 I cannot pay that amount. Could you not make an exception in this case? |
8716 Here is your gold. A pleasure doing business with you. |
8717 Your crimes have been abominable, but not wholly unforgivable... at the right price. For the life-giving sum of 8,000 gold I will spare your head till another day. That is my offer. |
8718 I cannot pay that amount. Could you not make an exception in this case? |
8719 Here is your gold. A pleasure doing business with you. |
8720 I did no business with the likes of you. I have never seen you. That is my story and I shall stick to it. Good day. |
8721 In a word, no. As a duly appointed bounty hunter I hereby claim your head as payment for your crimes! |
8722 If you must know, local authorities have hired me to bring an end to your murderous ways. Bluntly put, you are a criminal and I am the law. Have you any other questions? |
8723 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8724 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8725 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8726 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8727 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8728 Now, can we not come to some sort of agreement? Perhaps a bit of gold to "ease" your conviction to your cause? |
8729 If you think you have the strength to best me, then bring it to bear! Failure means your death! |
8730 I have entered the Undercellar which can be found through the sewers beneath Baldur's Gate. |
8731 I am rather good at what I do, so I doubt failure shall enter into it. Defend yourself! |
8732 Short Sword |
8733 Bow |
8734 Spear |
8735 ABCDEFGHIJKLMNOPQRSTUVWXYZ |
8736 Ankheg |
8737 Kobold |
8738 You good friend. I like you nose, it pretty. |
8739 I no wanna talk now. I go sit wit' my pretties. |
8740 Listen carefully friend. I know that Eldoth is somehow involved in these disappearances. If you want to find out more, I think it would be wise of you to search his quarters. |
8741 I leave this accursed place; I have no time to speak with you. |
8742 I cannot be seen speaking with such as you. Go away! |
8743 If I were you, I would be careful of Eldoth. He is not a man to be trusted; take it from me, friend. |
8744 I have many duties to perform, as do you. Please leave me be. |
8745 I don't think there is anything I know that you would find interesting. |
8746 I hope your investigation goes well. |
8747 I don't trust Eldoth. I think it would be prudent to learn as much about the new captain as you can. |
8748 I... I cannot speak to you. I just... wish to be left alone. |
8749 If you be my friends, then you'll find my Montgomery. Please, I so wish to see him again. |
8750 ~!@#$%^&*()_+-=\[\]{}\\|;:'",\<.\>/? |
8751 Hear ye! Hear ye! By order of His Most Radiant of Lathander Kelddath Ormlyr, governor of Beregost, and in the best interest of its peoples, forthwith there be a bounty placed upon the head of <CHARNAME> for their crimes against the good citizens of Beregost! Anyone bringing proof of their demise to the Song of the Morning temple shall receive no less than 3,000 gold! Hear ye! Hear ye! |
8752 Tasloi |
8753 Tasloi |
8754 Xvart |
8755 Xvart |
8756 Tethtoril |
8757 Hobgoblin |
8758 Gibberling |
8759 Gibberling |
8760 Gnoll |
8761 Wild Dog |
8762 Wild Dog |
8763 War Dog |
8764 War Dog |
8765 Skeleton |
8766 Skeleton |
8767 Skeleton Warrior |
8768 Skeleton Warrior |
8769 Wolf |
8770 Worg |
8771 Worg |
8772 Dire Wolf |
8773 Dire Wolf |
8774 Winter Wolf |
8775 Winter Wolf |
8776 Arrow |
8777 Skull |
8778 Vampiric Wolf |
8779 Vampiric Wolf |
8780 And that, as they say, is that. |
8781 Good, though it was the greatest of luck you did not retain a wing for a limb. You always were a bit cockeyed, but I suppose that doesn't count. I suggest you remain here, however, so that I might keep an eye on you. If you insist on playing with the forces of magic, at least I should see that you understand them. Perhaps you will be a touch more cautious now that you have experienced what can go wrong. |
8782 Yes, Master Thalantyr. |
8783 *sigh* I suppose your master I must be. And you, <CHARNAME>. I trust you will be cautious in your travels as well? I wish you "intelligence" on your journeys. I would wish you "luck," but it runs out much quicker than you would think. Good day. |
8784 I suppose that shall suffice, though it's a dirty switch you've pulled. |
8785 Not to sleight your abilities, but I would rather have my payment in coin. |
8786 Lying scoundrel! Keep your "service" and begone from my sight! |
8787 Chanter |
8788 Any protection would be courtesy, not necessity. My power is no less than thine! |
8789 Voice of the North |
8790 There be a fine-looking pelt, if I have ever seen one. Good on you! Here is a fair price for you. Pleasure doing business with you. |
8791 Color |
8792 I've no wish to seem unwelcoming, but I dislike armed people entering my home uninvited. Please exit the way you came in. |
8793 I've no desire to call the guards, but I will if I must. |
8794 Perhaps I would not mind your company quite so much if I had actually invited you. Please leave my home. |
8795 I don't leave my home much, so there's little I know about what goes on within the city. Why don't you take this gold piece and enjoy yourself at the market square? There's all sorts of things to do there. |
8796 Hello friends. At least, I hope you are friends. Wouldn't want enemies barging into my home at all hours uninvited. |
8797 Were you planning on staying in my home long? Only until the guard arrives, I'll wager. |
8798 I don't leave my home much, so there's little I know about what goes on within the city. Why don't you take this gold piece and enjoy yourself at the market square? There's all sorts of things to do there. |
8799 I've nothing of value here. Please leave my home as it is. |
8800 The guards will ensure you leave! Do I call them, or do you leave now? |
8801 Guards! Thieves! Murderers! |
8802 I don't leave my home much, so there's little I know about what goes on within the city. Why don't you take this gold piece and enjoy yourself at the market square? There's all sorts of things to do there. |
8803 Welcome to my home. I'd offer refreshments, but times are lean. |
8804 Please leave my meager belongings where they are. It's hard enough getting by with what little we have. |
8805 Gandolar Luckyfoot |
8806 I don't leave my home much, so there's little I know about what goes on within the city. Why don't you take this gold piece and enjoy yourself at the market square? There's all sorts of things to do there. |
8807 I don't normally turn away strangers, but we have barely enough to feed ourselves alone. I am sorry. |
8808 Please do not repay my good manners by stealing from me. |
8809 Guards! Dispatch these ingrates! |
8810 I wish I was up to making a fine supper for the lot of you, but I've only enough for my family. Perhaps you'd stay and enjoy the comforts of my humble home? It seems to me though, that you're not the type to have time for rest. I wish you the best. |
8811 Please leave my home. We have little to steal these days. |
8812 I know you not at all, but I hesitate to ask you to leave. I do not wish to turn out anyone in these dark times. |
8813 I wish I was up to making a fine supper for the lot of you, but I've only enough for my family. Perhaps you'd stay and enjoy the comforts of my humble home? It seems to me though, that you're not the type to have time for rest. I wish you the best. |
8814 You will find little here to interest you. I am but a common citizen. |
8815 Please behave yourself in my home. I should hate to have to call upon the guards. They tend to get a bit overzealous. |
8816 You leave me no choice! Help! |
8817 I wish I was up to making a fine supper for the lot of you, but I've only enough for my family. Perhaps you'd stay and enjoy the comforts of my humble home? It seems to me though, that you're not the type to have time for rest. I wish you the best. |
8818 Surely there are more interesting places for you to be. This is but a simple common home. |
8819 All the homes in Baldur's Gate are well protected. Please behave accordingly. |
8820 Help! I am violated in my own home! |
8821 I wish I was up to making a fine supper for the lot of you, but I've only enough for my family. Perhaps you'd stay and enjoy the comforts of my humble home? It seems to me though, that you're not the type to have time for rest. I wish you the best. |
8822 Momma said not to talk to 'venturers. They're all loopy she said. |
8823 You don't look friendly at all. |
8824 Mom said not to talk to strangers. I asked her what that meant and she said, "Anyone who looks stranger than your relatives." Except Uncle Sue, I guess. |
8825 Can I have a lollipop? |
8826 What are you doing in my mom's house? You should go. |
8827 You don't belong in here. I'll tell on you if you don't go! |
8828 Someday I'll go 'venturing too! |
8829 You're new around here! Not many new people lately. |
8830 Don't go down by the docks! Lots of strangers get lost there and never show up again. |
8831 The guards don't let us play too late anymore. Safer at home, they say. |
8832 Can I have a lollipop? |
8833 Just because you're tough doesn't mean you're the boss of me! Get out! |
8834 You shouldn't go places unless you're invited. |
8835 I'll be an adventurer too someday. |
8836 I spent the whole week with Dad. I wish travel were safer; he's kind of boring to play with. |
8837 People aren't smiling as much as they used to. Everybody should cheer up. |
8838 Some of the girls are saving up for swords, but I think they're silly. I want a bow. |
8839 Can you give me a dolly? |
8840 I'm going to use magic when I get older. It's beautiful. |
8841 I feel safe with the giant walls around the city. |
8842 The guards are nice, but they sometimes do bad things to bad people. |
8843 Voice of the South |
8844 I have more than 25 HP. |
8845 This is true. |
8846 This is false. |
8847 Glorf |
8848 I have more than 25 HP. |
8849 You speak the truth. |
8850 You are a big fat liar! |
8851 I had thought I paid for a private room. Do push off, will you? |
8852 If you are not room service, then I've no wish to speak with you. |
8853 The inns are somewhat empty these days. Certainly you could find another room. |
8854 I'm a mercenary. My job isn't to be smart, it's to guard this place. |
8855 If you're my friend, you'll let me get away from this place! A ghoulish creature pursues me in my head. I canna sleep a wink of restful sleep. I didn't mean to steal from its grave! Well, maybe I did... But I'm still sorry! Please take it back to his lonely grave for me, friend. Pal? |
8856 Why do ya bother me? Can't ya see that I'm in a hurry to get outta this damn town? |
8857 Ya better be sorry, and ya better never bother me again! Wait! You're <CHARNAME>! Well, isn't this a nice surprise? Time to die! |
8858 Perhaps you could tell us WHY you are in such a hurry? |
8859 Sorry to bother you. |
8860 Stop where you are! We know what you're all about. Surrender and spill your guts. |
8861 I'm not gonna tell youse guys anything. Git outta my face. |
8862 You won't be rid of us that easily. We know you're up to no good. Now tell us everything you know. |
8863 We won't bother you any longer. |
8864 You needn't be so rude, we were just curious. |
8865 That's nice, but ya can be curious someplace else. Now git outta here! |
8866 Ya know what I'm up to, eh? Well, maybe somethin' ya don't know about is my magic skills. Ya might not believe me, but if you ain't outta my face in the next five seconds, I'll blast ya to kingdom come! |
8867 You?! Wielding magic?! We can't suspend our disbelief that much. Come along now and surrender, or we'll have to hurt you. |
8868 A mage! We don't want no trouble with any mage. You can be on your way. |
8869 We're not afraid of any mage. If you want a fight, then bring it on. |
8870 I warned ya! Now you pay the price! |
8871 What are ya doing in dis place?! Get out or I'll blast ya ta pieces! |
8872 We apologize. Just let us be on our way. |
8873 You don't scare us. Come on, give us your best shot! |
8874 I give up! Please let me live. I'll tell ya anything ya wanna know. |
8875 No mercy for such as you! |
8876 Spill your guts then! If what you say satisfies us, then we'll let you live. |
8877 Okay, okay, I'll talk. I'm a messenger fer a man named Tazok. I just ferry messages between him and a fat priest named Mulahey. I meet with Tazok at either Peldvale or Larswood, east of the Friendly Arm Inn. Tazok pays me good, so I keep my yap shut. Can I go now? |
8878 Where can we find this Tazok? |
8879 Get out of here! |
8880 We have to kill you, otherwise you might warn this "Tazok." |
8881 Tazok? You can find him in the Wood of Sharp Teeth. He's the captain of two groups of bandits. Their camp's always movin', so I don't know how much luck you'll have in findin' them. Can I get outta here now? |
8882 Ya, get out of our sight. |
8883 We have to kill you, otherwise you might warn this "Tazok." |
8884 I'm not gonna go down without a fight! |
8885 Well, buddy, if ye're lookin' fer Tazok, you'll have ta search most of the Wood of Sharp Teeth. He and his bandits move their camp from place ta place so as to avoid the Flaming Fist. |
8886 It is my humble opinion that we head to Nashkel. It's where all the action is. |
8887 Is there a reason why we haven't tried to investigate the Nashkel mines? Because, if there is, perhaps you could tell us. |
8888 You're a moron. That's the only explanation I can think of as to why we haven't gone to Nashkel yet. Perhaps you can prove me wrong? |
8889 Instead of dawdling around, we should try to find out who or what is behind the disappearances at the mine. |
8890 There's no point in investigating the lower levels of the mines; if we did, we might actually learn what's going on down there, gods forbid that! |
8891 This might be a far cry here, but if there's been bandits who've been raiding the main roads, and they've been targeting iron caravans, might it not be wise for us to investigate? Perhaps even find out where they're coming from? |
8892 If I could be so bold, might I suggest that we find the bandits who've been raiding the Coast Way. |
8893 I suggest we find that secret base that's supposed to be in Cloakwood. |
8894 Why haven't we gone to the SECRET BASE IN CLOAKWOOD! Are we STUPID! DO WE HAVE NO COMMON SENSE! Maybe we should just frolic about naked, singing colorful little ditties until the Iron Throne finds us and HACKS US TO BITS! Sorry, I got a little excited there. |
8895 You know, we could locate the secret base in Cloakwood. It's just a suggestion. |
8896 Though the wilderness is nice and all, perhaps we could visit Baldur's Gate. After all, isn't that where the Iron Throne's headquarters is located. |
8897 I'm really yearning to see the big city, especially since we know that the Iron Throne's headquarters is there. |
8898 I've been trying to think of some sort of reason why we should go to Baldur's Gate, but I can't really think of any. Except, perhaps that it's THE GODDAMNED NAME OF THE GAME. |
8899 Perhaps the city of Baldur's Gate may hold some of the secrets we search for. |
8900 Maybe we should break into the Iron Throne's base. We might learn a great deal about their methods and plans. |
8901 We were supposed to go to Candlekeep. Do you remember? I guess it's no big deal. It's not like Duke Eltan's an important man. Why bother doing what he says? In fact, I say, why don't we go back there right now and tell Eltan to get stuffed?! |
8902 Hmm... I'm trying to remember what we had to do. What was it? Oh yes, now I remember, something about Candlekeep and the Iron Throne, and the END OF THE SWORD COAST AS WE KNOW IT! |
8903 I say we investigate Candlekeep. I don't know why the Iron Throne leaders have gone there, but it's awfully suspicious. |
8904 Perhaps I needn't take your head just yet, friend. Likely though, I will not be quite so easy to dissuade when next we meet. Just a friendly warning. |
8905 You are quite foolish to think your simple little magical blathering could permanently put me off your scent. You should have run while you had the chance! |
8907 I'll box your ears if you step an inch closer! |
8908 I'll box your ears if you step an inch closer! |
8909 Approach me not! I'll ruffle you up, I will! |
8910 You've come back to speak with me? Fool! You get nothing but the point of my sword! |
8911 You have committed an assault against me! You'll pay with your life! |
8913 [Note from Tazok to Nimbul]Nimbul, The money you have received from Tranzig should cover your usual fee. Your assignment is a difficult one, but I'm sure that you are up to the task. There is a group of mercenaries who should be coming through Nashkel in the next few days. They are led by a whelp named <CHARNAME>. You are to kill <CHARNAME>, and all that travel with <PRO_HIMHER>. I warn you; they might not look like much, but they are very dangerous. Good hunting! Tazok |
8914 [Note from Davaeorn to Tazok 1]Tazok, I hope that everything moves along smoothly. I have written to give you instructions from our superiors. I have been told that a small band of mercenaries might cause the Iron Throne some trouble in the future. You are to ensure that they don't live to upset our operations. Obtain the services of the assassin Nimbul. He should serve you well. Davaeorn |
8915 [Note from Davaeorn to Tazok 2]Tazok, I have noticed that your shipments of iron have slowed of late. It is imperative that we receive another ton of ore. Step up your raids, and get a shipment to our base in Cloakwood within the next week. We need to stockpile as much ore as possible before our ultimatum is given. Also, Sarevok wants to know what has happened with the band of mercenaries. Have they been killed? You had better ensure that they have been, as Sarevok will not take kindly to any other news. Davaeorn |
8916 [Note from Tuth to Rieltar]Rieltar, My superiors are intrigued by your proposal. I would like to discuss it further, but not through correspondence such as this. The Harpers and Zhents have been very active in this region of late; it would be very unfortunate if they tried to disrupt an alliance between our two organizations. If you, Brunos, and Thaldorn were to meet with us in the safety of Candlekeep, my superiors would be much relieved. Please send a response ASAP. Tuth |
8917 [Note from Sarevok to Rieltar]Father, I received your letter, and I can assure you that the mercenaries led by <CHARNAME> will no longer trouble our operations. I have dealt with them personally. Before dying, they were most forthcoming in their revelations. It is as you had surmised: They were agents of the Zhentarim. I am also writing to tell you that I cannot attend the meeting at Candlekeep. Some problems have arisen with the Chill and the Blacktalons. They have had trouble working with each other, and I am needed there to smooth over any dissension. I am sorry that I will not be at your side. Sarevok |
8918 [The Personal Diary of Sarevok]Diary 14th of Eleint, 1365: Today Cormyr has instituted a ban against the Iron Throne from operating within their borders. While this is a great blow to the Iron Throne, it is the perfect opportunity for Rieltar to approach the Throne high council with his proposal. If things go well, we could begin the operation within the year. 25th of Marpenoth, 1365: Davaeorn has sent a message to Rieltar, informing him that the mine at Cloakwood has been drained and is ready for use. This revelation should help greatly in convincing the Throne high council. 2nd of Nightal, 1365: The Iron Throne council has agreed to support Rieltar's plan. He has been given all the resources he needs, as well as leadership of the project. I have expressed interest to my "father," and he has promised to include me within the operations along the Sword Coast. He mentioned Mother in our conversation: how I wasn't to be unfaithful to him as she had. He made it clear that I would suffer her fate if I was. His threats are weak and hollow, and I shall listen to them for only so long. I have decided to take this time to make my visit to Candlekeep. I have waited a long time to research the prophecies of Alaundo, and I must know if the dreams speak the truth. I will not believe the words of phantoms without proof, and the priest of Bhaal I confronted gave me nothing. He was old and died quickly in my grasp. If the words are true, I shall surely groom stronger acolytes than this. 11th of Ches, 1366: My research has gone well. The monks here at Candlekeep have been quite helpful. From what I have read, it would seem certain that the blood of Bhaal does indeed flow through my veins. His prophecies are (of course) ambiguous, but I think I understand them. He foresaw his coming death, and seeded his essence across the land. The children born as a result bear the marks of chaos, have power with no direction, and shall feel the blood of a god within them. The deaths they bring shall awaken the father, and through them he will rise. It does not explicitly say, but obviously this means that death wrought by the children will cause them to ascend. Fitting, and since the father was the Lord of Murder, proving one's worth must involve an act in accordance with his portfolio. I begin to see what I must do. Death on a god-like scale. 3rd of Tarsakh, 1366: The monk Gorion troubles me. He seems to have taken an interest in my readings. I must be careful to be more clandestine in my research. I wish I could simply kill him, but I doubt I could safely murder him within this damnable library. 11th of Tarsakh, 1366: I had a dream this night. My mother was talking to me, but as she did her face became bloated and discolored. Her voice became weaker as she spoke to me, telling me to save her from Rieltar. I could see the garrote cutting into her neck, but I did nothing. It was only a dream. 27th of Tarsakh, 1366: I take my leave of Candlekeep now, and not a moment too soon, for I am sure that Gorion has perceived my heritage. One thing that I am certain of: <CHARNAME> is, in actuality, one of Bhaal's brood as well. <CHARNAME> has all the markings, and it would explain Gorion's curiosity in my studies. Though there is nothing I can do now, I will have to make certain to return and kill the little brat. It would be foolish of me to let one of my siblings live, especially one being brought up by the Harpers (and I am sure that is where Gorion's allegiances lie). 5th of Mirtul, 1366: Today I met with Rieltar in Baldur's Gate. The fool still insists on calling me his son, and for now I will let him. He assumes that I am loyal to him because he raised me. Well, loyal I am, but only as long as he is useful. He's set up a base in the mansion of a destitute noble family and says that everything is running smoothly. Mulahey has established himself at the mines of Nashkel, and his kobold minions should be already busily contaminating the iron ore. Only a few slaves have begun to mine out the ore at Cloakwood, though Rieltar assures me that once the bandit raids begin we'll have a steady supply of new slaves. 8th of Hammer, 1367: I met with the leaders of the Chill and Blacktalons. I have little liking for Ardenor, the leader of the Chill, but Taurgosz seems to be a man of his word. It is a good thing, as I'll have to work with these mercenaries for the rest of the year. 3rd of Tarsakh, 1368: Everything proceeds well. The ore coming from Nashkel has started to deteriorate, and my mercenaries have been doing a fine job of destroying any iron caravans on route to Baldur's Gate. Though some of my mercenaries have been captured, most think they work for the Zhents, so no trouble has fallen on the Iron Throne. I am sure that the Zhents at Darkhold won't be pleased to know that their name has been falsely used. I will have to be wary for Zhentish agents in the coming months. 28th of Tarsakh, 1368: I think I now have the time to deal with that old codger Gorion, and his little whelp. I will have to inform my men that I'll be gone for the next few weeks. ? of Myrtle No time to write, but I must not neglect my journals so. The future dead must know of how the Lord of Murder again came to them. I shall hire a scribe when time allows. Things have not gone completely as I have planned, but I will still be able to salvage the situation. <CHARNAME> is on the move to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would have the perfect scapegoat for my plan. My mortal "father," Rieltar, is there to meet with the Knights of the Shield. He has been blocking all my attempts to escalate the hostilities between Amn and Baldur's Gate, and these meetings will only serve to smooth relations. I must rid myself of them all and assume control of the Iron Throne myself. I cannot allow petty business and monetary concerns to interfere. Terribly sorry, "Father," but my true parentage calls and you are in my way. I shall be sure to instruct the doppelgangers in the exact manner Rieltar should die. I think a garrote would be perfect for the task. This diary looks to be important. You should probably keep it on your person. |
8919 [Letter from Slythe to Sarevok 1]Sarevok, I have received your letter and am quite overjoyed by your proposition. I have told my wife, and she is as excited as I am. I accept your mission and think that your payment is very adequate. This will be our greatest feat yet! To kill three Grand Dukes of Baldur's Gate! We will be arriving in Baldur's Gate within a week, and should be taking up our usual residence at the Undercellar. If you wish to contact us, you will find us there. Use the access points through the sewers. Joyfully yours, Slythe |
8920 [Letter from Slythe to Sarevok 2]Sarevok, I must say that our first victim was not the challenge that my wife and I had expected. The foppish idiot had only the most token of defenses. However, I can assure you that Entar screamed quite deliciously all the way to the end. I hope that this next mission is much more difficult; from what you have told me, it would seem to be. Assassinating two Grand Dukes in their own palace, while they harangue the high nobles of Baldur's Gate no less! I can't wait! You still know where to find us. You should come down and enjoy the pleasures of the Undercellar for yourself; but if I know you, that'll never happen. Your obedient servant, Slythe |
8921 [Letter from Sarevok to Slythe]Slythe, The time to strike is now. When the party commences on the night of my coronation, you will join up with my doppelganger assassins at the sewer entrance to the palace. You are to insinuate yourself into the crowd in the ballroom. When I have finished my speech, you will strike. If you aren't there, my doppelgangers will proceed without you, and your payment will be forfeit. Make sure to keep a leash on your little bitch of a wife. An invitation to the party is included with this note. Sarevok (This looks to be an important note, one that you should hold on to.) |
8922 [Message from Sarevok to Prat]Prat, My schemes have come together in a most satisfying manner. The mercenaries who have plagued my every step are now imprisoned, accused with the murder of Rieltar, Brunos, and Thaldorn. Learn as much as you can about the fate of the mercenaries and then meet me back at Baldur's Gate. I apologize for leaving you here alone, but it was necessary to return to the city so as to take Rieltar's position as chief of operations. If things proceed smoothly I will be a Grand Duke within a few weeks. Sarevok |
8923 [Message from Sarevok to Zorl 1]Shalak, I am glad to hear that you were successful in disposing of Zorl. With his identity, you should be able to infiltrate more of your kindred into the Merchants' League Estate. Kill Irlentree as soon as possible and then that fop Aldeth. Your Friend |
8924 [Message from Sarevok to Zorl 2]Shalak, As long as Aldeth lives he is a great threat to all of us. He is friends with the mercenaries who have been stirring up so much trouble in the south. If he were to confide his fears with them, it could be disastrous. Kill him, soon! Your Friend |
8925 [Message from Sarevok to Zorl 3]Shalak, It pleases me that you now count Irlentree among your number, but you must kill Aldeth Sashenstar. He is a foppish dilettante, with no skill and little intellect. It confuses me that you have not killed him yet; have your skills withered? Write back soonâ€â€when you have killed Aldeth. Your Friend |
8926 [Message from Sarevok to Rashad the doppelganger]Kizska, I must commend you for a job well done. Without your careful ministrations, Eltan would have remained my most potent foe. I must now ask for another favor. Some of your brethren are gathering at the sewer entrance to the palace; they are preparing to assassinate Grand Duchess Liia Jannath and Grand Duke Belt. I need you to assist them in their efforts, for you are the craftiest of your kind. This is the moment I have long waited for, as I hope you have as well. The bloodshed that will result when I declare war on Amn will be most glorious. Meet Krystin and Slythe at the Undercellar; they are my best assassins. There are many access points to the Undercellar through the sewers. Sarevok |
8927 You would return here after assaulting me so?! I will kill you for it! |
8928 You've outstayed your welcome! |
8929 You've outstayed your welcome! |
8930 I wouldn't trust you as far as I can spit! |
8931 Why not just go charm some help, because you'll get none from me! |
8932 You die for what you do! DIE! |
8933 No talking and no deals! Death is all that you have left! |
8934 I will serve you to the Chill on a platter! To my sides, men! |
8935 Useless magic! Tazok laugh at you! |
8936 Useless magic! Tazok laugh at you! |
8937 No talking and no deals! Death is all that you have left! |
8939 Please don't stand there mocking me. I'm but a pathetic beggar who needs sympathy, not ridicule. |
8940 You've made no friends here! Move along! |
8941 I suppose it is appropriate for my faith that I must suffer your company. I'll not prolong it though. |
8942 It don't matter if we're friends or not. I treat everyone the same. The Blushing Mermaid is for everyone who don't want their business known. |
8943 You've made no friends here! Move along! |
8944 Leave me alone! You're mean! |
8945 Leave me alone! You're mean! |
8946 Leave me alone! You're mean! |
8947 Leave me alone! You're mean! |
8948 Leave me alone! You're mean! |
8949 Lost your chance with me, you did! Get lost! |
8950 I'll not speak a word after what you did! |
8951 Lost your chance with me, you did! Get lost! |
8952 You'll get a boot in yer backside for what you've done! |
8953 I've little to say and less time to say it. All I'm looking for is some clue to the origins of the people that once lived here. We must know our history lest we are doomed to repeat it. I must go now. |
8954 Not to be rude, but I'd rather you left immediately. |
8955 I've a lot to learn, but at least I'll live to learn it. |
8956 Master Thalantyr has been most gracious since the incident. Thank you for that. |
8957 You've made no friends here! Move along! |
8958 I am Thalantyr, and I am known as the High Hedge wizard. I suffered something I won't even tell you, my closest friend, so I live up here alone. I used to adventure, but I'll not go back to those foolish days. You would do well to be careful too. |
8959 Get out of my sight! I'll do nothing for you! |
8960 Leave me alone! You're mean! |
8961 I'll not speak a word after what you did! |
8962 You shouldn't have come back here! Now you'll never leave! |
8963 Get away from me! |
8964 You should have left when you had the chance! Now we will bury your lifeless corpses in the bottommost caves! |
8965 I'll not speak a word after what you did! |
8966 Not to be rude, but I'd rather you left immediately. |
8967 I'll not speak a word after what you did! |
8968 Not to be rude, but I'd rather you left immediately. |
8969 Get out of my sight! I'll do nothing for you! |
8970 There is not much I can tell you. I do so hope my fellows are safe, wherever they are. |
8971 I'll not speak a word after what you did! |
8972 There is little I could tell you that I have not already. Please friend, help my brethren. |
8973 You have proven untrustworthy, though I still have no other options. Please find my fellows. |
8974 We just dig for the crazy old man; we don't know what we're supposed to find. |
8975 Get out of my sight! I'll do nothing for you! |
8976 You've outstayed your welcome! |
8977 I should like to travel with you a while, friend, but I've places I must be. A pleasure meeting you. |
8978 I'll not spend another minute in the presence of such as you. |
8979 Get out of my sight! I'll do nothing for you! |
8980 Get out of my sight! I'll do nothing for you! |
8981 Get away from me! |
8982 You've made no friends here! Move along! |
8983 My doors are no longer open to the likes of you! |
8984 Get out of my sight! I'll do nothing for you! |
8985 Get out of my sight! I'll do nothing for you! |
8986 Get out of my sight! I'll do nothing for you! |
8987 Get out of my sight! I'll do nothing for you! |
8988 I don't want no help from the likes of you. |
8989 Get out of my sight! I'll do nothing for you! |
8990 Get out or be thrown out! |
8991 Get out or be thrown out! |
8992 Get out or be thrown out! |
8993 Get out of my sight! I'll do nothing for you! |
8994 I'll not speak a word after what you did! |
8995 I'll not speak a word after what you did! |
8996 I'll not speak a word after what you did! |
8997 I'll not speak a word after what you did! |
8998 I'll not speak a word after what you did! |
8999 I'll not speak a word after what you did! |
9000 I'll not speak a word after what you did! |
9001 I'll not speak a word after what you did! |
9002 I'll box your ears if you step an inch closer! |
9003 I'll box your ears if you step an inch closer! |
9004 Leave me alone! |
9005 You're not welcome here! |
9006 You're not welcome here! |
9007 You're not welcome here! |
9008 You're not welcome here! |
9009 You're not welcome here! |
9010 There are other things that I must now attend to. Good day. |
9011 You're not welcome here! |
9012 You're not welcome here! |
9013 You're not welcome here! |
9014 You're not welcome here! |
9015 You're not welcome here! |
9016 You're not welcome here! |
9017 You'll stand for your crimes, or die here! |
9018 You're not welcome here! |
9019 You've made no friends here! Move along! |
9020 Get away from me! |
9021 I don't have much to tell you that would be a surprise. I got roped into helping fund this ridiculous old man, and now he won't use what he finds for profit. I'd rather have the whole dig to myself. |
9022 I'll not speak a word after what you did! I'll get that fool artifact and sell it on my own. |
9023 Leave me alone! You're mean! |
9024 Leave me alone! You're mean! |
9025 Leave me alone! You're mean! |
9026 You don't smell half as bad as most 'venturers. |
9027 Leave me alone! You're mean! |
9028 I'll take your head for what you've done! |
9029 You're not welcome here! |
9030 You're not welcome here! |
9031 You are such a likeable <MANWOMAN>, let's begin again as though we have never met. This way I can go through the pleasure of meeting you all over again. |
9032 I would just as soon forget that I have ever met you! This way I can meet you again as though for the first time. It will save me having to dislike you. |
9033 Not to be rude, but I'd rather you left immediately. You have not proven to be trustworthy. |
9034 I trust you have found the populous of our little village to be amiable? We do so like to welcome strangers. |
9035 Get out of my sight! I'll do nothing for you! |
9036 Leave me be. I got nothin' for you. |
9037 I'll not have you near me after what you've done! |
9038 Get out of my sight! I'll do nothing for you! |
9039 Lost your chance with me, you did! Get lost! |
9040 Not to be rude, but I'd rather you left immediately. |
9041 Not to be rude, but I'd rather you left immediately. |
9042 Get out of my sight! I'll do nothing for you! |
9043 Get away from me! I've work to do! |
9044 I'll box your ears if you step an inch closer! |
9045 I'll box your ears if you step an inch closer! |
9046 I'll box your ears if you step an inch closer! |
9047 Get out of my sight! I'll do nothing for you! |
9048 Get out of my sight! I'll do nothing for you! |
9049 Lost your chance with me, you did! Get lost! |
9050 Not to be rude, but I'd rather you left immediately. |
9051 What you've done is wrong! Leave! |
9052 You've outstayed your welcome! |
9053 You've outstayed your welcome! |
9054 Lost your chance with me, you did! Get lost! |
9055 Get out or be thrown out! |
9056 You've made no friends here! Move along! |
9057 Leave me! |
9058 You'll get nothing from me! |
9059 You're not welcome here! |
9060 You're not welcome here! |
9061 You're not welcome here! |
9062 Get away from me! |
9063 Get away from me! |
9064 Get away from me! |
9065 Lost your chance with me, you did! Get lost! |
9066 You've outstayed your welcome! |
9067 I smack you now! Get what you deserve! |
9068 Miscreant! I'll have your neck! |
9069 I shall enjoy your demise! |
9070 You've made no friends here! Move along! |
9071 Cullin petty snatcherbrats! Get well away from me footspace lest you get an eye-full o' blade! |
9072 I'll learn you some respect! You'll not leave here walking! |
9073 Leave me be or you'll regret it! |
9074 You've made no friends here! Move along! |
9075 I wouldn't trust you as far as I can spit! |
9076 Get away from me! |
9077 Get away from me! |
9078 Get away from me! |
9079 Get away from me! |
9080 Get away from me! |
9081 Get away from me! |
9082 You're not welcome here! Get out or be thrown out! |
9083 Get out of my sight! I'll do nothing for you! |
9084 I hobe the monsterbs downd here get youb! |
9085 Get out or be thrown out! |
9086 Get away, you nobbish plonker! |
9087 Not to be rude, but I'd rather you left immediately. |
9088 Not to be rude, but I'd rather you left immediately. |
9089 I'll not speak a word after what you did! |
9090 Get away from me or you'll be dead by morn! |
9091 Get away from me or you'll be dead by morn! |
9092 Lost your chance with me, you did! Get lost! I'll have you quartered and halved if you're not gone soon enough! |
9093 I rather think that you should avoid me. I've taken a rather strong dislike towards you, and I'm not called "Rededge" because of a gum disorder. |
9094 You'll pay for what you've done! |
9095 I'll not speak a word after what you did! |
9096 I'll not speak a word after what you did! |
9097 I'll not speak a word after what you did! |
9098 Get near me again and I'll have your nethers on a platter! |
9099 Get near me again and I'll have your nethers on a platter! |
9100 Get near me again and I'll have your nethers on a platter! |
9101 Get near me again and I'll have your nethers on a platter! |
9102 Get near me again and I'll have your nethers on a platter! |
9103 You'll get nothing from me! |
9104 You'll get nothing from me! |
9105 He insists on calling me "Britannia." Whatever gets you through the night, I guess. |
9106 You've outstayed your welcome! |
9107 It would be wise for you to leave. Now. |
9108 It would be wise for you to leave. Now. |
9109 It would be wise for you to leave. Now. |
9110 It would be wise for you to leave. Now. |
9111 It would be wise for you to leave. Now. |
9112 I'll not speak a word after what you did! |
9113 My words are likely lost on such thick skulls as yours. Leave me. |
9114 Get out of my sight! I'll do nothing for you! |
9115 My doors are no longer open to the likes of you! |
9116 What you've done is wrong! You'll pay! |
9117 What you've done is wrong! You'll pay! |
9118 What you've done is wrong! You'll pay! |
9119 You'll do just fine for what we have in mind. Make yourself at home in the estate. Keep your meanderings to a minimum however, as we have important guests. |
9120 I've no clue why we hired such as you! Get out of my sight! |
9121 It is a great honor for me to have such a transaction taking place in my home. Shandalar's daughters are here, and so is the Grand Duchess. It's a good thing I hired extra guards, though I have little to fear from you, my newfound friend. |
9122 You're not welcome here! Get out or be thrown out! |
9123 I'll not have you near me! |
9124 I'll not have you near me! |
9126 I'll not have you near me! I should know better than to slum with the likes of you! |
9127 I'll not have you near me! |
9128 I'll not have you near me! |
9129 I'll not have you near me! |
9130 I'd much prefer it if you would leave me be! |
9131 I'll not have you near me! |
9132 I'll not have you near me! |
9133 Approach me not! I'll ruffle you up, I will! |
9134 Voice of the East |
9135 I'll not speak a word after what you did! |
9136 I'll not speak a word after what you did! |
9137 I'll not speak a word after what you did! |
9138 I think you should be going before you end up scaring the missus. |
9139 I'll not speak a word after what you did! |
9140 I'll not speak a word after what you did! |
9141 Approach me not! I'll ruffle you up, I will! |
9142 Approach me not! I'll ruffle you up, I will! |
9143 Away with you! |
9144 Get out of my sight! I'll do nothing for you! |
9145 Get out of my sight! I'll do nothing for you! |
9146 Not to be rude, but I'd rather you left immediately. |
9147 You are little better than the animals I hunt! Get away from me! |
9148 I'd give you a tour of the place, friend, but I really would rather just stay here out of the way. The boring fops out there would snag me in a second, and I'd be forced to listen as they prattle on. You are welcome to stay though. |
9149 I'll not speak a word after what you did! |
9150 You are welcome to stay as long as you like, though please remember to keep it quiet. We like our rest here at the "Kegs." |
9151 You've outstayed your welcome! Out with you! |
9152 No refunds on any items purchased. Sorry. |
9153 I'll have your skulls for coming here! You'll ruin everything! |
9154 You've made no friends here! Move along! |
9155 Get away from me! |
9156 Get away from me! |
9157 I'll not speak a word after what you did! |
9158 Get away from me! I feel no safer with you than my captors! |
9159 Get away from me! I feel no safer with you than my captors! |
9160 Get away from me! I feel no safer with you than my captors! |
9161 Lost your chance with me, you did! Get lost! |
9162 Lost your chance with me, you did! Get lost! |
9163 You're not welcome here! |
9164 I wouldn't trust you as far as I can spit! |
9165 I wouldn't trust you as far as I can spit! |
9166 I wouldn't trust you as far as I can spit! |
9167 I'll have your skull for what you've done! |
9168 Not to be rude, but I'd rather you left immediately. |
9169 Get away from me! I wouldn't trust you as far as I can spit! |
9170 Get out of my sight! I'll do nothing for you! |
9171 Get out of my sight! I'll do nothing for you! |
9172 Get out of my sight! I'll do nothing for you! |
9173 Leave me! You've outstayed your welcome! |
9174 Leave me! You've outstayed your welcome! |
9175 Leave me! You've outstayed your welcome! |
9176 Leave me! You've outstayed your welcome! |
9177 I'll box your ears if you step an inch closer! |
9178 I'll box your ears if you step an inch closer! |
9179 I'll not speak a word after what you did! |
9180 Get out of my sight! I'll do nothing for you! |
9181 My doors are no longer open to the likes of you! |
9182 My doors are no longer open to the likes of you! |
9183 Out! And never darken my door again! |
9184 Out! And never darken my door again! |
9185 Get out of my sight! I'll do nothing for you! |
9186 I wouldn't trust you as far as I can spit! |
9187 I wouldn't trust you as far as I can spit! |
9188 You've made no friends here! Move along! |
9189 I can do little more for you than I already have. Every patron gets the utmost in luxury regardless of whether I like them or not. |
9190 You've made no friends here! Move along! |
9191 I find you distasteful. Leave me! |
9192 Awake, my adopted child. Awake and face the terrible tests ahead of thee. Speak not, for I have but little time. This place is the Between. 'Tis not so much real, as it is a dream, though not so much a dream, as it is real. That which should be dead can cast its tentacles here, and your life is already wound within its grasping limbs. There is always hope, however, and your actions here shall determine the grip with which you are held. I can tell you no more of your true lineage than I did in life, but you will learn much here. You must pursue several items, for they are key to who you are. A Talon is the first, followed by the horn of great beast, a candle of light, a dagger of bone, a potion of blood and tears, and a blackened skull. I must leave you now, for 'tis a great strain to remain in the Between. No ordinary mortal can remain for long, so I must leave you to your search. I wish I could say I am leaving you here alone, but you are not. Seek wisely and true, and remember ye well: 'Tis often the journey that shapes the child, and not so much where they must go. |
9193 Get away from me! I wouldn't trust you as far as I can spit! |
9194 You've not the time for this! You must get the talon before it's taken by another! |
9195 Leave the fool to his own battle! You have a destiny to follow! |
9196 Leave him. Get the talon! He is beyond help. It is pointless to stay! |
9197 You have squandered your time and lost the talon! Unfortunate. Changes will have to be made. |
9198 The talon that gives power to those demanding, and abandons the weak to their fate. You are stronger for it. |
9199 It is the horn you seek! Claim what should be yours! |
9200 It is of no concern who it's truly for! Take what is meant for you! He'll never know the difference! |
9201 The horn with the will to take what is yours, and what should be yours. |
9202 You betray what you were born to be! There will be a price to pay! |
9203 It is the candle you must seek! |
9204 You're barely better than my captors! Leave me! |
9205 I should make my stay brief, if I were you. |
9206 Get away from me! I wouldn't trust you as far as I can spit! |
9207 You've made no friends here! Move along! |
9208 You're not welcome here! Get out or be thrown out! |
9209 You're not welcome here! Get out or be thrown out! |
9210 You're not welcome here! You'll pay with your life! |
9211 You're not welcome here! You'll pay with your life! |
9212 You're not welcome here! You'll pay with your life! |
9213 You're not welcome here! You'll pay with your life! |
9214 You're obviously here on important business friends. If you want to see Davaeorn, he's on the fourth floor. |
9215 You're not welcome here! You'll pay with your life! |
9216 You're not welcome here! You'll pay with your life! |
9217 You're not welcome here! You'll pay with your life! |
9218 You're not welcome here! You'll pay with your life! |
9219 You're not welcome here! You'll pay with your life! |
9220 You're not welcome here! You'll pay with your life! |
9221 You're not welcome here! You'll pay with your life! |
9222 You're not welcome here! You'll pay with your life! |
9223 You're not welcome here! You'll pay with your life! |
9224 Forget the old man! His time is past! The wish should be yours! |
9225 Use it yourself, and know the legacy of your true father! |
9226 You have done well. |
9227 You have wasted the power of the candle on the old man! There is much to be done before you are worthy! |
9228 Seek the dagger next! It is nearby in the hands of a great evil Ogre! Slay it and take your rightful prize! |
9229 Look at them! The knight is obviously the one to help! The beast cannot be other than it was born to be! Kill it! |
9230 The beast is an ogre! They are evil; they cannot be otherwise! Do what you know MUST be done! Will you attack it or not?! |
9231 Ogre or not, this creature is no threat. I'll not harm him! |
9232 The beast will die, as all of its kind should! |
9233 A dagger of bone. A piece of the father bred in the child. You will be what you were born to be. |
9234 You disrespect your true calling at every turn. It will make your destiny all the more painful! |
9235 Pathetic! You are not even worthy of the true test! It is a wonder you are suitable at all! |
9236 The potion you seek is here! Search the bodies! Their dead hold the prize! |
9237 You're not welcome here! You'll pay with your life! |
9238 Ignore him! Drink the potion yourself and know the essence of your heritage! |
9239 Drink deep the blood of the father and the tears of the dead. They shall sustain you, for they are the very essence of your destiny! |
9240 It is an insult to the very blood in your veins! You WILL learn to act accordingly! |
9241 It is the last item you seek! Of course you're worthy of it! |
9242 You know you are all that and more! You have power immeasurable in your future! You are destined for a veritable godhood! |
9243 I am all that you seek! There are none alive or dead better than I! |
9244 Many a great person has walked this land. I cannot claim to be above them all. |
9245 It is the Godhead itself, literal and figurative! Prepare yourself, for the return will come soon! |
9246 Get away from me! I wouldn't trust you as far as I can spit! |
9247 Your fate will be sealed despite your petty rejection of the ways of your father. The return is nigh regardless! |
9248 I am the essence of Bhaal within you. You must release your will, that your body may become the conduit for your father's rebirth! |
9249 You're not welcome here! Get out or be thrown out! |
9250 Fight, that the violent death of your mind shall pave the way! The Return will live with your death! |
9251 Weakling fool! You have spurned your father's gifts and your heritage. You can only pay with your blood! A god cannot be contained in death! Your mind is but a stepping stone! |
9252 You're not welcome here! Get out or be thrown out! |
9253 You'll not prevail! The strength that was given returns to the source! I am the stronger! |
9254 You have balanced the scales with your actions, but The Return cannot be stopped! |
9255 It is not the end! So long as you... or any child of Bhaal lives... the potential... is there. Many will seek the power you forsake! One son nears it now! The Return... cannot... be stopped... (fade out) |
9256 You're not welcome here! Get out or be thrown out! |
9257 You're not welcome here! Get out or be thrown out! |
9258 You're not welcome here! Get out or be thrown out! |
9259 You're not welcome here! Get out or be thrown out! |
9260 You're not welcome here! Get out or be thrown out! |
9261 Help! I need your aid! There are too many! |
9262 I am so cold... (moan)... I... am dying... Please... stay with me awhile... |
9263 I don't want to die alone... |
9264 Thank you... |
9265 Leave me to my misery! |
9266 You've made no friends here! Get off my docks! |
9267 Salutations! I have come looking for someone, to deliver a gift. A horn actually. |
9268 I seek the First Reader of this great library. Perhaps you have seen him? This is to be his property, and I can give it to no other. |
9269 Do you claim to be the First Reader? |
9270 Then I bear a message for you as well. |
9271 Nor would you want the gift I bear. I take my leave. |
9272 Yes, I am who you seek. |
9273 No, and I have not seen him. |
9274 Young one! Please stop a while. I need your help. I am old and dying... and I've one hope left to me. In my room... there is an enchanted candle. It has one last wish spell within it. I am too weak to retrieve it, but you could. |
9275 This candle is my last chance, child. Please... bring it to me. |
9276 Thank you, I am renewed. You have resisted great temptation for a strangers benefit. A rare act of compassion for one destined so. |
9277 Me no beast! Me don't want fight! Go 'way! |
9278 Shiny man attack ME! I be good but he make fight! He want kill for no reason! |
9279 You no hurt me, me no hurt you! Me don't care if me born bad! Me be good if me want to! You too... remember. You born VERY bad. Maybe you be good if you want too. |
9280 You there! Help me dispose of this beast! His kind are a plague on the land! |
9281 Don't believe a word it says! Born evil they are! Everyone knows that! The only good ogre is a dead ogre! |
9282 You chose right! Beings of flesh ARE what they ARE. There is no escaping your destiny. Best you remember that! Here, this is yours! |
9283 Please... that pack of gnolls... they poisoned me. Was there a flask among them? It must be the antidote. Please... |
9284 Please... show some charity... I'll die without it. |
9285 Thank you. Your actions are my antidote. Let the blood of the father not despoil the son! |
9286 My destiny is more important than your paltry life. Cheers. |
9287 I cannot refuse this man his very life! He needs this potion more than I! |
9288 Greetings, fellow traveler. I have been entrusted to give this skull to they who are most worthy. |
9289 The recipient must be more heroic, charitable, courageous, and HUMBLE than anyone else living or dead. Are you such a person? |
9290 Truly you deserve this and whatever else it brings. You've the ego of a deity to believe yourself humble and yet claim to be better than all who have died. It will certainly make the bonding easier... though not for you! |
9291 The Godhead is rejected! Can there yet be hope? We shall see... |
9292 You've outstayed your welcome! |
9293 You've outstayed your welcome! |
9294 Not to be rude, but I'd rather you left immediately. |
9295 Not to be rude, but I'd rather you left immediately. |
9296 Not to be rude, but I'd rather you left immediately. |
9297 Not to be rude, but I'd rather you left immediately. |
9298 Not to be rude, but I'd rather you left immediately. |
9299 Not to be rude, but I'd rather you left immediately. |
9300 Not to be rude, but I'd rather you left immediately. |
9301 Get out or be thrown out! |
9302 Get out or be thrown out! |
9303 Lost your chance with me, you did! Get lost! |
9304 You are indeed family. No other could have lived to oppose me in person. Of course, it will not matter in the end. Ultimately, I will prevail, and a new era will be born unto the realms. |
9305 You are mad! What do you hope to gain by resurrecting a dead god? |
9306 Your evil ways end here tonight! This god stays dead and you will join him! |
9307 There must be another way, brother! We could rally, and fight this evil together! |
9308 By what right do you claim ownership of this new era? What if I intend to take it from you? |
9309 Father Bhaal is dead, but the slaughter I will orchestrate shall prove me to be his most worthy successor. It will raise his power from the ashes. The streets will run red with blood when my work is finished! |
9310 Yes, <PRO_BROTHERSISTER>! Bring your rage to bear, and we shall end this in a manner befitting our heritage! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9311 Successor? Deities are not known for sharing their power willingly! |
9312 You are worthy of nothing more than the death you will receive by my hand. |
9313 And what if I can prove myself to be more deserving of such power? |
9314 Yes, <PRO_BROTHERSISTER>! Bring your rage to bear, and we shall end this in a manner befitting our heritage! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9315 Do you not yet realize? There is no great evil to fight, save that within ourselves! |
9316 You are worthy of nothing more than the death you will receive by my hand. |
9317 But I have heard the voices! I have felt the influence of his shadow! He is there! |
9318 Your evil is all that concerns me now! You will not leave here alive! |
9319 Your evil is all that concerns me now! You will not leave here alive! |
9320 But together we could face such evil, regardless of its source. Together we could be stronger! |
9321 You would seek to take my destiny? It is truly divine arrogance you display! You have not the skill or knowledge to steal this future! It was years in the making while you sat cloistered in a foolish library! Simple wars spill countless waves of blood and no godly wrath is raised. It is but my will that will shape the screams of the dying into the power I seek! You could no more assume my role than I could back away from it! It is fitting though that you should try, and an ample testament to our bloodline. Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9322 You have heard nothing but your pathetic little mind trying to comprehend its own ability! Bhaal is dead, and his consciousness has long since wafted away on the celestial winds! I seek only his power, not his resurrection! You who would stop me will die here tonight! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9323 Fool! I do not wish to RESTORE his power, merely to RAISE it! With the divine blood that flows through these veins, I shall assume control over that which he so foolishly lost! I shall BECOME Bhaal. THAT... is the only acceptable outcome. All that is left is for us to end this in a manner... befitting our heritage. Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9324 I cannot be stronger; I am strong now! It is you who are the weak one, you who destroyed your slayer within. I have TAMED mine and use him as I see fit! The god is dead, but his power is there, waiting for a will. That will is mine, and all others will fall by the wayside! Come and face your brother! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now! |
9325 Your evil ways end here tonight! This god stays dead and you will join him! |
9326 (She is dead! It is as it should be! Rashemaar fools tramping about the realms, did they expect to escape the eye of Thay? All that is to be determined is what they were doing here.) You! <CHARNAME>! I would travel with you until I know what she was up to. Do you agree? |
9327 I see no harm in you joining me. Now that this little drama has played out I trust you will behave? |
9328 I'll not have you! I still trust neither of you, and you have proven yourself hard to manage. |
9329 As it should be. We travel together then, (and I shall return unto Thay a hero, in time.) |
9330 Then you will eventually face the same fate as she! Farewell, and good riddance. |
9331 The fool dies. Such a loss of wasted life. To have followed all this way, only to die not knowing the reason why. Edwin, thou art surely the greatest fool I have ever known. Such are the follies of the fanatical, though I suppose my own sisters are equally guilty of this on occasion. Enough navel-gazing. <CHARNAME>, wouldst thou consent to my joining thy group? I can but try to promise no more mystery mages will come seeking me. |
9332 I trust you no more now than before. I'll not have you. |
9333 I wager you will be better behaved? If so, then I gladly welcome you. |
9334 Voice of the West |
9335 I warned you that I would return, and now it is time for you to face my wrath! I see you no longer have the witch with you. Well, no matter! You will die for your association with her! |
9336 Fools! I foretold that I would return! Now I shall take your lives for the glory of Thay, and dispatch whatever paltry goals you and your witch collaborator have! |
9337 (Her power is nothing without the will to use it!) Step from behind your excuses and let us end this here! |
9338 Dread Wolf |
9339 Dread Wolf |
9340 I am a proud member of the Flaming Fist. Our headquarters is in Baldur's Gate, though we also operate in Beregost and the Friendly Arm Inn. We are quite concerned about the sudden rarity of iron. Many think that the nation of Amn is gearing up for war against our great city. If this were the case, I don't know how well we would do, lacking a resource as important as iron. |
9341 Black Bear |
9342 Brown Bear |
9343 Cave Bear |
9344 Cave Bear |
9345 Polar Bear |
9346 Polar Bear |
9347 Ghoul |
9348 Ghast |
9349 Ghast |
9350 Ghoul hand |
9351 Revenant |
9352 Revenant |
9353 Ogre |
9354 Ogre Mage |
9355 Ogre Mage |
9356 Half Ogre |
9357 Half Ogre |
9358 Ogrillon |
9359 Ogrillon |
9360 Carrion Crawler |
9361 Carrion Crawler |
9362 Doppelganger |
9363 Doppelganger |
9364 Greater Doppelganger |
9365 Greater Doppelganger |
9366 Giant Spider |
9367 Huge Spider |
9368 Huge Spider |
9369 Phase Spider |
9370 Phase Spider |
9371 end dialog |
9372 continue |
9373 No Sprite |
9374 Bad Slot Number |
9375 Wrong Item Type |
9376 xxxxxx |
9377 xxxxxxx |
9378 Sword Spider |
9379 Sword Spider |
9380 Shield Equipped |
9381 Two-handed Weapon Equipped |
9382 Cannot use item. |
9383 Wraith Spider |
9384 Wraith Spider |
9385 Ettercap |
9386 Ettercap |
9387 Mustard Jelly |
9388 Mustard Jelly |
9389 Ochre Jelly |
9390 Ochre Jelly |
9391 Gray Ooze |
9392 Tranzig |
9393 Gray Ooze |
9394 Lesser Basilisk |
9395 Lesser Basilisk |
9396 Greater Basilisk |
9397 Greater Basilisk |
9398 Wyvern |
9399 Wyvern |
9400 Blunt Weapons |
9401 Spiked Weapons |
9402 Axe |
9403 Missile Weapons |
9404 Boy |
9405 Boy |
9406 Girl |
9407 Girl |
9408 Storekeep |
9409 Storekeep |
9410 Monk |
9411 Monk |
9412 Reader |
9413 Reader |
9414 Courtesan |
9415 Courtesan |
9416 Performer |
9417 Performer |
9418 Nobleman |
9419 Nobleman |
9420 Noblewoman |
9421 Noblewoman |
9422 Bartender |
9423 Bartender |
9424 Lahl |
9425 Lahl |
9426 Beggar |
9427 Beggar |
9428 Commoner |
9429 Commoner |
9430 Commoner |
9431 Commoner |
9432 Merchant |
9433 Silke |
9434 Merchant |
9435 Gamesman |
9436 Gamesman |
9437 Typical Halfling Male |
9438 Typical Halfling Male |
9439 Typical Halfling Female |
9440 Typical Halfling Female |
9441 Iron Throne Guard |
9442 Iron Throne Guard |
9443 Flaming Fist Mercenary |
9444 Flaming Fist Mercenary |
9445 Blacktalon Mercenary |
9446 Watcher 2 |
9447 Amnian Soldier |
9448 Priest of Oghma |
9449 Watcher |
9450 Priest of Oghma 3 |
9451 Typical Guard |
9452 Blacktalon Mercenary |
9453 Amnian Soldier |
9454 Priest of Oghma |
9455 Watcher |
9456 Jaheira |
9457 THAC0 |
9458 Number of Attacks |
9459 Lore |
9460 Open Locks |
9461 Stealth |
9462 Find Traps |
9463 Pick Pockets |
9464 Tracking |
9465 Reputation |
9466 Weapon Proficiencies |
9467 Kivan |
9468 Alora |
9469 Xan |
9470 Dynaheir |
9471 Yeslick |
9472 Coran |
9473 Ajantis |
9474 Khalid |
9475 Jaheira |
9476 Garrick |
9477 Garrick |
9478 Safana |
9479 Faldorn |
9480 Branwen |
9481 Quayle |
9482 Minsc |
9483 Skie |
9484 Eldoth |
9485 Tiax |
9486 Kagain |
9487 Shar-Teel |
9488 Edwin |
9489 Viconia |
9490 Priest of Oghma 2 |
9491 Kivan |
9492 Dynaheir |
9493 Yeslick |
9494 Coran |
9495 Traveler |
9496 Garrick |
9497 Safana |
9498 Faldorn |
9499 Branwen |
9500 Quayle |
9501 Minsc |
9502 Skie |
9503 Eldoth |
9504 Tiax |
9505 Kagain |
9506 Shar-Teel |
9507 Edwin |
9508 Viconia |
9509 I heard there's some sort o' trouble in Nashkel. Somethin' sinister's been moving about in the Nashkel mines. |
9510 The Midsummer fair's being held down in Nashkel. I don't know how well it'll do with all the troubles that have been 'bout these regions of late. |
9511 It's been really weird these past few months. Iron's been going bad, falling apart almost if it were rustin' for no particular reason. From what I hear, most o' this "bad iron" comes from the mines at Nashkel. Can't trust those Amnian miners; probably some scheme they've come up with. |
9512 Things have been gettin' tense between Baldur's Gate and Amn. Seems like the Gate's Grand Dukes think Amn's been behind all the raiding, and the iron shortage too. |
9513 I hear some units of the Flaming Fist have been sent to Beregost. Seems like the Grand Dukes are getting real paranoid about Amn. |
9514 Seems like the iron problem down in Nashkel's solved. A group of mercenaries went into the mines and cleared up what's been causin' all the trouble. Brave folk to go fightin' whatever was down there. |
9515 The raiding has been gettin' worse. Those damn bandits have made it impossible to travel the roads anymore, 'specially if ye're an iron caravan. |
9516 Some guy came in yesterday. Said he was part of a caravan coming from Amn to Baldur's Gate. Said his caravan got wiped out, raiders in the night so it seems. There were humans and hobgoblins attacking together he said. Can you believe that! Human folk working with goblin scum; what has this world come to? |
9517 Lots of trouble down in Nashkel. Monsters or some such are said to be killing the workers at the Nashkel mines. |
9518 You hear of the Midsummer fair down in Nashkel? I hear it's actually doing quite well, despite all the trouble that town's had recently. |
9519 Our smith in town, Taerom, he's been raging 'bout the iron he gets from the Nashkel mines. Seems like the stuff ain't very good. Almost like it's corrupted or some such. |
9520 I hear relations haven't been going too good 'tween the two powers in this region. The Grand Dukes supposedly accused Amn of all the raiding that's been happening along the roads. Not a good thing to go accusin' the most powerful country in the western world. |
9521 There's been a big influx of Flaming Fist into town lately. I don't know what all the extra troops are here for, but it puts me on edge. Certainly it does. |
9522 Hear about the heroes of Nashkel? Some good folkâ€â€mercenaries, it's saidâ€â€came down and solved all that town's problems. |
9523 It's been really slow of late. With all the raiders making the roads so dangerous, no one's willing to travel anymore. I wish the Flaming Fist would do something about those bandits. |
9524 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. |
9525 Some farmers who came in a little while back. They said that something that moved through the ground was eating all their cattle! Some huge insect beast. |
9526 You heard 'bout the 5,000 gold piece price on that priest's head. His name's Bassilus, and I guess he's been about these region causing all sorts of havoc. Him and a horde of undead. Scares me just thinking about it. |
9527 Those damn bandits! Just heard from my wife. They've struck again, slaughtered the men who were guarding the caravan, including two boys from here in Beregost. Such a sad thing. |
9528 I wonder where those bandits come from? They seem to know exactly how to escape the Fist. Where do they hide? Must be somewhere in the woods. |
9529 That Tranzig fellow, he's a strange one. Always leaving town in the middle of the night and coming back in the morning. He thinks no one notices, but come on! With everyone so paranoid, it's impossible to go 'bout unnoticed. |
9530 Lot o' the people here in town are scared. The mines to the east haven't been doing too well. Some good men have died in 'em, left some really sad widows. Some say there's some sort of monstrous infestation in dem mines. |
9531 That arrogant bastard! You hear 'bout the mayor of Beregost? Kelddath came down here and told us we better stop shipping such bad iron. As if we can do anything about it! |
9532 Business is on the wane today, what with the fair just east of town. |
9533 If the mine production slows any more, we'll all be in the poorhouse. |
9534 Beware the woods to the west friend, for I hear tell of ogres and madmen. |
9535 Volo's blasted review cut my business in half! I'll take him for a chat out back when next I see him! |
9536 I hear that Amn's behind all those bandits in the south. People round here have been talking about how Amn and the Zhents are in league together. It makes me worry about what kinda things they could be scheming. |
9537 With iron being so scarce, I don't see how the Flaming Fist is gonna continue to be an effective police force. No new weapons and no new armor, not a good thing. |
9538 The Seven Suns has been acting very strange of late. The company seems to be intent on losing money. Even a simple bartender like myself can see the foolishness of some of their decisions. I doubt the Iron throne is crying about it though, they're making a lot of inroads because of the Suns mistakes. |
9539 I heard that the Merchants' League Estate is having a lot of trouble. Seems that the three owners are squabbling about how to run the place. The Iron Throne's been taking advantage of that situation. If things continue as they are, the Throne soon won't have any competition. Kinda strange considering they only moved into the city a couple of years back. |
9540 I hear there's rumors of Shadow Thieves here in Baldur's Gate. I dunno if it's true, but if it is, I betcha they're here to scout out for an Amnian invasion. |
9541 Ever since the Iron Throne moved into that manse in the southwest, strange things have been afoot. I don't know what it is about that building, but it gives me the creeps. |
9542 With Entar Silvershield dead, they're going to have to elect a new Grand Duke. Seems like a lot of people think it'll be the new leader of the Iron Throne, Sarevok. |
9543 In the coming election, I think that that Sarevok lad is gonna take it. He has a lot of support from the nobility, and they're the ones with the clout. |
9544 I keep on hearing a lot about a military buildup. Angelo, the new commander of the Fist, has been sending a lot of the Fist down south to Beregost. I fear a war might be brewing. |
9545 It's really sad about Eltan. I hope he recovers from his illness; he was the most beloved of the Grand Dukes. |
9546 I still can't believe that Entar Silvershield was killed. From what's been being said, all the evidence points to the Shadow Thieves, and thus to Amn itself. Tymora help us all. |
9547 Everyone seems to be dropping dead these days. First Entar Silvershield, then Eltan gets sick, and now Scar's dead. Something's brewing, and it's nothin' good. |
9548 Did you hear about the assassinations at Candlekeep? Seems that the leaders of the Iron Throne went and got themselves killed. Those same people who helped the folks down in Nashkel did the deed. They were Amnian agents, I hear. Anyhow, one of the dead guys' son is now the leader, Sarevok is his name I think. |
9549 There's a big price on the heads of those folks who offed the Iron Throne's leaders. 5,000 gold or more I think. |
9550 HUMANS: Humans are the predominant race in Faerûn. Humans rule most of the significant empires and kingdoms in the realms. They are the most social and tolerant of races, excepting perhaps the halflings. Humans may advance as any class and are also the only race that can dual-class. Humans may not multi-class. |
9551 DWARVES: Dwarves are short and stocky, easily identifiable by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work, and care little for most humor. They enjoy beer, ale, mead, but most of all, they love gold. There are four racial divisions of dwarves within the realms: shield dwarves, gold dwarves, wild dwarves, and duergar. Dwarves have the following traits: – +2 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution. – Infravision. – +10% Open Locks, +15% Find Traps, +5% Detect Illusion, +10% Set Traps. – +1 Constitution, -1 Dexterity, -2 Charisma. |
9552 ELVES: Elves tend to be shorter and slimmer than humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivolous and aloof. They concern themselves with natural beauty, dancing, frolicking, and other similar pursuits. Their humor is clever, as are their songs and poetry. There are six racial divisions of elves within the realms: gold elves, moon elves, wild elves, sea elves, dark elves (drow), and winged elves (avariel). Elves have the following traits: – 90% resistance against charm and sleep magics. – Infravision. – +1 THAC0 bonus with bows, short swords, and long swords. – -5% Open Locks, +5% Pick Pockets, +5% Move Silently, +10% Hide in Shadows. – +1 Dexterity, -1 Constitution. |
9553 GNOMES: Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Most have dark tan or brown skin, white hair, and rather large noses. Gnomes have lively and sly senses of humor, especially for practical jokes. They have a love for nature that is only matched by their love for gems and jewelry. There are two racial divisions of gnomes within the realms: rock gnomes and deep gnomes (svirfneblin). Gnomes have the following traits: – +2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell, with additional bonuses based on Constitution. – Infravision. – +5% Open Locks, +10% Find Traps, +5% Move Silently, +5% Hide in Shadows, +10% Detect Illusion, +5% Set Traps. – +1 Intelligence, -1 Wisdom. |
9554 HALFLINGS: Halflings are short, generally plump people, very much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun tales. There are three racial divisions of halflings within the realms: the hairfoot, tallfellow, and stout. Halflings have the following traits: – +2 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution. – +1 THAC0 bonus with slings. – +5% Open Locks, +5% Find Traps, +5% Pick Pockets, +10% Move Silently, +15% Hide in Shadows. – +1 Dexterity, -1 Strength, -1 Wisdom. |
9555 HALF-ELVES: Half-elves are a mix of human and elven blood. They are handsome folk, with good features from each of their parent races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors and the refined senses, love of nature, and artistic tastes of their elven ancestors. Half-elves have the following traits: – 30% resistance against charm and sleep magics. – Infravision. – +10% Pick Pockets, +5% Hide in Shadows. |
9556 FIGHTER: The Fighter is a champion, swords<PRO_MANWOMAN>, soldier, and brawler who lives or dies by <PRO_HISHER> knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy if <PRO_HESHE> hopes to survive. CLASS FEATURES: – May wear helmets. – May wear any armor and use any weapon. – May achieve Grand Mastery (five slots) with any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – Hit Die: d10 Prime Requisites For Dual-Classing: Strength |
9557 RANGER: The Ranger is a warrior and a woods<PRO_MANWOMAN> who is skilled with weapons and is knowledgeable in the ways of the forest. The Ranger often protects and guides lost travelers and honest peasant-folk. A Ranger needs to be strong and wise to the ways of nature to live a full life. CLASS FEATURES: – May wear helmets. – May wear any armor and use any weapon. – May not exceed Specialization (two slots) in any weapon class. – May achieve Specialization (two slots) in any fighting style. – Begins Specialized (two slots) in Two-Weapon Style and may place a third slot into it. – May select a racial enemy, which grants a +4 bonus to hit and damage rolls against the selected enemy race. – May use the Charm Animal ability once per day. Gains one use at level 1 and an additional use every 2 levels thereafter. – May use the Hide In Shadows ability while wearing no armor, leather armor, or studded leather armor. – May cast druidic spells starting at level 8. – Alignment restricted to good. – Hit Die: d10 Prime Requisites For Dual-Classing: Strength, Dexterity, Wisdom |
9558 PALADIN: A Paladin is a warrior bold and pure, the exemplar of everything good and true. Like the Fighter, the Paladin is a person of action and combat. However, the Paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry and strives to be a living example of these virtues so that others may learn from <PRO_HIMHER> as well as gain by <PRO_HISHER> actions. CLASS FEATURES: – May wear helmets. – May wear any armor and use any weapon. – May not exceed Specialization (two slots) in any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Paladin. – May cast Detect Evil once per day per level (starts at 1st level with 4 uses). – May cast Protection From Evil once per day per level (starts at 1st level with one use). – May Turn Undead as a Cleric two levels lower, starting at level 3. – May cast priest spells starting at level 9. – Receives a +2 bonus to all Saving Throws. – Alignment restricted to lawful good. – Hit Die: d10 |
9559 CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though <PRO_HESHE> is both protector and healer, <PRO_HESHE> is not purely defensiveâ€â€when evil threatens, the Cleric is well suited to seek it out on its own ground and destroy it. The opposite is true of evil Clerics as well, and there are also many variations in between. CLASS FEATURES: – May wear helmets. – May wear any armor. – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May Turn Undead. – May cast priest spells. – Hit Die: d8 |
9560 DRUID: The Druid serves the cause of nature and neutrality; the wilderness is <PRO_HISHER> community, and <PRO_HESHE> uses <PRO_HISHER> special powers to protect it and to preserve balance in the world. CLASS FEATURES: – May only wear non-metallic armor. – May only equip bucklers and non-metallic shields. – May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May cast druidic spells. – 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day. – 15th level: Becomes immune to poison. – 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24. – Alignment restricted to true neutral. – Hit Die: d8 Prime Requisites For Dual-Classing: Wisdom, Charisma |
9561 THIEF: To accomplish <PRO_HISHER> goals, for good or ill, the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are <PRO_HISHER> hallmarks. Whether <PRO_HESHE> turns <PRO_HISHER> talent against innocent passersby and wealthy merchants or oppressors and monsters is a choice for the Thief to make. CLASS FEATURES: – May not wear armor heavier than studded leather. – May not equip shields larger than bucklers. – May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, shortbow, dart, sling. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May distribute 25 points per level (40 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide In Shadows, Detect Illusion, Set Traps. – Starts with base scores of 10% in Open Locks, 5% in Find Traps, 15% in Pick Pockets, 10% in Move Silently, and 5% in Hide in Shadows. – May backstab for increased damage: Level 1-4: x2 Level 5-8: x3 Level 9-12: x4 Level 13+: x5 – May use the Set Snare ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. SET SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief's level and can only be triggered by enemies. 1st level: Deals 2d8+5 missile damage. 11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds. 16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage. 21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed. – Alignment restricted to any except lawful good. – Hit Die: d6 Prime Requisites For Dual-Classing: Dexterity |
9562 BARD: The Bard is a rogue, but <PRO_HESHE> is very different from the Thief. The Bard's strength is <PRO_HISHER> pleasant and charming personality. With it and <PRO_HISHER> wits, <PRO_HESHE> makes <PRO_HISHER> way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; <PRO_HESHE> learns a little bit about everything that crosses <PRO_HISHER> path and is a jack-of-all-trades but master of none. While many Bards are scoundrels, their stories and songs are welcome almost everywhere. CLASS FEATURES: – May not wear armor heavier than chain mail. (Spells cannot be cast while wearing armor.) – May not equip shields larger than bucklers. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – Thieving abilities: Pick Pockets. – Increased Lore score. – May cast arcane spells starting at 2nd level. – May use Bard Song ability. While active, the Bard Song has the following effects: Restore morale to its average value Remove Fear Protection From Fear – Alignment restricted to any neutral. – Hit Die: d6 |
9563 MAGE: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, <PRO_HESHE> studies strange tongues and obscure facts and devotes much of <PRO_HISHER> time to magical research. A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards. The Mage studies all types of magic and learns a wide variety of spells; <PRO_HISHER> broad range makes <PRO_HIMHER> well suited to the demands of adventuring. CLASS FEATURES: – May not wear any armor. – May only use the following weapons: dagger, quarterstaff, dart, sling. – May only become Proficient (one slot) in any weapon class. – May not place any slots in any fighting style. – May cast arcane spells. – Hit Die: d4 Prime Requisites For Dual-Classing: Intelligence |
9572 FIGHTER/THIEF: This character can use the abilities of a Fighter and a Thief, though they cannot use their thieving skills while wearing more than studded leather armor. They may Specialize in, but not Master, any weapon they can use. |
9573 FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use. |
9574 FIGHTER/MAGE: This character can use the abilities of a Fighter and a Mage, though they cannot cast spells while wearing armor. They may Specialize in, but not Master, any weapon they can use. Gnomes can choose this multi-class, but become Fighter/Illusionists by default. Gnomes are the only race that can combine a specialist Mage class in a multi-class. |
9575 MAGE/THIEF: This character can use the abilities of a Mage and a Thief, though Mage spells cannot be cast while wearing armor. Gnomes can choose this multi-class, but become Illusionist/Thieves by default. Gnomes are the only race that can combine a specialist Mage class in a multi-class. |
9576 FIGHTER/MAGE/THIEF: This character can use the abilities of a Fighter, Mage, and Thief. They cannot use their thieving skills while wearing studded leather and cannot cast spells while wearing armor. They may Specialize in, but not Master, any weapon they can use. |
9577 CLERIC/MAGE: This character can use the abilities of a Cleric and a Mage, though weapons are restricted to only those allowed by the Cleric's ethos, and Mage spells cannot be cast while wearing armor. Gnomes can choose this multi-class, but become Cleric/Illusionists by default. Gnomes are the only race that can combine a specialist Mage class in a multi-class. |
9578 CLERIC/THIEF: This character can use the abilities of a Cleric and a Thief, though weapons are restricted to only those allowed by the Cleric's ethos. Thieving skills cannot be used while wearing more than studded leather armor. |
9579 FIGHTER/DRUID: This character can use the abilities of a Fighter and a Druid, though weapons are restricted to only those allowed by the Druid's ethos. This character may Specialize in, but not Master, any weapon they can use. |
9580 CLERIC/RANGER: This character can use the abilities of a Cleric and a Ranger, though weapons are restricted to only those allowed by the Cleric's ethos. This character may Specialize in, but not Master, any weapon they can use. |
9581 FIGHTER/MAGE/CLERIC: This character can use the abilities of a Fighter, Mage, and Cleric, though they cannot cast mage spells while wearing armor and are restricted to weapons allowed by the Cleric's ethos. This character may Specialize in, but not Master, any weapon they can use. |
9582 STRENGTH: Strength measures a character's muscle, endurance, and stamina. It is the prime requisite of Fighters. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9583 CONSTITUTION: Constitution measures a character's fitness, health, and physical resistance to hardship, injury, and disease. This ability is important to the Ranger. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9584 DEXTERITY: Dexterity measures a character's hand-eye coordination, agility, reflexes, and balance. It is the prime requisite of the Thief. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9585 INTELLIGENCE: Intelligence measures a character's memory, reasoning, and learning ability. It is the prime requisite of the Mage. Note: A character with an Intelligence score of 8 or less is illiterate and cannot use scrolls or most wands regardless of <PRO_HISHER> class. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9586 WISDOM: Wisdom measures a character's enlightenment, judgment, and common sense. It is the prime requisite of priests. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9587 CHARISMA: Charisma measures a character's persuasiveness, personal magnetism, and ability to lead. This ability is important to the Druid, Bard, and Paladin. Minimum: <MINIMUM> Maximum: <MAXIMUM> |
9588 You have been given <number> proficiencies to start your character with. Choose from the above list any of the highlighted proficiencies. If your character is a Fighter, <PRO_HESHE> will be able to choose the same proficiency twice. This will grant <PRO_HIMHER> specialization with the weapons listed. Keep in mind that a character can use any weapon available to <PRO_HISHER> race and class whether <PRO_HESHE> has proficiency with it or not. However, if <PRO_HESHE> attacks using a weapon that <PRO_HESHE> is not proficient with, <PRO_HESHE> suffers a minus to <PRO_HISHER> attack roll. |
9589 LARGE SWORD: This weapon class allows the character to use Bastard Swords, Two handed swords, Long Swords, and Scimitars. The Thief is able to take this weapon class, but he is only allowed to use the Long Sword. The Druid is able to select this class, but is limited to Scimitars alone. |
9590 SMALL SWORD: This weapon class allows the character to use Daggers and Short swords. A Mage or Druid can select this class, but they are restricted to Daggers only. |
9591 BOW: This weapon class allows the character to use Longbows, Composite Longbows, and Shortbows. Only Fighters, Rangers, and Paladins can use the Composite Longbow. Thieves can choose this category, but are restricted to Shortbows only. |
9592 SPEAR: This weapon class allows the character to use Spears and Halberds. Druids can choose this class, but are restricted to Spears only. |
9593 BLUNT WEAPONS: This weapon class allows the character to use Maces, Clubs, Warhammers, and the Staff. Druids and thieves can choose this category, but are limited to the Club and Staff only. Mages can choose this category, but are limited to the Staff alone. |
9594 SPIKED WEAPONS: This weapon class allows the character to use Morning Stars and Flails. |
9595 AXE: This weapon class allows the character to use Battle axes and Throwing axes. |
9596 MISSILE WEAPONS: This weapon class allows the character to use Slings, Darts, and Crossbows. Mages, Druids, and Thieves can choose this proficiency but are restricted to Slings and Darts. Clerics can choose this proficiency but are restricted to Slings alone. |
9597 PICK POCKETS: The rogue uses this ability when filching small items from other people's pockets, sleeves, girdles, packs, and so on. With greater skill, a talented rogue can even snatch larger items, including weapons and certain articles of clothing. |
9598 THIEVERY: A Thief uses this ability to pick padlocks, door locks, and combination locks. He also uses it to disable traps. |
9599 FIND TRAPS: A Thief uses this ability to find small traps, pit traps, and alarms. This ability does not find large mechanical traps. |
9600 STEALTH: When the Thief uses this ability, he is able to move without making sound, and hidden within the shadows. |
9601 STEALTH: Using this ability, the Thief can disappear into shadows, or any other type of concealment-bushes, curtains, crannies, and so on. |
9602 You are to choose your alignment. Your alignment will determine how your character should interact with <PRO_HISHER> environment. Read over each carefully before choosing. If you stray severely from your alignment during the course of the game, there will be consequences. |
9603 LAWFUL GOOD: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people. |
9604 LAWFUL NEUTRAL: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or a benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior. |
9605 LAWFUL EVIL: These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings. |
9606 NEUTRAL GOOD: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character. |
9607 NEUTRAL EVIL: Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the every-man-for-himself attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of neutral evil characters. |
9608 NEUTRAL: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, true neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral Druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world. |
9609 CHAOTIC GOOD: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character. |
9610 CHAOTIC NEUTRAL: Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward chaotic neutral behavior. |
9611 CHAOTIC EVIL: These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities. |
9612 Reader |
9613 He went down the stairs right over there. He was sure in a hurry. If you're going after the guy, it'd probably be good of you to get a little more prepared than you look. Down there's the thief warrens, and they're really dangerous. Go talk to Black Lily over in the store room by the stairs. She'll give you some good prices on equipment. I even hear that she sells some magic stuff. |
9614 No need to be rude! If yer "important task" is finding that big armored guy, then he went right down the stairs to the east. He and his friend were sure in a hurry. If I were you though, I'd first stock up on equipment. Those are the thief warrens down the stairs, and they ain't no place any sane man would care to go. Go talk to Black Lily in the store room by the stairs. She has lots of items for sale, even magic if you have the money. |
9615 Don't be so rude. You never know who you are talking to. |
9616 Is that a threat? Wait a moment... you... you are the people wanted for murder! The ones that killed those Iron Throne merchants in Candlekeep! Sarevok issued a description of you, and all the Flaming Fist are to kill you on sight! Please don't hurt me! I swear I won't tell a soul I saw you! |
9617 Denkod |
9618 Denkod |
9619 I hope they have enough troops amidst the Flaming Fist. It's going to be a long war if Amn continues its attacks. |
9620 War is imminent? I thought tensions were decreasing. |
9621 Amn still denies any wrongdoing, even though Sarevok himself has questioned bandits and they apparently admitted they were Amnian agents. Sarevok has sworn that he will stand firm against Amn, even pursuing war if that is what they wish. If he becomes a Grand Duke, he will have all the influence he needs to launch an attack. I think it's about time we took the fight to them, and Sarevok is the man to lead us. |
9622 Ayup, there be tensions rising 'tween us 'n Amn. There'll be war soon, 'n plague, 'n pestilence. Better them than us, I say. |
9623 Plague and pestilence? What from? |
9624 Do you really think there'll be war? |
9625 From war, of course. What else do ye think would follow in its wake? That's why we need Sarevok as Grand Duke, for he'd take the resources from the Iron Throne an' assist us. Attack first an' fight the war on their soil rather than our own. As I told ye, better them than us. |
9626 Aye, it's inevitable by now, I figure. That's why we need someone like Sarevok as Grand Duke. He's with the Iron Throne and they've got good iron. Funny how somethin' small like iron can win a war fer ye or at least make it a little shorter an' more liveable for us poor folk. |
9627 Brennan Risling |
9628 Brennan Risling |
9629 You look lost, citizen. Can I be of any assistance? |
9630 Not so much lost as curious, officer. Have you any news on how close we are to war with Amn? |
9631 No thank you, sir. I was just admiring the architecture. |
9632 On the brink, I reckon. Angelo's been mobilizing the Fist for war and equipping us with solid weapons forged from good Iron Throne ore. It's a good thing that Angelo has such close ties to Sarevok or we'd be lost. And a good thing he's been there to take command, too, what with Duke Eltan sick. |
9633 Why would the Flaming Fist be short on members? |
9634 Many have been sent out of the city to protect Beregost. I imagine most of the rest will follow, especially once Sarevok declares war on Amn. It will be good to take the fight to their soil for a change. Serves them right for their dishonorable tactics to date. I bet Sarevok doesn't wait long after his coronation to invade. Serves them right! |
9635 One of the dukes is sick? What with? |
9636 Hmm, this does not bode well at all. |
9637 Hello there, stranger. Is there something I can do for you? |
9638 Oh, I don't know. It can't be serious. His cleric, Rashad, is caring for him. If you wish to visit him, he's in his rooms at the Flaming Fist compound. |
9639 We're the Flaming Fist, citizen. You need have no fear of those Amnian fools. If you doubt me, visit our barracks in the city. We are well prepared, I promise you. |
9640 Forgive my intrusion, then. |
9641 <CHARNAME>, wait! I would speak with you. |
9642 Mage Robe |
9643 How is it that you know my name? |
9644 If you would speak, then speak. What is it that leaves you so anxious? |
9645 Your comings and goings in this city could hardly be called silent. Please, let us not start off so wrong. My name is Addy and, like you, I am no friend of the Iron Throne nor its leader, Sarevok. He's whipping the people of this city into a frenzy with his wretched war plans! And no one seems to realize that Amn, the most powerful nationâ€â€nay, empireâ€â€in the hemisphere, would crush us in an instant! I hate myself for it, but... but I am so scared for this city. Please, you must investigate the Iron Throne tower further because I know that, despite all your past efforts there, some horror still rests within its walls. |
9646 Sarevok is whipping the people of this city into a frenzy with his wretched war plans! And no one seems to realize that Amn, the most powerful nation, nay, empire in the hemisphere, would crush us in an instant! I hate myself for it but... but I am so scared for this city. Please, you must investigate the Iron Throne tower further because I know that, despite all your past efforts there, some horror still rests within its walls. |
9647 It is good to know that not everyone in this city has fallen in love with the hardliner, Sarevok. Frightened by the prospect of the looming war, a noblewoman by the name of Addy has begged me to re-investigate the Iron Throne tower in the hopes that I might find something there to stem this maddened tide. |
9648 I have learned that Duke Eltan, Commander of the Flaming Fist, lies sick in bed at the Fist Compound, tended to by his cleric Rashad. A man named Angelo seems to be acting in his stead and, from all accounts, seems to be closely connected to Sarevok and the Flaming Fist. I find myself overwhelmed with a sense of unease about this all. Sick or not, perhaps Duke Eltan has some answers for me. |
9649 The Flaming Fist are gearing up for war and arming themselves with weapons forged from Iron Throne ore. A man named Angelo, with apparent ties to Sarevok, seems to be leading them. All of this leads me to the conclusion that it might be high time I paid a visit to the Flaming Fist barracks in the city. |
9650 The streets seem subdued. Why is everyone so depressed? |
9651 It seems Sarevok is vying for the title of Grand Duke. His connection to the Iron Throne has made him popular with the masses as many now equate the high quality of their iron with the surety of success in the coming war with Amn. |
9652 Jonavin |
9653 Jonavin |
9654 Addy |
9655 Addy |
9656 You should pay more attention to current events or at least the talk in the taverns. Duke Eltan, the leader of the Flaming Fist, is gravely ill; Scar, the second-in-command, is dead; and Grand Duke Entar Silvershield has been assassinated. It does not take a genius to see that we are under siege. The question to ask is who could be behind it? Everyone says Amn, but I'm not sure. |
9657 Hey, <CHARNAME>, lonely night, ain't it? |
9658 Do I know you? |
9659 Aye, lonely enough. |
9660 Well, I know you, I do. You worked for Scar... Aye, he's dead, he is. |
9661 Scar's dead? You must tell me how! |
9662 I never saw it meself, but there's a man in the Blushin' Mermaid who saw it all and charges 10 gold pieces for the tale, he does. His name's Ivanne and if you're so curious about it, <CHARNAME>, I recommend ye check him out, I do, and leave me to my business. |
9663 And lonelier now, I bet, without Scar to lead ye about the place. He's dead, he is, and there's talk 'twas murder. Ivanne in the Blushin' Mermaid saw it all, he did. |
9664 Move on, chumps. Ye're scarin' away the paying customers, ye are. |
9665 Sugar, one of the ladies of the night about these parts, tells me that Scar is dead. He was a good man and I almost curse myself for having left his side but I suppose I had other tasks more pressing. Sugar directed me to a certain Ivanne in the Blushing Mermaid, who claims to have been witness to the dirty deed. Perhaps I should pay him a visit. |
9666 Sugar |
9667 Sugar |
9668 Aye, would ye like to pay a penny for tale of murder an' deceit? 10 gold it be, an' worth each one. |
9669 Still not interested. |
9670 A dark price for a dark tale but I'll pay and hear it told. |
9671 Before I lay my money down, tell me the victim's name and whe'er it be fact or fiction. |
9672 Heh, Scar it was, second-in-command of that noble Flaming Fist, and on a night-dark street it happened. The rain, 'twas spattering against the window's glassy panes and soaking up through me bootwraps, givin' me the chill. A cunning cut-throat rushed on by 'im an' cut the straps o' his travel purse wit' a blood-sharp knife before turnin' down the alleyway. Aye, good man Scar, he chased the culprit there into the dark as I came stumblin' through the puddles to 'is aid. |
9673 Well! Such manners I would expect on the docks, but never in this part of town. Leave me. |
9674 Just get out of my way. I've no interest in you. |
9675 Where are you going this fine day? |
9676 I am going home, if it is any of your concern. The streets are unsafe in the later hours, though I am sure that it will change soon. Now that Angelo Dosan heads the Flaming Fist, they will be cracking down on everything that was wrong before. He has the full backing of that Sarevok fellow, don't you know? |
9677 But that petty cut-purse, 'e weren't the rugged waif that he appeared to be Nay, he was a silver-skinned changling, 'e were, an' wit' his dagger-claws 'e gored the good man through the eyes. Then 'e slit 'is neck so vicious just to leave 'im bleedin' in the rain. My proffer'd aid, ye ask? Aye, 'twas as quickly withdrawn as rashly granted and I hid there in the shadows as the mirror-fiend assumed new form to saunter bloody-handed into the darkling night. My aid comes in that I'm here to tell the truth of the good man's passin' to any list'ner that can spare the coin. 'Tis enough, I figure, an' I doubt 'e'd disagree. |
9678 Fair 'nuf, that is. The victim's name be Good Man Scar of the Flaming Fist an' me tale be true as rain and strange as ice. Are ye willin' now to lay yer 10 gold down? |
9679 If Scar lies dead, it is best I hear the tale. Here's the money, friend, and I pray you tell it true. |
9680 Another time, my friend. Another time. |
9681 Aye, the tale is always here an' will not change wit' tellin'. Come again when ye be ready for the truth. |
9682 In his corner of the Blushing Mermaid Tavern, Ivanne charges 10 gold pieces for the chance to hear his morbid tale. Scar has been murdered in my absence, it seems, and should I ever wish to hear the details of his death, they like as not shall come from Ivanne's mouth. It would be good to return here when I have more time to listen. |
9683 I have listened to the tale of Ivanne, sole witness to Scar's death, save his killer. Judging by Ivanne's telling, Scar was lured to his horrific death by yet another doppelganger, no doubt in the hire of the Iron Throne, though Ivanne thought Angelo might have good cause. Scar's passing was mercifully brief, at least, though more for reasons of stealth than of compassion. Aye, I have seen so many of these foul mirrorkin of late but I pray I never become accustomed to their cursed, shifting faces. If I should get to the bottom of this murder, there are only two places I can think of searchingâ€â€the tower of the Iron Throne or the barracks of the Flaming Fist, where Duke Eltan is said to lie in sickly pallor. All else, it seems, is meaningless. |
9684 Ivanne |
9685 Ivanne |
9686 The mirror-fiend you speak of is known as a doppelganger. I have encountered more than one of late, all in the hire of the Iron Throne. Do you know of any reason why the Throne would want Scar dead? |
9687 The Iron Throne, is it? Well, this lies outside me simple tellin', but it may enrich it yet. Duke Eltan lies sick within the compound of the Flaming Fist, so good man Scar 'ad filled the former's office as their leader. Angelo, a link below the good man in the chain, 'ad the most to gain by the killin', an' it's he who I'd suspected. But the Iron Throne, I couldn't say. If ye thinks there be some truth to it, ye should investigate either the compound of the Fist or the tower of the Throne, for therein would lie yer answers... |
9688 Make way; I bear a message for the dukes from the Great Empire of Amn! |
9690 I doubt the dukes care about the pompous words of your precious Amn, little one. |
9691 What message? Is there war? |
9692 Hah, they'll care when we turn the ballistas on Beregost, fool. We've had enough of the dukes' quaint belligerence and are well prepared to colonize this port as we have colonized fair Maztica across the sea... little one... |
9693 Patience wears thin in Athkatla. We're massing troops along our northern border and are prepared to advance on Baldur's Gate in short order should they continue any longer with their belligerence... Tell all who care, for if Amn goes to war, it shall be total war: against this city's citizens as much as against its bragging Dukes. |
9694 I have intercepted an Amnian messenger bearing tides of impending war. They are massing troops along their borders and have the arrogance of war about them. We are being manipulated to the edge of a great chasm, it appears, and I must right it before we tumble into the gaping, hellish depths before us! |
9695 <CHARNAME>, where have you been? |
9696 Well, keep your head down before they clip it from your shoulders, fool. People are saying you killed the leaders of the Iron Throne. There's a goodly price upon your head, don't you realize? |
9697 I had some business to attend to back at home but I fear that same business has drawn me back to the Gate. |
9698 What do you want? |
9699 A price on my head? And you'll not take it? |
9700 I can take care of myself. Go back the way you came and stop drawing attention to me. |
9701 There's trouble in the Fist, <CHARNAME>, big trouble. Duke Eltan's fallen sick and Scar was killed, supposedly in a simple robbery but I have my doubts... It's all Angelo, he's making a power grab, taking control of the Fist and, with Scar out of the way, there's nothing to stop him! I've seen him paying visits to the Iron Throne, too, and I don't like it one bit... There are some of us that are still loyal to Eltan and, lucky for you, I happen to be one of them. Please, for your sake and ours, keep your head down and, if you get the chance, sniff around the Iron Throne's base. If you can find a way to talk to Duke Eltan, even better, but they're keeping him in the middle of Fist headquarters... Damn it, Angelo will pay dearly for this and I hope it's soon... |
9702 Aye, I never liked you, but I'll do as you ask. There are greater things at stake right now. While you're skulking about, though, take the time to look a little closer at what's going on in the Iron Throne base and the Fist headquarters. Much depends on it. |
9703 Angelo is making a power grab within the Flaming Fist and may be responsible both for Duke Eltan's sickness and Scar's death. His reputed connections to the Iron Throne leave me more than suspicious. It's a question of where to turn. Shall I go back to the Iron Throne and continue my investigations there or should I seek out Duke Eltan at the Flaming Fist compound and test my suspicions regarding his disease? |
9704 Sorrel of the Flaming Fist has urged me to investigate the Iron Throne base once more and the Fist headquarters. I fear I was a bit brusque with him, however, and he left without giving me the reasons for such a request. |
9705 Word of my recent misadventures in Candlekeep appear to have reached Baldur's Gate. The Flaming Fist has placed a value on my head and I am sure more than one private mercenary has also taken interest. It would be wise to proceed with caution, I am sure. |
9706 Sorrel |
9707 Sorrel |
9708 <CHARNAME>, you cut yourself above the brow, there What is wrong, child? Something in your eyes tells me that something is very wrong indeed. |
9709 Oh, Parda! There was a man in there, he smelled like the stables, and he and he tried to kill me, it was horrible... |
9710 It's It's nothing Parda. One of the cats didn't like me petting it. I'm all right, really... |
9711 Hurry then, child. Equip yourself at the Inn and go join Gorion on the steps of the library... I had a sense something like this might happen. |
9712 Mm, yes, well... Get what you need from the Inn then, for Gorion is desperate for you to be off. |
9713 Seek my comfort, will you? Aye, I'll show you a sweet and silent comfort if ye'll let me, wasteling. |
9714 I heard shouting, <CHARNAME>! Are you all right? |
9715 He's... He's dead, whoever he was. He lunged at me with a knife. Oh, Karan, what is happening to this place? |
9716 It is better you don't ask questions, Karan. You have instructed and inspired me throughout my childhood and your heart would break to see what has just transpired here. |
9717 It's not this place, child. It's you they're after. Gorion is waiting on the steps to the central library and wants you to go to him as soon as you have bought what you need at the Inn. Oh, <CHARNAME>, I have been your tutor for so many years and only in this moment have I come to doubt that my teachings have been enough. Go to Gorion, child. It is safe for you here no longer. |
9718 Oh, child! You are too young for the life that is being thrust upon you... If you be fully equipped for your journey, I pray you run now to Gorion on the library steps for he is anxious to depart. |
9719 Dullard! Insolent waif! I tried to instruct you, tried to make you wise, but it was like drawing compassion from a Zhent! You are a nothing, child, and you will soon become much less! Thssss! |
9720 Here there, you look a bit hard pressed for a place to rest. Care to chat a spell before slinking off into the night? I think I saw you about the Thieves' Guild before. I canna remember your name, but any friend is a good friend if you're running out of them. Eh? What say you? |
9721 Thanks, but why would you be running out of friends? |
9722 I don't know you. Sod off! |
9723 The Thieves' Guild! I would never associate myself with them! |
9724 Ah, Baldur's Gate is nearly a jail itself in these times, but that doesn't stop the guard from locking you away for the slightest reason. The entire city is on edge, and every member of the Flaming Fist is out for blood. Can't say that I blame them. I would be right upset if I was in their shoes. Scar, their second-in-command, was killed recently. Don't really know the circumstancesâ€â€some say it was accident, some say murderâ€â€but it has only served to increase tensions. Especially since Duke Entar Silvershield was assassinated. No guesswork as to what happened there. |
9725 Who could have done such a thing? |
9726 What will the Flaming Fist do without effective leadership? |
9727 Oh, any number of people, really. The question is, who would have the motive? Fingers are pointing all over. Odds-on favorite is the same person who killed those merchants in Candlekeep, though no one seems to have a concrete reason. I would wager that the other Dukes are in some measure of peril as well, though Duke Eltan is close to death already. Some sort of wasting disease, though it defies curing. Hard to imagine an honest sickness that cannot be cured in this day and age. |
9728 It would seem I have made an error. You are no more a friend of mine than the guards themselves. If we meet again I shall not be so trusting, or so lightly armed. |
9729 You needn't keep up the pretense with me. I'm in no position to be blowing the whistle on any of my fellow sneaksmen. Fine. If you don't want your nature known, so be it. I can't really blame you, what with the Flaming Fist rounding up roustabouts like there was no tomorrow. I know their leader is ill and their second-in-command is dead, but is that any excuse for rough treatment? Perhaps it is, especially since Duke Entar Silvershield was killed. |
9730 You are your father's child, <CHARNAME>. I have come to put an end to it. |
9731 You knew my father? |
9732 Who has sent you? The Iron Throne? |
9733 Don't be a fool. No one knew your father. It's a pity that you followed in his evil ways, child. Your stepfather, Gorion, he had such faith in you but you have cheapened his death with your choices in this life. This shall not continue further. |
9734 Who could have done such a thing? |
9735 A Harper in the employ of the Iron Throne? I doubt it highly, child. Come now, dark one, and let our duel begin... |
9736 What will the Flaming Fist do without effective leadership? |
9737 They still have leadership. How effective it is, I do not know. I hear Angelo Dosan is now effectively in control. Such a weasel he is. I am surprised he has the support of the troops. He's got powerful friends though, and I hear that he takes orders straight from Sarevok. You've heard of him, right? With Entar dead, the other Dukes have called an emergency election. Sarevok is the frontrunner, and his stand against Amn is very popular. Imagine how much pull he will have if he actually has the Flaming Fist in his back pocket. |
9738 I have been beset by the weak and petty forces of good. My true father, it seems, followed the dark path as I do. Ha, then, I am strengthened by the knowledge that I am my father's child. |
9739 Beset by a Harper today. Made short work of him. |
9740 Khalid, old friend! You have cared well for your ward but where is Jahei Oh Khalid, I am sorry... I trust she died as she lived: in beauty and in defiance... <CHARNAME>, I am Entillis Fulsom of the Harpers, a friend of your friends and of your stepfather, Gorion. |
9741 I am honored, Harper. You seem to be more knowledgeable of my situation than myself. Have you any advice regarding my coming tasks? |
9742 A friend of good Khalid is ever a friend of mine. We are well met, Entillis. |
9743 Nay, the honor is mine, <CHARNAME>. You are a very special individual and, sadly, this has placed you in grave danger. I yearn to tell you more but I'm afraid I cannot for fear of endangering you further. Here in the city, if you wish to succeed against the Iron Throne, know that you can trust Scar and Duke Eltan, both of the Flaming Fist. They are good men and friends of ours. But I tarry too long when there are urgent matters to attend to elsewhere. We are well met, <CHARNAME>. Take care of Khalid, he has suffered much. |
9744 Spell Failed: Indoors |
9745 Duke Eltan would never stand by and let someone take control of the Flaming Fist. |
9746 Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, and so on. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned; the magic cannot be dispelled. The priest can animate one skeleton for each experience level he has attained. |
9747 Teleport us to the secret library, we're as ready as we'll ever be. |
9748 Why can't you teleport us outside of Candlekeep? |
9749 Candlekeep is protected by powerful runes that seal it from divinatory and alteration magics. If I were to teleport you outside of Candlekeep, you would be ripped asunder when you came in contact with the protective field. Trust me, child, this is the only way. |
9750 Someone has gone to a lot of trouble to ensure that Ulraunt thinks we murdered the leaders of the Iron Throne. Who would want the Iron Throne leaders dead... other than us, that is? |
9751 Duke Eltan is in no position to prevent it. As I understand it, he is barely clinging to life. No one seems to be able to help him, even though he is attended around the clock by a healer named Rashad. You didn't hear this from me, but I've a few friends that know of this Rashad. Let's just say that I do not put much faith in Duke Eltan surviving the week. |
9752 You have information such as this, and you tell no one? |
9753 As if anyone would believe an old sneak-thief like me. What are my words without proof? If somebody truly wanted to look into this matter, they would have to investigate at the Flaming Fist Headquarters itself. I ain't setting foot in such a place. If you've the will, you go do it. |
9754 Are you saying that it is not a natural disease? |
9755 I would say nothing of the sort where another ear could hear it. If Dukes are to be killed with impunity, what chance would I stand? It is simply a curious development that Eltan would fall ill at such a time and that Angelo Dosan would step into his place with such vigor. He does not seem the ambitious sort, that Angelo, though Sarevok may have instilled a more predatory instinct in him. Sarevok has that effect, I hear, and he is supposedly working quite close with this acting head of the Flaming Fist, Angelo. |
9756 You have information such as this, and you tell no one? |
9757 Such insolence! His popularity may be soaring, but I'll not cast a vote for a lout such as he! The nerve of the man! |
9758 What is your trouble, m'lady? |
9759 Off with you. I do not care for your upper-class whining. |
9760 Pardon, but I do not have time to speak with you. |
9761 Then go. I've things far more important than you to deal with. |
9762 If it is any of your concern, I am simply furious at that Sarevok man! I did not raise a fortune in this city by letting such as he stroll off with my assets! I have had dealings with the Iron Throne mercantile group for some time now, and though I did not approve of some of their... other ventures, they were at least honorable business people in their contracts with me. Now that Sarevok leads them, he has all but declared my previous deals null and void! |
9763 You will get no sympathy from me if you lost gold dealing with a group like the Iron Throne! |
9764 If I were not already incensed at Sarevok, I would stop to tear a strip off of you too. As it is, I must speak with the Grand Dukes about Sarevok's conduct! Imagine! He secures himself as leader of the Iron Throne and then all but destroys its mercantile credibility by practically sacking it! He may be bolstering the city with its assets, but it is still unprofessional! Something strange is going on at that Iron Throne building, I tell you! I know their previous leadership was killed, but those members remaining would still never let such treatment come to pass. Not willingly, anyway. |
9765 Hello hello. I don't suppose you would be interested in a few trinkets? A coin or two for my finely crafted wares? Ehh, I thought not. The iron shortage wanes, but even so, the customers do not come back quite yet. Who can blame them though? They are afraid because they see that the merchants are still without wares. Who believes that a shortage has ended, when they still cannot hold a new blade in their hands? I blame the Iron Throne, I do. Many others do as well. |
9766 Why do you blame them? What have they done? |
9767 Have ye heard? There was an attempt on the Grand Dukes' lives during Sarevok's coronation. Seems that Sarevok wasn't lookin' out for the city's best interests after all. From what I've heard, it was him behind all the murders and such that have been plaguing our city. |
9768 I am not surprised. Their role in the iron shortage was pure villainy. |
9769 Excuse me? Where have you heard such tales? As far as any are concerned in this city, the Iron Throne is a respectable mercantile group. Such talk as yours without proof will get you nowhere, I am sure. |
9770 <CHARNAME>'s band of adventurers have saved the city! Seems that Sarevok was trying to kill all of the Grand Dukes so that he could take power. Without <CHARNAME>, all of us common folk would be in a heap of trouble. |
9771 Ain't you <CHARNAME>?! Ya, ya you are! You saved the city, saved it from Sarevok you did. I just want ta shake yer hand. Weren't fer you, we'd probably be in a war with Amn right now, and that's not a war I think we could win. |
9772 Sarevok's been playing us for fools the entire time! The town criers have been screaming it across the city. The crummy loggerhead murdered his own dad to become leader of the Iron Throne, and almost murdered the other Grand Dukes. I don't know what crazy plans he had, but it's good that he didn't succeed. |
9773 I can't believe it! Sarevok was trying to destroy our city. He was such a handsome one, such a shame that he had ta go and do that. |
9774 That crummy Sarevok was an evil one, yes he was! He murdered Scar, and Entar and tried to kill lots of others! He deserves death, and I hope it's swiftly coming to him. |
9775 Then what did you mean? |
9776 I was talking about the Iron Throne's actions since Sarevok has assumed control of it. He is disinterested, and seems likely to sacrifice it to fund the re-arming of Baldur's Gate, and thus his bid to become a Grand Duke. It is the Iron Throne's instability which has prolonged the strife in the city, and that is why other merchants blame them. They were major importers, and without their help it will take much longer to reassure people that all is well. It makes no business sense that they should do this, and I think there is something very wrong at their headquarters. |
9777 Why if it weren't fer <CHARNAME>, Sarevok would have taken over the entire city. It's good that we have heroes like that to stand up to the likes of Sarevok. |
9778 It's so frightening! To think that Sarevok came so close to completing his murderous plans. I hope someone tracks him down so he can be brought to justice. He's gotta be made an example, so that other crazies don't try to do what he did. |
9779 Nothing direct, I suppose, though the impact is still harsh. Since Sarevok assumed control, they have ceased most business transactions and frozen most of their assets. They were major importers, and without their active help, it will be much longer before the average citizen feels that the crisis is over. It would seem that Sarevok is going to use the Iron Throne to fuel his harsh stance on Amn and thus his bid for the position of Grand Duke. The fact that he is crippling a large merchant house seems inconsequential to him. I cannot imagine sane businessmen following such directives. Something is very odd at the Iron Throne building indeed. |
9780 I canna believe I threw my vote in with such scum! To think that Sarevok hoodwinked us all so well. Well, in the future I'll have to learn to use better judgment. |
9781 What Sarevok did was unforgivable! Duke Eltan should organize the Flaming Fist and go after the scum, before he can do any more hurt. |
9782 <CHARNAME>, wait up a moment. I have to congratulate you on a job well done. The city needs more people like you! Why, without you, I can just imagine what Sarevok would have done. He had us all eating out of his palm, I'm just glad you were there to expose him as the fraud that he was. |
9783 It is a sad day here in the Gate. I am sure that none have gone through this tenday unchanged. It would seem the streets are no longer safe, even within our great walls. |
9784 What has happened to make you feel this way? |
9785 Certainly it cannot be as bad as you say? |
9786 Aww, cheer up. A smile makes any day brighter. |
9787 What has happened? You must have been under a rock for some time, stranger. Entar Silvershield has passed, murdered it is said! If a Grand Duke is not safe, how are the rest of us to function? What has happened indeed. |
9788 Not as bad as I say? When a Grand Duke can be struck down and the city guards can do nothing? It would seem to be even worse. |
9789 Such unbridled optimism will likely get you slapped during this dark time. Entar Silvershield is dead, and when a Grand Duke can be assassinated what does that say about the state of affairs? |
9790 What is happening in our fair city? Some Amnian plot I'll wager! We weathered their little iron plot, so they resort to assassinating our leaders! Duke Entar Silvershield is dead, Duke Eltan is gravely ill! |
9791 Do you think the two events are related? |
9792 Do they have suspects in the assassination? |
9793 Why are you so worried? It's not as if assassins are roaming the streets. |
9794 More than likely. Eltan slips closer to death's door and our government is in shambles. It's a good thing that Sarevok fellow is stepping in. He seems a man to get things done. I'd follow him into battle if it came to war with Amn. Did you know they still have the nerve to deny they are behind it all? The curs! |
9795 They don't even have the first clue where to look for a suspect. That's why I'm glad that Sarevok fellow is stepping in. Him and the new leader of the Flaming Fist will get things done. They seem to work well together. |
9796 You... you look familiar. If I didn't know better, I'd say you were that group of hooligans that killed those fellows in Candlekeep! The Flaming Fist issued a description and sketches, and you're the spitting image! Get away from me! |
9797 Not polite to go about the city armed as you are. Can't say that I blame you though. Flaming Fist is in a mess right now and it's up to the citizens to take care of themselves in a lot of places. |
9798 Why is the Flaming Fist in such disorder? |
9799 What places do you mean? Where should I be careful? |
9800 You don't know? Scar, second-in-command of the Fist, was killedâ€â€I think murderedâ€â€not long ago, and Duke Eltan is still too sick to lead them. Angelo Dosan has stepped up to take the role, but he seems to be in the back pocket of that Sarevok person. Not that this is necessarily bad. Sarevok seems like a man who gets things done. |
9801 The whole city is on edge, so I would be careful everywhere. Things are really strange by the Iron Throne building though. I heard their leaders were killed or something. Sarevok has announced that he is assuming control of them though, and he's going to use their resources to help reinforce the city against Amn. He's making a lot of friends, and I bet he will be nominated to replace poor Entar as Grand Duke. |
9802 If you don't mind, I'm not in the mood for speaking right now. |
9803 What is wrong? The iron crisis is easing up and trade routes are opening again. |
9804 Don't be so rude. You never know who you are talking to. |
9805 True, but whoever was behind the troubles before have now switched tactics. Since the iron crisis didn't weaken us significantly, they have turned to killing our leaders. Duke Entar Silvershield has been assassinated, and with Duke Eltan practically on his deathbed something must be done. An election of sorts has been called because we cannot be without a full government in these dangerous times. I hear Sarevok is a frontrunner in this matter. |
9806 Is that a threat? Wait a moment... you... you are the people wanted for murder! The ones that killed those Iron Throne merchants in Candlekeep! Sarevok issued a description of you, and all the Flaming Fist are to kill you on sight! Please don't hurt me! I swear I won't tell a soul I saw you! |
9807 Poor Eltan. Know what I heard? My sister is a friend of the duke's maid, and she said that he is on death's door! He's got a healer with him always, but he doesn't seem to be getting any better. Rashad is the healer's name, and even though he seems well intentioned, she also says that he's... well... just kind of weird. |
9808 I hope they have enough troops amidst the Flaming Fist. It's going to be a long war if Amn continues its attacks. |
9809 War is imminent? I thought tensions were decreasing. |
9810 Why would the Flaming Fist be short on members? |
9811 Amn still denies any wrongdoing, even though Sarevok himself has questioned bandits and they apparently admitted they were Amnian agents. Sarevok has sworn that he will stand firm against Amn, even pursuing war if that is what they wish. If he becomes a Grand Duke, he will have all the influence he needs to launch an attack. I think it's about time we took the fight to them, and Sarevok is the man to lead us. |
9812 Many have been sent out of the city to protect Beregost. I imagine most of the rest will follow, especially once Sarevok declares war on Amn. It will be good to take the fight to their soil for a change. Serves them right for their dishonorable tactics to date. I bet Sarevok doesn't wait long after his coronation to invade. Serves them right! |
9813 Hello there, stranger? Is there something I can do for you? |
9814 The streets seem subdued. Why is everyone so depressed? |
9815 Just get out of my way. I've no interest in you. |
9816 Where are you going this fine day? |
9817 You should pay more attention to current events or at least the talk in the taverns. Duke Eltan, the leader of the Flaming Fist, is gravely ill; Scar, the second-in-command, is dead; and Grand Duke Entar Silvershield has been assassinated. It does not take a genius to see that we are under siege. The question to ask is who could be behind it? Everyone says Amn, but I'm not sure. |
9818 Well! Such manners I would expect on the docks, but never in this part of town. Leave me. |
9819 I am going home, if it is any of your concern. The streets are unsafe in the later hours, though I am sure that it will change soon. Now that Angelo Dosan heads the Flaming Fist, they will be cracking down on everything that was wrong before. He has the full backing of that Sarevok fellow, don't you know? |
9820 My word, I am surprised that louts like you are on the streets. Adventurers are surely the first to be shanghaied when war comes. Best that you keep your wits about you and watch you backs, eh wot? |
9821 War? What war? |
9822 Hey, kid, the world is full of disillusionment. Live with it. |
9823 You're right, don't worry, we'll stop her. |
9824 I doubt someone would risk trying that with me. |
9825 Oh, that's rich. What war? Haw indeed. Why my little uninformed friend, the coming war with Amn of course. It is all but certain, especially when Sarevok takes the helm. They will learn not to mess with us, by gum! |
9826 Famous last words about which countless amusing tales will no doubt be told. No, my friend, you underestimate what people will stoop to in times of strife. Tensions build, tempers flare, and all of a sudden you find yourself trussed up in a cart heading for the front lines. Such things can happen in troubled times, and times have rarely been as troubled as they are now. |
9827 I can finally hold my head high again as a citizen of Baldur's Gate. Sarevok is petitioning to be the newest Grand Duke, and who could possibly refuse him? He brings the resources of the fallen Iron Throne, and will prepare us all should Amn dare to test our borders. Strong leadership for trying times. |
9828 It's not safe for a true lady to walk the streets or travel the coast, but this is going to change soon. Entar Silvershield's death was a tragic blow, but with Sarevok stepping in I feel a true sense of hope. He seems so sure of what we need. It has been a long time since we have been sure of what we needed. |
9829 Stand away from me, if you please. I trust no one with common murderers on the loose. Those poor men in Candlekeep cut down, and the people who did it could be anywhere. They could be here in the city and I would not even know it. |
9830 It is a good time to be of the nobility. Sarevok has ensured us all that order will be restored in this region, whatever the cost. It is about time someone got tough with those Amnian hooligans. They must be animals, because there is no logical reason for their continued attacks and denials. |
9831 If you don't mind, I've an important luncheon I must get to and I do not intend to tell my guests that I was late because some roustabouts were pestering me for attention. What is it you want? |
9832 Mind me personal space! I don't need no strangers getting in me way. Sorry, but I's just a bit edgy these days. Can't blame me though. I don't know what them nobles see in that Sarevok fella, but he's something darker, that's for certain. I know people that used to be with the Iron Throne, and he... did something to them. Something strange. May the gods help us all if he becomes Duke. |
9833 I don't know who you are, but I don't need you poking about my face! |
9834 I'm just a stranger that needs some directions. Relax. |
9835 Save your attitude! All I want is some info about the Iron Throne. |
9836 All right, all right, I'm leaving. |
9837 The Iron Throne? Why would you want to know about them fellows? Buncha stiffs, they are. Used to be all stuck up and serious, but at least you could talk to them. Now you couldn't get a reaction out of them if you kicked them in the arse. Something weird in their building, I think. You go funny without enough windows. |
9838 I ain't got no directions for you, except to get out of my way. I ain't staying another moment in this town now that the roads are clearing up. I knew that Scar guy that ran the Flaming Fist for Eltan, and now he's dead. His replacement Angelo is a puppet for Sarevok, and Sarevok is just plain nasty. Nobles like him, but I don't care how much Amn deserves it, I ain't going to war. |
9839 Good. Don't need you slowing me down. |
9840 It's so sad, ain't it? Duke Entar Silvershield, dead. I swear he was the most levelheaded of the bunch, and now he's gone. With Duke Eltan sick they'll likely move that Sarevok in, mostly because he's got the backing of the Iron Throne. We're in for it then, I think. That Sarevok is intent on "punishing" Amn, but I swears it just don't make sense. |
9841 You'd think that with the iron shortage easing up we'd be a little more forgiving, but everyone is still looking for someone to blame. With the most levelheaded of our Dukes dead or dying, that Sarevok is moving in by promising to take the fight to Amn. I still don't know why we hate them so. |
9842 What do you want? |
9843 Nothing, m'lady. I was merely wondering if everything was all right here in the city. |
9844 Nothing at all. I was just leaving. |
9845 Don't get your knickers in a knot, I don't want to hurt you. |
9846 Save your fancy talk for the prim little ladies at county fairs, I ain't got a use for it! Is everything all right you ask? You've got some nerve, you do. I had a brother in that Iron Throne building, I did. He said they were nothing but merchants, but now he acts all strange. Ever since that Sarevok took over, and I don't think that bodes well for the rest of us if he is made Duke. So don't ask me if everything is all right. |
9847 And a good thing too. I might have to do something right unladylike if you keep in my way. |
9848 I didn't think you could, you whelp. Bah, unless you are one of them Iron Throne scum I don't even have the time to put you down. My brother worked with them, and now he's... different. I'll put the boots to them, I swear. Something weird is going on in that dark old building of theirs. I just know it. |
9849 I don't want you bothering me. Who knows who you could be? There's murderers around somewhere, and I hear they's crazy. Killed those poor men in Candlekeep, they did. That Sarevok is going to make everything all right again. He's got the Flaming Fist in his back pocket he does. |
9850 I don't know which was worse, the supposed threat of bandits and iron shortages, or the real threat of war with Amn. |
9851 There's going to be a lot of rebuilding to do. The Grand Dukes are going to have a tough time fixing all the damage that Sarevok did. I just hope that trade with Amn doesn't permanently suffer. |
9852 Well, I never! Can you believe the nerve of that Sarevok fellow? After the trust we all placed in him, he turns out to be nothing but the basest of villains. I hope he's caught and punished. |
9853 Why, I heard it was all a mix up. <CHARNAME> was not actually responsible for killing the Iron Throne merchants, rather it was that new political figure, Sarevok. Actually, I heard that <CHARNAME> saved the remaining Grand Dukes. If it weren't for them, Sarevok would have murdered the other Dukes and taken the city by force! |
9854 Aren't you <CHARNAME>? You and your companions certainly match the description. Well, on behalf of everyone I know, I'd like to thank you for what you've done. If it weren't for your heroics... Well, I shudder to think how a war with Amn would have turned out. Hopefully someone can catch that villainous Sarevok and put an end to his trouble-making. |
9855 It's spreading like wildfire! Everyone's talking about what happened at the palace. From what I've heard, that Sarevok fellow isn't as noble as he'd like us all to believe. He tried to have the other Dukes killed, so that he could take over the city. |
9856 apply |
9857 Herschel |
9858 Herschel |
9859 And a grace befitting your special heritage! Khalid has cared for you so well and kept you from the dark that was your father. Aye, and it is that dark that would have you dead, child. This city is a dangerous place for you but I understand why you have come. Trust Scar and Duke Eltan, both of the Flaming Fist. They are friends of ours and will assist you in your investigations of the Iron Throne however they are able. But I tarry too long here when grave business awaits me elsewhere. Care for Khalid in his grieving, <CHARNAME>, as he cared for you in yours. |
9860 Kaella |
9861 Kaella |
9862 Alan Blackblade |
9863 Alan Blackblade |
9864 Jaheira, my dear one! You are radiant as ever and your eyes as joyful! And your ward, Gorion's child, that is the one there? Aye, the child has a fair countenance and I sense a fair heart beats within that chest... <CHARNAME>, allow me to introduce myself: I am Entillis Fulsom of the Harpers, a friend of your friends and of your stepfather, Gorion. |
9865 Good day to thee, young one. What a marvelous happenstance that we should again cross paths, especially in such a grand city as this. Ahh, I see by thine eyes that thou've no time for my wry banter. 'Tis true, our meeting was no accident, though I do honestly take pleasure in seeing thee again. |
9866 I am honored, Harper. You seem to be more knowledgeable of my situation than myself. Have you any advice regarding my coming tasks? |
9867 A friend of fair Jaheira is ever a friend of mine. We are well met, Entillis. |
9868 Nay, the honor is mine, <CHARNAME>. You are a very special individual and, sadly, this has placed you in grave danger... I yearn to tell you more but I'm afraid I cannot for fear of endangering you further. Here in the city, if you wish to succeed against the Iron Throne, know that you can trust Scar and Duke Eltan, both of the Flaming Fist. They are good men and friends of ours. But I tarry too long when there are urgent matters to attend to elsewhere. We are well met, <CHARNAME>. Take care of Jaheira, for I bounced her on this very knee when she was yet a babe. |
9869 And a grace befitting your special heritage! Jaheira has cared for you so well and kept you from the dark that was your father. Aye, and it is that dark that would have you dead, child. This city is a dangerous place for you but I understand why you have come. Trust Scar and Duke Eltan, both of the Flaming Fist. They are friends of ours and will assist you in your investigations of the Iron Throne however they are able. But I tarry too long here when grave business awaits me elsewhere. Care for Jaheira, <CHARNAME>, as there is no one more dear to this old man's heart. |
9870 It appears my dear friends Khalid and Jaheira are with the Harpers. I am honored and more than a little frightened to find that I warrant such attention. One of their compatriots, a kindly old gent named Entillis Fulsom, seems well-acquainted with my ongoing investigations into the Iron Throne. He has recommended to me the assistance of Scar and Duke Eltan, two men associated with the honorable Flaming Fist Mercenaries here in Baldur's Gate... Harpers, yet... *sigh* Why doesn't anyone ever tell me these things? |
9871 A pleasure I do not share. Leave me be, old man! |
9872 I am not some old letch that follows thee around for the good of mine eyes, upstart. If I am to be accused of anything, perhaps it is that I have been a touch too mothering. I think this can be excused, however, when compared to the zeal with which thy true parentage pursues thee. I trust thou dost suspect that thou art not "normal." |
9873 Entillis Fulsom |
9874 Entillis Fulsom |
9875 Save your insults for someone who cares! |
9876 Thou art determined to be confrontational, aren't thee? So be it. I will leave thee to whatever fate that thou dost carve for thyself. I will extend the courtesy of a warning though; thy manner may come natural to thee, but obeying thine impulses is not always the best course. Being true to thyself is only wise if that is truly the self thou dost wish to become. I lecture too long and thine interest fades. Off with thee, to whatever fate will have thee. |
9877 I don't have any more stories for you at this moment. Perhaps if you come back later, I'll have more tales to tell. |
9878 It is good to see you again. What brings you here? |
9879 Oh, all citizens of the Sword Coast eventually pass through Baldur's Gate, and I knew thou wouldst as well. Forgive my continued meddling but I believe it is warranted, especially considering the pressures thou art no doubt confronting. My pestering of thee certainly pales in comparison to the influence thou hast felt from others, including thine own self. Gorion raised thee as best he could, but 'tis hard indeed to overcome what is bred in the bone. Much more so in this case, I would imagine. |
9880 So what is it you wish of me? |
9881 What do you know of Gorion? |
9882 What do you know of this? Why have you come here? |
9883 He was long my friend and we talked often, though less after he settled down with thee. He was quite the traveler in his day, though he never regretted his new role as foster father. He felt a stable childhood would better prepare thee for, well, the problems that would eventually come. He cared deeply for thee. I hope this was not lost on you. |
9884 Gorion leads you out of Candlekeep. |
9885 Loading Area |
9886 Loading Area |
9887 Starting Multiplayer Session |
9888 Loading Game |
9889 Starting New Game |
9890 Saving Game |
9891 Entering New Area |
9892 Bah! Gorion was weak. I have no desire to follow in any parental footsteps. |
9893 I was about to ask this same question of thee. Thou hast come quite far, and though my answers are often less than obvious, I do hope they help a little. Gorion often chided me for my obliqueness, though he was fond of a little verbal hide and seek as well. |
9894 What can you tell me of Gorion? It seems I knew very little of him. |
9895 I tire of these games. Leave me to my own means! |
9896 Someone has noticed you! You hear the guards being summoned! |
9897 Such bitter sentiment betrays thee. Thou art closer to thine true lineage than thou wouldst care to believe. Thou hast bad blood in thee, child, a taint that will consume thee if care is not taken. What point is there in defeating one's enemies if thou dost join them in spirit? There are good people who are willing to guide thee, and options available other than capitulation. |
9898 He was a good man, though I would prefer to walk my own path. |
9899 I was not suggesting that thou should do otherwise. Whatever the motives, independence is always a wise course to follow. My worry is that thy lineage is harder to escape than most. Thou hast bad blood in thee, though Gorion did what he could to teach thee well and true. Thou hast hungry blood within thee as well, and it will not let thee go without a fight. For better or worse, what's bred in the bone will be dealt with in time. I trust thou hast the will to face what is within thee? |
9900 I will conquer all, whether from within or afar! |
9901 I know little of what is to come, but I will do what is best. |
9902 Fie upon ye! I will conquer all, whether from within or afar! |
9903 [BAT 1] |
9904 [BAT 2] |
9905 [BAT 3] |
9906 [BAT FLY BY 1] |
9907 [BAT FLY BY 2] |
9908 Bat |
9909 Bat |
9910 Good intentioned friends are welcome, though I will fight my own battles. |
9911 An attitude that will suffice, I suppose. Striving to be free or refusing to be dominated: six of one or a half dozen of another. This difference is unimportant for now, though sometime in the future such brash traits may prove to be a weakness. We shall see. For now, I offer basic advice and a few names. Scar of the Flaming Fist is a good man, and well worth trusting. His superior, Duke Eltan, is also a good sort. Both are to be believed when they speak. I take my leave, and wish thee well. |
9912 I am sure the future will be kind to thee. For now I will give thee my best wishes, and a few names that will serve thee well. Scar of the Flaming Fist is a good man, and well worth trusting. His superior, Duke Eltan, is also a good sort. Both are to be believed when they speak. I take my leave, and wish thee well. |
9913 You have failed to force the door. |
9914 You have failed to force the lock. |
9915 You have successfully forced the door open! |
9916 You have successfully forced the lock open! |
9917 Sorcerous Sundries |
9918 A thief named Narlen approached me in the Thieves' Guild. I think he had some sort deal for me, but I couldn't understand a word he said. |
9919 [no text] |
9920 Narlen and Rededge successfully got away with the gold from the De'Mallonblade house, but I killed one of the city guard in our escape. The Flaming Fist will be extra watchful for the next few days, so Narlen has called off any future jobs. I've been fairly paid, but I don't think they like my style. |
9921 I met Narlen back in the Thieves' Guild and he was none too pleased to see me. Rededge was killed by the city guards because I didn't call the alarm as I agreed to. Narlen asked for a rogue-duel as revenge, and his fellows threatened to join in if any other members of my party helped. Whatever the outcome, the worst of it is that I've made enemies among the Thieves' Guild. I'll have to watch my back from now on. |
9922 Ah, Elminster told me you'd pass by this way soon enough. Looking into the Iron Throne, are we? |
9923 Elminster...? |
9924 Yes, we have reason to believe that the Iron Throne is at the heart of the current iron crisis. Is there any way you can help us? |
9925 Tedious old fellow, isn't he? I suppose I would be, too, if I lived to see as many centuries as he has. But enough talk of the good, <CHARNAME>. I have come to tell of the dark. You have a very special heritage, child, one that graces you with more enemies than friends, I fear. This city holds many secrets and dangers and, as you have rightly come to suspect, the Iron Throne lies somehow at the core of it all. Your investigations will not go unnoticed nor, like as not, unpunished. I urge you to curry the favor of Scar and Duke Eltan, both of the Flaming Fist, as they are good men at heart and capable of providing you with some guidance and protection in this urban vast... But I tarry here too long. It is best we not be seen together. |
9926 I met Narlen and Rededge back at the Thieves' Guild after our run from the city guards. We successfully got away with the gold, but I don't wish to risk my neck in such a way again. |
9927 I met Narlen and Rededge back at the Thieves' Guild after we successfully fled from the city guards. We got the gold we went for, and have set our sights higher for tonight. A jewel fence named Gantolandan is our target, and we are to meet by the Blade and Stars to sort out the deed. We are to steal a rogue stone from the fence. Again, only a thief must be visible. All other party members must wait out of sight. |
9928 On tonight's job with Narlen and Rededge, I will be on the inside to do the stealing. Rededge will keep watch outside, and Narlen will watch my back. We meet back at the Guild once the deed is done. |
9929 Aye, I doubt it not. This city holds many secrets and dangers, especially for one with a heritage such as yours... As you have rightly come to suspect, the Iron Throne lies at the core of it all somehow. Your investigations will not go unnoticed nor, like as not, unpunished. I urge you to curry the favor of Scar and Duke Eltan, both of the Flaming Fist, as they are good men at heart and capable of providing you with some guidance and protection in this urban vast. But I tarry here too long. It is best we not be seen together. |
9930 I met Narlen back at the Thieves' Guild, but he was none too happy. We did not get the gems from Gantolandan, and this failure will likely cost me some respect among the thieves. |
9931 I met Narlen back at the Thieves' Guild and he was understandably happy. We successfully stole the gems from Gantolandan, and have split this rich treasure between us. I get the feeling that I have proved myself worthy of their respect, and am considered one of their own. Certainly this will help me in the future. |
9932 An old gent named Entillis Fulsom seems well-acquainted with my ongoing investigations into the Iron Throne. He has recommended to me the assistance of Scar and Duke Eltan, two men associated with the honorable Flaming Fist Mercenaries here in Baldur's Gate. It seems that he is acting with Elminster. While I still cannot grasp their interest in me, I cannot doubt the goodness of their intentions. |
9933 Well. I should say the mother and I expected to see you again at some point, though it was certainly not to be so soon. I suppose it's to collect some sort of payment for your actions outside of Baldur's Gate, hmmm? |
9934 It would seem my escapades with Narlen and Rededge gained me more than a few gold coins or some gems. Because I proved myself as a fellow thief worthy of the guild, Narlen stepped in to save my skin when I was threatened. It seems Alatos originally hired me because I was expendable, and he knew Resar would kill whoever did the job. Narlen wouldn't stand for it and killed Resar before I was in any danger. Alatos quickly agreed to spare me lest he face a number of mutinous thieves. I have made some valuable friends through all of this. |
9935 To what dishonor do we owe your violating our temple? Is it not you who served Umberlee in Beregost? Such a promising introduction to be followed by your breaking onto our sacred ground. State your purpose here! |
9936 You do not ask for much, do you? Very well, take the child and go. I warrant you will no doubt resurrect him, but the lesson is learned. Death changes one, especially one so young. I know of this like no other. GO! And never darken these halls again... unless summoned! |
9937 HA! Hahahaha. It's an interesting and foolishly LARGE request from someone in your position. Umberlee neither required, nor sought your help. You were simply a toy for her amusement. Perhaps you can be such again? Since you did some service, needed or not, you have a small chance to leave. Here is the body you came for. If you can get to the front gate, you may leave. If you do not make it, you will join him. Even if you live, I trust I shall never see you again. Understand? |
9938 I suppose such brash and disrespectful behavior is to be expected from such a bloodthirsty lot. Very well, you may have the body you came for. No doubt you will raise him, but he will have learned. By this time Umberlee herself may have had a chat with him. Oh, one other thing... NEVER come here again unless summoned. |
9939 Pathetic. Whether true or not, it simply would not do for people to think Umberlee requires the assistance of such sniveling worms as yourselves. You seek the child? Here is the body. It is a simple game. You get as far as the front gate, you are worthy to have served the Water Queen and may take what you came for. If you do not get there, well, you shall be beyond worrying about it. Now, LEAVE! |
9940 You! Is it nerve that brings thee here?! No, more likely stupidity. Was it not you who turned thy back on Umberlee's cause? You have changed somewhat but it is you. I see with the mother's eyes! Your inaction was of little consequence, for the mother and I dealt well with all of them. Now you will join them! |
9941 Cease your blubbering. It is an insult to show such pathos in the sight of Umberlee! Perhaps we should make ye prove your mettle, that we might forget this sickening display? Here is the body you came for. If you can get to the front gate, you may leave. Of course my fellow waveservants will do their utmost to hinder your progress. It is sure to be an amusing diversion for the Sea Queen. |
9942 Do they now? It is not unlike how a child would miss its parent I imagine... Take him and begone. Do not expect such charity in the future, and do not return to this place unless summoned! |
9943 Some sage words indeed. You know your place in things well. Appropriate behavior should not go unrewarded. Here be the body you seek. No doubt your intention is to resurrect the child? No matter. The lesson will have been learned. Do not return here unless summoned. You shall find the reception more... chilling. |
9944 Do you not realize where you are? This is my very lair! This is the seat of Umberlee! You do not make demands here! Waveservants, let us dispose of this flotsam! I cannot stand the sight of them! |
9945 It has been decided you are to be safe here as need be. Umberlee hath no love for thee or thy cause, but hath an interest anyway. The inevitable chaos and turmoil that would follow a godly resurrection fall a touch too close to pleasing godly brethren like Talos. Anything that would amuse him is to be... discouraged. Come and go as you wish, but do not advertise the fact that you can. |
9946 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
9947 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
9948 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
9949 Before we come with you, perhaps you better explain all of this skulking around. |
9950 Sorry, we don't like the sounds of this. You'll have to leave. |
9951 All right, but this better be quick. |
9952 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
9953 Please... I beg of you. I have but one wish and then I will go. There is a child who came here and was killed. I simply hope to obtain his body. Then I shall trouble you no more. |
9954 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
9955 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
9956 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
9957 I demand the payment I am due for helping your cause! You and your Umberlee would not have prevailed without my help, and 'twas said you would repay me in time! |
9958 Sounds like something you should talk to the Grand Dukes about. Sorry, we can't help you. |
9959 100 gold each! We're hired. |
9960 Please, I beg you. I have but one wish and then I will go. There is a child who came here and was killed. I simply hope to obtain his body. Then I shall trouble you no more. |
9961 I meant no ill on you or your temple! Please, I beg of you! It is a mission of mercy I am on! I seek the body of a child killed here. The child's parent does miss him so! |
9962 I meant no ill on you or your temple! Please, I beg of you! It is a mission of mercy I am on! I seek the body of a child killed here. The child's parent does miss him so! |
9963 I met Narlen and Rededge back at the Thieves' Guild, and they were well pleased with my efforts. I was paid fairly, but I don't wish to take any more such risks. I think I proved my worth to them though. |
9964 It was not my fight. Far be it from me to get in the path of your righteous fury. My purpose here now hath no more inconvenience than when we last met. You have the body of a child here. Your justice has been dealt, and now I have come to take him home. |
9965 It was not my fight. Far be it from me to get in the path of your righteous fury. My purpose here now hath no more inconvenience than when we last met. You have the body of a child here. Your justice has been dealt, and now I have come to take him home. |
9966 Well, we're leaving. |
9967 Then we might as well go see why your partners are lying. |
9968 I think we should go to see the commander of your guard. It's time we deal with the impostors. |
9969 They deserve to die, let's kill them. |
9970 We should confront them with the information and see what happens. |
9971 Let's escape from this mad house. |
9972 Let's go then. |
9973 Uhhh, weren't you telling us just a few moments ago, that it wasn't your anniversary? that it was just a lie? |
9974 I guess we'll come with you. |
9975 Sorry, you can go on your own. |
9976 A youngster named Niklos approached me on the street and gave me 50 gold just to speak with his master. I declined. |
9977 A youngster named Niklos gave me 50 gold to meet with his master. I am to follow him to a nondescript building, and use "Fafhrd" as a password. |
9978 I was offered a job by Alatos Thuibuld of the Thieves' Guild. The windbag dared to threaten me, and I told him where to stick his offer. I've made a few new enemies, but I care not. |
9979 Alatos Thuibuld, leader of the Thieves' Guild, offered me a job. I was attacked when I refused the deal. If that is how they treat their employees, I'm glad I turned them down. |
9980 I have been hired by Alatos Thuibuld to do a bit of burglary. I am to sneak into Oberan's estate and steal several magical components from the three daughters of Shandalar. These components are the ingredients for creating a Halruaan flying ship, and the Halruaans want their secret preserved and the items stolen. Alatos suggested that I either "persuade" the daughters to release the items, or spirit them out from under their noses. The items are as follows: a spellbook that outlines the rituals needed, a statuette of indeterminate origin, and a fragment of a powerful artifact. I am to return to the Thieves' Guild when the items are in my possession. |
9981 I am unconcerned with such things. Do you have any information about the area south of here? |
9982 I failed to bring back all of the skyship components for Alatos. The attempt is to be covered up so that there is no bad publicity. He had his Halruaan contact waiting for me, and I was sentenced to die for my failure. |
9983 They had nothing worth our time! Better that we scare them a bit and let them pass! |
9984 This reign of terror stops here! You'll be long since dead 'fore you take me alive! |
9985 No more bloodshed! Stay your swords and I'll come peacefully! |
9986 I successfully retrieved the skyship components for Alatos and Resar, his Halruaan contact. Unfortunately, they apparently want to keep the whole affair as secret as possible. This means that I have been deemed expendable. Likely this was planned from the start. |
9987 Mage |
9988 I suppose you are asking of the immediate south, such as Nashkel and its mines? Unfortunately, no, I have spent no time there. I have busied myself with destinations more distant and have traveled to the great city of Athkatla on one occasion or another. You should really consider visiting there sometime. 'Tis likely to be very popular in the future. None of this helps you now, of course. Cheerio. |
9989 Nooo! Stay back! |
9990 This amulet can be activated by a simple command word and a touch, with each use acting as one charge. The effect is a duplication of the 1st-level wizard spell Shield. For the duration of the spell, the wearer will have a base Armor Class of 4 and a further +2 Armor Class bonus vs. missiles. The wearer also becomes immune to the spell Magic Missile for the duration. This is cumulative with any modifiers due to shields and magical devices. STATISTICS: Charge abilities: – Shield Armor Class: 4, +2 bonus vs. missile Immunity to Magic Missile Area of Effect: The wearer Duration: 1 hour Weight: 1 |
9991 I met an odd fellow by the name of Cadderly today. He said I looked familiar, but I am sure I have never met him. I think I'm sure of it, at least. |
9992 I met another visitor to Candlekeep today, one that apparently knew Gorion. Cadderly was his name, though I did not have much time to speak with him. |
9993 They had nothing worth our time! Better that we scare them a bit and let them pass! |
9994 This reign of terror stops here! You'll be long since dead 'fore you take me alive! |
9995 No more bloodshed! Stay your swords and I'll come peacefully! |
9996 I met an old friend of Gorion's today. Cadderly was his name, and he recognized me from his previous visits to Candlekeep. He does not appear to be much older than I am, but he seems possessed of an understanding that defies his years. I wish I had the time to speak with him further. |
9997 I ran into old Feldane, one of the monks who has lived at Candlekeep since before I can remember. He said that there are suspicious visitors staying at the keep, and that they are making use of the meeting rooms. He suspects that several of them are from the Iron Throne, while the remainder are from the Knights of the Shield. Apparently they are negotiating for control of various regions in the Sword Coast. In his opinion neither of these groups is entirely respectable, though they have done nothing wrong while here. |
9998 Piato greeted me warmly, and welcomed me back to Candlekeep. He also said there may be some items left for me in Gorion's old room. |
9999 I ran into that Piato fool. He said that there were a few items in Gorion's old room for me. |
10000 Shistal gave me a cold welcome back. He seemed preoccupied, and almost did not recognize me. Very strange, but I let him go on his way. |
10001 Shistal was not Shistal! I mean... Shistal, one of the monks that I knew and lived by, was replaced by a doppelganger! I talked the imposter into revealing himself, but there are likely more of them around. How will I know who is a friend and who is an enemy? |
10002 Bendalis, an old friend of mine, says that there are strange things happening in Candlekeep. He specifically mentioned "un-merchant-like merchants," and a visiting sage named Koveras that arrived separately but seems keenly interested in the others. |
10003 Bendalis says that there is something odd about the recently arrived Koveras, and that Shistal has been acting strangely of late. |
10004 The Rise of Sarevok Sarevok has assumed command of the Iron Throne in the wake of their leaders' deaths. |
10005 Sarevok has assumed control of the Iron Throne in the wake of their leaders' deaths. He seems disinterested in them, though, and is making decisions that will undoubtedly ruin the whole organization. He was also apparently ruling from the sidelines for some time now, and used the iron shortage to inflame tensions instead of as a moneymaking opportunity. Whatever his motives, they are certainly not intended to benefit the Iron Throne. |
10006 Cowled Wizard |
10007 Cowled Wizard |
10008 I have met Gregor, the son of Brunos, one of the murdered Iron Throne leaders. He is positive that Sarevok orchestrated the whole assassination in order to assume control of the Iron Throne. Sarevok has apparently used the Throne's best plots to inflame the region instead of securing wealth and power. He now campaigns to become a duke on the premise that he will fight the chaos he himself created. What he hopes to accomplish once he is a duke no one seems to know. The region is perilously close to war though. |
10009 I have met Kalessia, an emissary supposedly from a far-off headquarters of the Iron Throne. She seemed surprised that Sarevok had taken control of this regional base. He is thought of as an upstart who does not have the interests of the Iron Throne at heart. |
10010 Sarevok is apparently almost as damaging to the Iron Throne as I am. He is using their resources to fund his rise to power in Baldur's Gate. He has also installed one of his lackeys as the new commander of the Flaming Fist, replacing Scar, who died suddenly. His goal is likely to become a Grand Duke, though what he hopes to achieve once he has, no one knows. Most of the citizenry believe him to be a saint, and it would take solid proof to convince them otherwise. |
10011 Sarevok is to be a Grand Duke, stepping in to replace Entar Silvershield, and he has the full support of the people. He has promised to restore order, and since he created the chaos I am sure he will be fairly successful. Some members of the Iron Throne would not be surprised if he was behind Entar's death. Likely the other Dukes are in similar peril. Sarevok seems bent on causing destruction, and the smallest diversion is crushed viciously. Is he pursuing war with Amn? What good would this do anyone? |
10012 Some of the Iron Throne members think that I was the unwitting dupe of Sarevok, as were they. It would seem that he sacrificed their leaders just to discredit me, knowing that I was perhaps the only one that stood in his way. Of course he also became the leader of the Iron Throne himself, but he seems quite beyond needing them now. His coronation is imminent, and will take place at the Ducal Palace. I shall need concrete proof of his villainy if I am to confront him. |
10013 Your weapon is unsuitable for backstab. |
10014 Auto-Paused: Round End |
10015 We have the hard evidence right here. |
10016 If you give us a chance, we'll find the hard evidence that you need. |
10017 Let's kill the bastards. |
10018 Let's confront them with the information we have. |
10019 Uh, oh. Let's get as far from here as possible! |
10020 If we confront them, it'll give them a chance to prepare. We should strike now and strike hard. |
10021 All right, we'll go along with you. |
10022 Fine, we'll go with you... for now. |
10023 Sorry, we are out of here. |
10024 Okay. |
10025 But what about Zorl and Irlentree? We have to do something about them. |
10026 Ah, no thanks, you can go without us. |
10027 Okay, let's go. |
10028 Okay, what do you have to say? |
10029 I understand. Rest ye well. |
10030 Traveler's Robe |
10031 These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and Icewind Dale. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: Equipped abilities: – Cold Resistance: +20% Weight: 3 |
10032 Mage Robe of Fire Resistance Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by wizards. STATISTICS: Equipped abilities: – Fire Resistance: +20% Weight: 3 |
10033 While seen with less frequency than some other mage robes, those of electrical resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm, but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession. STATISTICS: Equipped abilities: – Electrical Resistance: +20% Weight: 3 |
10034 A favorite among mage/thieves, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Equipped abilities: – Armor Class: +1 vs. slashing attacks – Save vs. Death: +1 Weight: 4 |
10035 This mage robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous mage/thief that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveler's Robe can only be worn by wizards. STATISTICS: Equipped abilities: – Armor Class: +1 vs. missile attacks – Save vs. Breath: +1 Weight: 4 |
10036 This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from shielding the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession. STATISTICS: Equipped abilities: – Armor Class: +1 vs. crushing attacks – Save vs. Petrification/Polymorph: +1 Weight: 4 |
10037 This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment. STATISTICS: Equipped abilities: – Armor Class: 5 – Saving Throws: +1 – Magic Resistance: +5% Weight: 6 |
10038 The writing in this text is completely indecipherable and resists any such attempts at comprehension through normal magic or any other means. STATISTICS: Weight: 2 |
10039 We need no one to help us, witch! |
10040 [no text] |
10041 My old friend Imoen pestered me today. She has a strange way of showing her affection for me, and sometimes she can be quite annoying. Still, she's a nice girl, and I'm glad to know her. |
10042 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1d4 (missile) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 0 |
10043 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages. STATISTICS: THAC0: +1 Damage: 1d3+1 (missile) Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 |
10044 The Dart of Stunning looks like any other dart, other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Combat abilities: – Target must save vs. Spell or be stunned for 7 rounds Damage: 1d3 (missile) Speed Factor: 2 Proficiency Type: Dart Type: One-handed Weight: 0 |
10045 This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results. STATISTICS: Combat abilities: – Target must save vs. Death or take 20 points of poison damage in 20 seconds Damage: 1d3 (missile) Speed Factor: 2 Proficiency Type: Dart Type: One-handed Weight: 0 |
10046 Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class Mages may wear these enchanted robes. STATISTICS: Weight: 3 |
10047 [no text] |
10048 Failed Save vs. Death |
10049 Failed Save vs. Wand |
10050 Failed Save vs. Polymorph |
10051 Failed Save vs. Breath Weapon |
10052 Failed Save vs. Spell |
10053 Failed: Magic Resistance |
10054 We have encountered Mulahey, the self-appointed master of the mine. He is obviously the leader of the kobolds, and responsible for corrupting the iron ore. He does not act on his own, however. Someone named Tazok gives Mulahey his orders. It would probably be best if we hunted down this "Tazok" so as to discover his role in the chaos that spreads along the Sword Coast. |
10055 I met a strange man on the road to the Friendly Arm Inn. He seemed interested in me, though I don't know why. He was a little... odd. |
10056 I met that strange man again, though he now identifies himself as Elminster! All who walk the realms know of this man, though what he should find of interest in me I do not know. He said that the bandits I seek make a habit of traveling in the northeast. Again I must wonder why my concerns are worth his attention. |
10057 Old Man |
10058 Old Man |
10059 Move along. No distracting us from our posts. |
10060 The black lotus... it expands your mind... You should try... sometime. |
10062 Once again I have run into Elminster, and once again he expressed an interest in my well-being that I find puzzling. He seemed to suggest that my most vengeful enemies would be as close as my own heart, though what he meant I do not know. How could anyone know? Who knows the mind of Elminster? |
10063 This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of neutral alignment. STATISTICS: Equipped abilities: – Armor Class: 5 – Saving Throws: +1 – Magic Resistance: +5% Weight: 6 |
10064 This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment. STATISTICS: Equipped abilities: – Armor Class: 5 – Saving Throws: +1 – Magic Resistance: +5% Weight: 6 |
10065 Once again I have run into Elminster, and once again he expressed an interest in my well-being that I find puzzling. He said something about powerful enemies I am making within myself, but I do not think I understand. He speaks in riddles. He DID confirm what I already knew: that the masters behind the bandits likely have a base in the Cloakwood forest. |
10066 Another Encounter with Elminster Again Elminster has made an appearance, and again he has presented a riddle I have not the time to puzzle over. Something about my nature and how I must be cautious. Bah, only my enemies need worry about my actions. |
10067 Pick Pockets disabled due to armor. |
10068 Cannot pickpocket hostile creatures. |
10069 Pick Pockets Failed |
10070 Target has no valid items. |
10071 Inventory Full |
10072 Pick Pockets Succeeded |
10073 Again Elminster has made an appearance, and again he has presented a riddle I have not the time to puzzle over. It was something about bad blood that I must strive to control lest it control me. Bah, only my enemies need worry about my actions. Elminster did give me some names though, of people he feels are trustworthy: Scar of the Flaming Fist and Duke Eltan. I suppose I can believe them if Elminster himself does so recommend. |
10074 Again Elminster has made an appearance, though he was a little more forthcoming with information this time. He apparently knew Gorion well, and thought him a good man to care for me. He also spoke of bad blood, and a taint that will consume me if care is not taken. What this means, I am not sure. I will heed his warning, though I have little time to dwell on it. He did give me some names though, of people he feels are trustworthy: Scar of the Flaming Fist and Duke Eltan. I suppose I can believe them if Elminster himself does so recommend. |
10075 Knave's Robe |
10076 Mage Robe of Fire Resistance |
10077 Mage Robe of Electrical Resistance |
10078 Adventurer's Robe |
10079 [no text] |
10080 Robe of the Good Archmagi |
10081 Robe of the Evil Archmagi |
10082 Robe of the Neutral Archmagi |
10083 Rabid Chicken |
10084 Rabid Chicken |
10085 Hello there! I'm Maltz. I know my place doesn't look much like a store, but I think it suits my purposes quite nicely. What is it that you'd like? |
10086 fighter |
10087 All right then, that's just what I'll do. |
10088 Don't bother me! Do you know who I am? I'm an envoy of the mighty nation of Halruua, and if you value your miserable life, you'll step away immediately. |
10089 Get outta here ya morons! Does it look like we wanna talk to ya? |
10090 Ruffian |
10091 Drinking this potion results in a transformation much like the one the imbiber would go through if <PRO_HESHE> were turned to stone. Skin color, stiffness, even the feeling that is received from the bodyâ€â€stone. STATISTICS: Armor Class: 0 Saving Throws: +3 Dexterity: -3 Duration: 1 hour Weight: 1 |
10092 Ruffian |
10093 We're not the owners of this house, but we're not about to let you make off with the hard earned possessions of whomever lives here. |
10094 Double standards, huh? You can break into the house, but we thieves can't! Well, I don't think that's the way it's gonna be. Let's have at 'em, Michael. |
10095 The Archdruid |
10096 Such as us? What are you talking about? |
10097 Archdruid! Ha! Don't make us laugh. |
10098 Don't try to lie to me, only those of the Iron Throne traverse these woods now. |
10099 You will regret those words! |
10100 Don't have time to talk to ye now, I have my cattle to care for back at the farm. Before I go, you just take my advice. I'd watch yerself while traveling the roads. There be bandits in the wilderness who'll take more than just yer gold. |
10101 Tranzig has told us that the Bandit camp is located in the Wood of Sharp Teeth, northeast of Beregost. I marked it on my map so as to not forget its location. |
10102 After defeating the mage Davaeorn, I questioned his sniveling apprentice, Stephan Re'Cap. He confirmed much of what I already knew: The Iron Throne is the organization behind the iron crisis, though I think their name is just a coincidence. Mulahey was to destroy the effectiveness of the Nashkel mines while bandits stopped incoming caravans. The perceived threat of the shortage likely inflamed fears and exaggerated the problem. The Iron Throne was going to try to look like the saviors of the day, riding in with their stores of iron to equip the troops, or something like that. With the bandit raids and the rumors about Amn, the Iron Throne figured that the dukes of Baldur's Gate would think they needed arms and ore quickly in case of Amnian attack. They figured they could get exorbitant prices, or better yet, sanctions against competitors and an easing of trade laws for themselves only. In sum, a quick way to install themselves as an underground power on the coast while maintaining a veneer of respectability as a merchant consortium... unless they got caught, of course. The three regional leaders of the Iron Throne placed Davaeorn in charge of the mine. Stephan also said that Davaeorn was getting orders from someone else too, and that he complained about it a lot, but he never said a name. The main building for the Iron Throne is apparently in Baldur's Gate, somewhere in the southwest part of the city. |
10103 Baldur's Gate is nearly a jail in these times. The entire city is on edge, and every member of the Flaming Fist is out for blood. Scar, their second-in-command, was killed recently and Duke Entar Silvershield was assassinated. Angelo Dosan is now effectively in control of the Flaming Fist, though no one seems to trust him. He's got powerful friends though, and I hear that he takes orders straight from Sarevok. Duke Eltan, the real head of the Flaming Fist, is barely clinging to life. No one seems to be able to help him, even though he is attended around the clock by a healer named Rashad. With Entar dead and Eltan ill, the other Dukes have called an emergency election. Sarevok is the frontrunner, and his stand against Amn is very popular. Confronting him directly will have to wait until I have concrete proof to present. No one would take my word over his. Perhaps I may have more luck investigating Angelo at the Flaming Fist headquarters. |
10104 The iron shortage wanes, but merchants are still without wares. It is the Iron Throne's instability which has prolonged the strife in the city, and that is why other merchants blame them. They were major importers, and without their help it will take much longer to reassure people that all is well. Since Sarevok has assumed control they have ceased most business transactions and frozen most of their assets. The fact that he is crippling a large merchant house seems inconsequential to him. He is disinterested, and seems likely to sacrifice it to fund the re-arming of Baldur's Gate, and thus his bid to become a Grand Duke. I cannot imagine sane businessmen following such directives. Something is very odd at the Iron Throne building indeed. |
10105 Sarevok has secured himself as leader of the Iron Throne, and is in the process of all but destroying its mercantile credibility by practically sacking it. Something strange is going on at that Iron Throne building. Their previous leadership may have been killed, but those members remaining would still never let such treatment come to pass. Not willingly, anyway. |
10106 Grand Duke Entar Silvershield has been murdered! |
10107 Grand Duke Entar Silvershield has been murdered. Sarevok is poised to step in, and the people seem to welcome his leadership. |
10108 I am still wanted for the murder of the Iron Throne leaders. The fact that I haven't been captured is adding to the tensions in Baldur's Gate. |
10109 The nobility is especially welcoming of Sarevok and his hard stance against Amn. |
10110 Nothing, m'lady. I apologize for disturbing you. |
10111 You should be more polite to strangers. No telling who you are insulting. |
10112 Are you not afraid to walk the streets? So many seem worried about the murderers still on the loose. |
10113 As well you should. Leave me, peasant. |
10114 And who are you to threaten me? Let's have a good look at you, hmm? You do seem to bear a passing resemblance to those vile killers I heard of, the ones who killed those fellows in Candlekeep. Likely you are merely posing as them, perhaps trying to make yourselves seem more threatening. I don't believe it for a second. You look like common gutter trash to me. Leave me. |
10115 Such people would not dare to show their faces in Baldur's Gate, not now that Sarevok and Angelo Dosan control the Flaming Fist. Order will be enforced, more so once Sarevok is appointed as a Grand Duke. I shall have little fear of the streets once that comes to pass. |
10116 The nobility is especially approving of Sarevok and Angelo Dosan being in control of the Flaming Fist. Sarevok has promised to restore order, and is using this stance to be appointed as a Grand Duke. |
10117 Mage Robe of Cold Resistance |
10118 Upon returning. |
10119 Duke Eltan slips closer to death's door and the government of Baldur's Gate is in shambles following Duke Entar Silvershield's death. Sarevok is stepping in proclaiming that he will make Amn pay. Amn denies they are behind the problems, but people are eager for a scapegoat. |
10120 Scar was killed, possibly murdered, and Duke Eltan is still too sick to lead the Flaming Fist. Angelo Dosan has stepped up to take the role, but he seems to be in the back pocket of Sarevok. Their association seems to be widely known, but Sarevok is so popular people do not seem to mind. |
10121 The whole city is on edge, and things are apparently really strange by the Iron Throne building. Sarevok has announced that he is assuming control of them, and he's going to use their resources to help reinforce the city against Amn. He's making a lot of friends, and will likely be nominated to replace the murdered Entar as Grand Duke. |
10122 Duke Entar Silvershield has been assassinated, and with Duke Eltan on his deathbed an election of sorts has been called. People feel they should not be without a full government in these dangerous times. Sarevok is apparently a frontrunner in this matter. |
10123 War with Amn is all but certain, especially once Sarevok takes the helm. |
10124 Sarevok is petitioning to be the newest Grand Duke, and who could possibly refuse him? He brings the resources of the fallen Iron Throne, and promises to prepare Baldur's Gate for war with Amn. No one seems to want to question him because he is instilling a sense of hope that has been lacking for a while. What he hopes to gain through causing a war, I do not know. |
10125 Duke Eltan is on death's door. He's got a healer with him always, but he doesn't seem to be getting any better. Rashad is the healer's name, and even though he seems well intentioned he is also apparently kind of weird. |
10126 Sarevok has sworn that he will stand firm against Amn, even pursuing war if that is what they wish. If he becomes a Grand Duke, he will have all the influence he needs to launch an attack. People don't seem to realize that the only person confirming Amn's intentions is Sarevok himself. |
10127 Duke Eltan, the leader of the Flaming Fist, is gravely ill; Scar, the second-in-command, is dead; and Grand Duke Entar Silvershield has been assassinated. People feel that they are under siege. The question to ask is, who could be behind it? Everyone says Amn, but some are not sure. Sarevok is my bet, but I need proof. |
10128 Sarevok did something to the members of the Iron Throne that are left, something strange. |
10129 Something is wrong in the Iron Throne building. People say that they are apparently acting strangely. More doppelgangers perhaps? I hope not. |
10130 Scar is dead, and his replacement Angelo is supposedly a puppet for Sarevok. |
10131 Duke Entar Silvershield is dead. With Duke Eltan sick they'll likely move Sarevok in, mostly because he's got the resources of the Iron Throne and he is intent on "punishing" Amn. |
10132 I thank thee for the rescue. I am deeply in debt to thee. I must leave now, so that I can find my guardian Minsc. |
10133 Cannot modify characters because the game cannot be saved at this time. |
10134 Monsters awaken you from your rest. |
10135 Monsters awaken you from your rest. |
10136 Summon Cow |
10137 Summon Cow (Conjuration/Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! |
10138 Summon Cow |
10139 Well, bless my soul, you made it back alive! If you don't mind me saying, you're about the most beautiful sight I've seen in weeks! I'll be tellin' the men to get back to work, we've got ore to mine! Still can't ship it for fear of bandits, but that ain't my problem. Best you tell the mayor of what you did here, 'cuz he'll likely give you a reward of some kind. |
10140 Emerson seemed quite happy about being able to get back to work, though there is still the problem of bandits attacking caravans. Oh, he also said to go see the mayor for a reward. |
10141 Magical weapon in use. |
10142 What the� You lived? Are you telling me that you waltzed through our mines and took care of the problem just like that? Good on you, friend. You're a hero in Nashkel now! |
10143 You are awakened as gibberlings come screaming out of the darkness. |
10144 The haunting song of the sirine awakens you from your rest. |
10145 The growl of kobolds awakens you from your rest. |
10146 The chilling howl of the winter wolf breaks your sleep suddenly. Before you can shake your drowsiness away, the wolves are upon you. |
10147 The screaming of a xvart war party wakes you from your dreams, just as they were getting to the good parts... |
10148 The pungent smell of the grave disturbs your rest. Awakening, you find yourself under attack by skeletons. |
10149 The stink of gnoll is heavy in the air. You thank the gods that you woke in time and reach for your weapon. |
10150 Your dreams were of being chased down by a pack of hounds. You waken before the pack rips you to pieces, only to find a pack of flesh and blood hounds hungry for your blood. |
10151 The heavy footsteps of ogres awaken you from your rest. You quickly grab for your weapon, hoping that they haven't seen you yet. |
10152 The smell of rotting flesh wakens you. Looking about, you see the shambling figure of a zombie! |
10153 The lonely cry of the wolf wakens you suddenly. Before you can properly get your bearings, a wolf pack is upon you. |
10154 The harsh voices of hobgoblins can be heard nearby. |
10155 The high pitched screaming of tasloi brings you quickly to the waking world. |
10156 permissions |
10157 You are awakened from your slumber by the sickening smell of undeath. To your horror, you realize that you've been ambushed by ghasts! |
10158 You awaken in a cold sweat. Looking about wildly, you are horrified to see a huge insect bearing down upon you. Its eight legs and multiple eyes betray its identity: a giant spider! |
10159 The harsh voices of bandits awaken you from your sleep. |
10160 Chittering sounds awaken you suddenly. Looking wildly about, you can see nothing that would make such a hideous sound. |
10161 Another player has removed the selected item from its slot. |
10162 <ITEMNAME>â€â€<ITEMCOST> GP |
10163 Up and on your feet, you lazy gutternappers! We do NOT tolerate vagrancy in the streets! If you need to rest, you'll find many of our inns have reasonable rates and will gladly have you! |
10164 No sleeping in the city streets! If you tire you must either find an inn or go outside the city boundaries! |
10165 On your feet! Aww, did I disturb you sleepyheads? Then get off the streets! There are inns that will gladly take you for only a few coins, and if you cannot spare the gold, camp outside the town limits. |
10166 Rise and shine, citizens! No sleeping within town limits! Get a room at an inn if you must rest! It's either that or camp out of sight of the city! |
10167 <CHARNAME>, I must ask you not to sully our grounds by camping within the keep. Winthrop will gladly give you a room at a very reasonable price. |
10168 Really <CHARNAME>, must you sleep out in the open? Please, go see Winthrop in the inn if you need a place to rest. |
10169 Move along, vagrants! Find an inn like respectable citizens, or camp outside the city limits! |
10170 I'll not have vagrants stinkin' up the streets on MY watch! Get to an inn or sleep outside the city. Either way I want you gone! |
10171 When asked about his past, MONTARON openly threatens you with bodily harm. He seems quite dangerous, and more than willing to engage in gratuitous violence. It would appear that he cares little for life, including his own. He works grudgingly with Xzar, even though he obviously despises the man. Whoever their employers are, they must be powerful indeed. These two would likely kill each other without a presence over their heads preventing it. Montaron might be willing to discuss the whole matter with you, but you get the feeling that you probably would not wake up the next morning. |
10172 When asked about his past, XZAR has very few coherent things to say. His desire to determine the cause of the iron shortage seems benevolent enough, but his motives remain unclear. His ramblings seem disjointed, but his faculties are obviously in good enough order for him to be adept at magic. He mutters something about how he and his associate Montaron are in the employ of a powerful group, but when pressed for details he gets extremely agitated and does not speak for some time. He is obviously at least partially insane, and the network that would hire him must be dark indeed. |
10173 Ranger |
10174 Fighter |
10175 Thief |
10176 Mage |
10177 Cleric |
10178 Fighter / Thief |
10179 Bard |
10180 Mage / Cleric |
10181 When asked about his past, KIVAN reveals that he hails from the forest of Shilmista, though he has not visited his homeland for quite some time. He has instead been traveling the world driven by the darkest of obsessions: revenge. Kivan and his mate Deheriana were apparently on a romantic sojourn years ago when they were waylaid by a group of brigands. They were captured and tortured for the amusement of Tazok, the half-ogre that led the attack. Kivan eventually escaped, but Deheriana did not survive the encounter. Kivan is a man of few words, and obviously does not make friends easily. Likely he will not take much pleasure from life until he has revenged the death of his love. |
10182 Cleric / Ranger |
10183 When asked about her past, ALORA reveals that she was originally from Iriaebor. As a child she was cute, outgoing, and dangerously curious, causing no end of trouble for her parents. They tried to curb her lunatic behavior, and encouraged her to be content with home and hearth like other halflings. Alora found this unbearably stifling, and left to explore the world. She quickly found herself falling into all sorts of trouble, going to the wrong places and angering the wrong sorts of people. Eventually she found herself in the city of Baldur's Gate, and it was there that she discovered her future profession: thievery. Wealth was never her chief concern; it's just that too many interesting things are behind locked doors. Her unassuming temperament makes it easy for her to hoodwink the authorities, and her sweet nature has saved her from a jail cell numerous times. |
10184 Cleric / Thief |
10185 When asked about his past, MINSC proudly announces that he is a berserker warrior from the nation of Rashemen in the Utter East. He is currently undertaking his dajemma, a ritual journey to manhood, and is seeking adventure and glory in battle. It is also his honor to be the bodyguard of a young Wychlaran of Rashemen named Dynaheir, and if anyone tries to harm her, he will beat sense into their heads until they reconsider. He is unsure as to why she has led them to the Sword Coast, but his loyalty is unquestioning. If he serves her well and distinguishes himself in battle, he hopes to be accepted into the Ice Dragon berserker lodge upon returning to their homeland. So far Minsc considers his most notable experience in the world abroad to be the acquisition of his animal companion Boo, a creature that he claims is a miniature giant space hamster. Apparently such things do exist in the realms, but Minsc has surely taken too many blows to the head. He seems a good-natured fellow, but is all too willing to indulge his berserker nature. |
10186 Druid |
10187 Fighter / Cleric |
10188 Fighter / Druid |
10189 Fighter / Mage |
10190 Fighter / Mage / Cleric |
10191 Fighter / Mage / Thief |
10192 When asked about her past, DYNAHEIR has very little to say. She is apparently from the far-eastern nation of Rashemen, and has come to the west with a bodyguard known as Minsc. Minsc is on his dajemma, a rite of passage, and it appears that she may be involved in something similar. Of this, she will only state that great things are foretold for the Sword Coast. She seems very sure of herself, is possessed with an old-world sensibility, and is very demanding of her companions. She has expressed concerns about the sanity of her bodyguard, though she has an obvious respect for him and will not go far from his side. |
10193 Mage / Thief |
10194 Paladin |
10195 When asked about his past, YESLICK quietly states that he was once a member of the dwarven clan Orothiar. For generations they used the iron mine in the center of Cloakwood as their home, but almost a century ago, catastrophe struck. As skilled as they are underground, dwarves occasionally make mistakes. One such incident cost them dearly. They apparently breached an underground river and the resulting flood claimed nearly all of the clan. Yeslick was one of the few survivors, and made his way to Sembia to start a new life. There he made the acquaintance of Rieltar, a member of the Iron Throne, and was hired as a personal smith. They became friends, and eventually Yeslick told of his past. This proved to be his undoing, as Rieltar used this information to formulate a plan to expand the Iron Throne power base in the Sword Coast. Rieltar betrayed his supposed friend and forced him to reveal the location of the mine. Yeslick has been imprisoned ever since so as not to reveal the site to others. Now he wishes for nothing but the chance to right the wrongs that have been committed using his ancestral home. |
10196 When asked about his past, CORAN reveals that he hails from the Forest of Tethir, and while he has great memories of his time there, the serene lifestyle he felt it offered was ultimately not for him. Instead he traveled to the city of Baldur's Gate, dreaming of wealth, power, and respect. With nary a coin to his name, he resorted to thievery, stealing only from those that he felt could spare it, and swearing that he would quit once he had enough gold to start his own business. Unfortunately, he soon grew to love his new lifestyle, looking forward to each hair-raising escape, dangerous break-in, or beautiful woman. Occasionally, he would need to leave town for a while, disappearing into the wilderness until things had cooled down and his name was less known. His most recent retreat is apparently the result of a relationship with the female sorceress Brielbara. He sheepishly admits to being caught in the act of seducing a female member of the Knights of the Unicorn and being forced to flee from the violently jealous mage. |
10197 When asked about his past, AJANTIS announces that he is a squire paladin of the Most Noble Order of the Radiant Heart, and that he enforces the power and discipline of Helm. He belongs to the noble family of Ilvastarr in Waterdeep and has studied swordplay under such luminaries as Myrmith Splendon. His skill and devotion apparently brought him to the attention of the paladin Keldorn, one of the most respected of the Order, who decided to take Ajantis under his wing as a squire. Recently Ajantis has asked for the honor of becoming a full-fledged member of the Order. To accomplish this, he has traveled to the Sword Coast in order to help curtail the increased humanoid activity in the region. If he succeeds in his quest, the Order will vote on his eligibility for membership. He seems utterly devoted to his mission. |
10198 When asked about his past, KHALID nervously reveals that he was born and raised in the nation of Calimshan. He does not say much of his parents, but you get the feeling that his merchant father thought little of him, devoting much more attention to Khalid's half brothers. Khalid thus threw himself into the martial pursuits, studying under members of the city militia. He doesn't go into detail on how he met Jaheira, but his adoration of her is obvious. When asked about how he knew Gorion he will only say that they had long been friends, and that many shared acquaintances will mourn his loss with harpsong. |
10199 When asked about her past, JAHEIRA glares as she speaks. She says that she was born in the Tethyr region to a loyalist of the King Alemander regime, unfortunately during the Tethyrian civil war. Her family was among the nobles targeted by the angry mobs of peasants, and she was only spared because a servant girl took her from their castle before it fell. They fled into the forest of Tethyr and stumbled across an enclave of druids willing to take the child. Jaheira grew up a very headstrong girl, believing that the only way to protect nature was to have an active role in the world. She seems to have little in common with Khalid, but even though her manner is often confrontational, she apparently cares deeply for him. Her admiration of Gorion is obvious, and she plainly states that whomever was responsible for his death will suffer an equal fate. |
10200 When asked about his past, GARRICK explains that he was part of a celebrated acting troupe called the Dale Wind Troubadours. They traveled the length of the coast from Neverwinter to Amn and often played to Dukes and other nobility. Indeed, few others could afford the cost of a performance when the group was at its peak. Garrick does not speak fondly of this time however, as the direction the group was taking left him dissatisfied with their conduct. He apparently discovered that performances were being used as distractions for thievery and declared he would have nothing to do with it. Rebuffed by his comrades, now he wishes simply to travel and play his music for those that will listen. He seems a bit young and naive, and a touch too ready to take the word of a stranger. |
10201 When asked about her past, SAFANA spins tale upon tale involving fantastic liaisons with pirate captains, nobles, and royalty of all shapes and sizes. The consistent details seem to be that she grew up in the city of Calimport, surrounded by luxury. Her father was a very influential noble, and though she could have had anything, she apparently found herself too confined by her father's protective arm. She ran away in her early teens with the help of the first mate of the pirate ship "Exzesus," and remained with the crew for several years as they raided up and down the Sword Coast. Eventually she tried to manipulate the captain and found herself in a lot of trouble, escaping when the ship was at port in Baldur's Gate. She has many stories of her escapades after that, but if there is a grain of truth in them, you certainly cannot find it. |
10202 When asked about her past, FALDORN states that she was the child of a Black Raven Uthgardt woman. As an infant she was given over to an enclave of Shadow Druids as an offering, and was thereafter raised according to their beliefs. A splinter group of the main druidic order, Shadow Druids engage in very aggressive protection of nature, often relying on violence to achieve their aims. Faldorn showed great promise as she approached adulthood, and the order decided to send her to the Sword Coast to test her devotion to their ideals. Her ongoing mission is to use any means available to stop the despoiling of nature, no matter the risk or the cost to her life or any other's. |
10203 When asked about her past, BRANWEN reveals that she left her home of Seawolf in the Norheim Isles at an early age. She was apparently reviled by her own people for wanting to become a priest, a station reserved exclusively for the men of the village. She harbors no resentment, realizing that her faith must face such tests or be worthless. She traveled the coast, offering her services to local militias, and eventually came into the employ of an adventuring troup in the Nashkel area. Branwen had no idea that the group was participating in banditry, however, and on their first raid, she balked at attacking a caravan of unarmed merchants. She rebelled, and a mage named Tranzig turned her to stone in the ensuing fight. Despite the unfavorable outcome, Branwen feels that Tempus views her actions approvingly. To attack those that are unarmed is the basest of villainy. |
10204 When asked about his past, QUAYLE talks for a good hour about his worship of Baravar Cloakshadow, how he is well on his way to mastering sorcery, and just generally how incredibly smart he is compared to everyone else in the party. He was apparently encouraged to strike out on his own as soon as he came of age because, as he claims, he was simply too gifted to remain in that stifling environment. You get the feeling, however, that no one was terribly broken up over his leaving. He says that he apprenticed in the arts of magic and the worship of Baravar under a gnome named Gifos, though it was not long before this teacher also sent him on his way. Since then, Quayle has wandered the Sword Coast looking for people who were willing to accept his "wisdom and instruction." It has likely been a long walk. |
10205 When asked about his past, XAN wistfully speaks of his home in the elven stronghold of Evereska, and his role as a Greycloak. It was apparently decreed that he was to investigate the events of the iron shortage, determine who or what were the causes, and ascertain whether there was a greater threat to the region as a whole. This was definitely not a small task, and he accepted the responsibility with a great deal of dread. You get the feeling, however, that he approaches everything with a great deal of dread. He has devoted his life to improving his mastery of magic and has become a skilled wizard, though this dedication has left him little time to make friends or acquire any other pastimes. He strikes you as very capable, though probably not the best influence on morale. |
10206 When asked about his past, XAN wistfully speaks of his home in the elven stronghold of Evereska, and his role as a Greycloak. It was apparently decreed that he was to investigate the events of the iron shortage, determine who or what were the causes, and ascertain whether there was a greater threat to the region as a whole. This was definitely not a small task, and he accepted the responsibility with a great deal of dread. You get the feeling, however, that he approaches everything with a great deal of dread. He has devoted his life to improving his mastery of magic and has become a skilled wizard, though this dedication has left him little time to make friends or acquire any other pastimes. He strikes you as very capable, though probably not the best influence on morale. |
10207 When asked about her past, SKIE bubbles that she is the daughter of Entar Silvershield, one of the Grand Dukes of Baldur's Gate. Her admittedly sheltered life has consisted mostly of learning ballet, history, and languages. Being exceptionally agile, she has become a very proficient dancer, though this natural dexterity has mainly allowed her to better sneak off on sojourns away from the estate. She says she finds the nastier areas of Baldur's Gate exciting, though she seems naive about the dangers. On one of her escapades she met up with the debonair Eldoth, and thinks that he can help her live the life of adventure that she craves. She trusts him implicitly, perhaps too much so. |
10208 When asked about his past, ELDOTH speaks as though his every word should impress and dazzle. He really seems to enjoy talking about himself. He is apparently from the island kingdom of Ruathym, though he left as a teenager for the city of Waterdeep. His natural affinity for song and poetry was honed to perfection while he trained at the musical college of New Olamn, supporting himself with gold borrowed from any one of his given lovers. It would seem that his skill in music is mirrored with his talent in the manipulation of others' emotions. He skims over explaining how he came to leave Waterdeep, but it was apparently the result of an attempted tryst with Aleena Paladinstar. Piergeiron, lord of the city, discovered that his daughter was being used by a manipulative dilettante and likely became quite furious. Eldoth probably had to flee the city, deciding it was time to use his bardic skills elsewhere. |
10209 When asked about his past, XZAR has very few coherent things to say. His desire to determine the cause of the iron shortage seems benevolent enough, but his motives remain unclear. His ramblings seem disjointed, but his faculties are obviously in good enough order for him to be adept at magic. He mutters something about how he and his associate Montaron are in the employ of a powerful group, but when pressed for details he gets extremely agitated and does not speak for some time. He is obviously at least partially insane, and the network that would hire him must be dark indeed. |
10210 When asked about his past, MONTARON openly threatens you with bodily harm. He seems quite dangerous, and more than willing to engage in gratuitous violence. It would appear that he cares little for life, including his own. He works grudgingly with Xzar, even though he obviously despises the man. Whoever their employers are, they must be powerful indeed. These two would likely kill each other without a presence over their heads preventing it. Montaron might be willing to discuss the whole matter with you, but you get the feeling that you probably would not wake up the next morning. |
10211 A Key |
10212 Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen inch shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: THAC0: +1 Damage: 1d4+2 (crushing) Speed Factor: 3 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 6 |
10213 When asked about his past, TIAX ignores you entirely, preferring instead to loudly proclaim what is in store for his future. He obviously worships Cyric, but also seems to share a touch of his madness. Tiax unquestioningly believes that he is destined to rule the world, and his fervor makes him blind to the ridiculous nature of the goal. He seems harmless enough for now. |
10214 When asked about his past, KAGAIN stresses that the questioner should just mind their own business if they want to keep their teeth. It is apparent that he runs a rather shady mercenary company and that he is quite obsessed with wealth, but any information beyond this he is content to keep to himself. |
10215 When asked about her past, SHAR-TEEL has very little to say. From the little she speaks of it, it can be gleaned that she is an orphan. She also seems to harbor an intense dislike for Flaming Fist mercenaries, as well as an obvious disrespect for men in general. She seems to have something to prove, and likely her childhood was not of storybook quality. |
10216 When asked about his past, EDWIN sneers that he has no intention of revealing such information and that it is none of your business. He further states that you are lucky enough to simply share his company, and then mutters something about leaving whenever he wishes. He obviously cares little for the camaraderie of others, and seems to take more pleasure in speaking to himself than in interacting with the party. His attire brazenly displays the colors of the Red Wizards of Thay, though why a member of that organization would come so far west is puzzling. Edwin does not seem forthcoming with any information. |
10217 When asked about her past, VICONIA reveals (quite proudly) that she is a dark elf from the Underdark city of Menzoberranzan. She says very little about her reasons for leaving that sunless realm, though separations of such a nature are never gentle. She does claim to no longer worship the spider goddess Lolth, a change that even you know is often fatal. Her new faith is in the night goddess Shar, an appropriate choice for a drow, though this is not a firm indication that she has given up the brutal ways of her people. She finds the laws of the surface world quaint and more than a little strange, but this is simply because of her lack of experience. Likewise, she seems a bit naive about how her race is viewed by surface-dwellers. Many will not give her the chance she seems to expect, and even being seen with her may affect how people think of you. You know that as a drow, she has resistance to magic. |
10218 Boo scuttles away as you try to grab him, and Minsc stops any further attempt to steal the animal with a harsh glare. |
10219 Alora nimbly snatches the item back in a quick motion. "Sorry, but you can't take this from me. It's my good-luck charm." |
10220 This blade resists any attempt at using it. Likely it is attuned to its owner and none other can wield it. The hilt bears the name "XAN." |
10221 These arrows are strangely constructed: apparently notched such that only their creator can fathom their use. |
10222 Edwin angrily knocks your hand aside. "Keep your paws off this amulet! It is a memento of Thay, and you shall not touch it!" |
10223 Moonblade |
10224 Moonblade +3 |
10225 You are awakened by the call of an Amnian soldier. |
10226 The heavy footsteps of a Flaming Fist guard awaken you from your slumber. |
10227 Your slumber is disturbed by one of the keep's watchers. |
10228 Poisoned Arrow |
10229 Rabbit's Foot |
10230 Rabbit's Foot |
10231 This is Alora's lucky rabbit's foot. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 – Find Traps: +10% – Pick Pockets: +10% – Move Silently: +10% – Hide In Shadows: +10% – Detect Illusion: +10% – Set Traps: +10% – Luck: +2 Weight: 0 |
10232 This is Edwin's birthright, inlaid with his family stone. STATISTICS: Equipped abilities: – Can memorize one extra wizard spell of each level Weight: 1 |
10233 When asked about her past, IMOEN slaps your shoulder playfully. She says that you of all people should know, seeing as how you grew up together. Indeed, some of your fondest memories are of meeting this sprightly young lass. She apparently came to Candlekeep much as you did, though ten years later in life, and she spent much more time with the gruff Winthrop than Gorion. "Puffguts," she would call him, much to the old innkeep's dismay. She seems the eternal child, and is quite content to play the part of little sister, though you are both of comparable ages. You can tell by her hearty smile that she will always be willing to travel with you, no matter what path you take. |
10234 Edwin's Amulet |
10235 The Friendly Arm |
10236 Joined game. |
10237 Quick Save successful. |
10238 Gantolandan |
10239 Gantolandan |
10240 Gantolandan |
10241 Gantolandan |
10242 This appears to be the skull of a human. STATISTICS: Weight: 1 |
10243 This is the body of a child. STATISTICS: Weight: 110 |
10244 Duke Eltan is extremely weak and lies here unconscious. STATISTICS: Weight: 100 |
10245 Dropped from game. |
10246 Left game. |
10247 Receiving character information from server... |
10248 Not enough free disk space to continue. Shutting down. |
10249 Finished saving game. Not enough free disk space to continue. Shutting down. |
10250 I have been well rewarded for dispatching the foul Bassilus. No doubt this 5,000 gold shall come in quite handy. |
10251 Come from down south, did ye? See any fifteen-foot heroes? Hahhaw! I almost believe the Nashkel mines are back in operation, but those tales of a single group of adventurers saving the day are a load of hogwash. |
10252 A runner made it through from Nashkel the other day and said that the mines were ready to return to operation. Pity we won't see the benefits until the bandits are all driven from the trade routes. It doesn't matter who has iron if it can't get through. |
10253 Contaminated Iron |
10254 Contaminated Iron |
10255 This iron looks to be coated in some sort of toxic substance. Though just speculation, you wonder if this could be what's been contaminating the iron of the region. STATISTICS: Weight: 1 |
10256 Thief will pay with DEATH! RETURN! RETURN the dagger! |
10257 Dagger! You have the dagger. Give to ME! Now can rest, rest forever... |
10258 This appears to be an ornate butter knife. STATISTICS: Weight: 1 |
10259 Hull's Long Sword |
10260 Hull's Long Sword |
10261 Hi. |
10262 Error |
10263 Select Player |
10264 Create Character |
10265 Loading Character... |
10266 Creating Character... |
10267 No Character |
10268 Perhaps you should fear me more than Greywolf. Perhaps I am seeking the bounty as well. |
10269 Apparently the iron coming out of the Nashkel mines is "rotten," and there are "demons" in the lower levels. As well, a member of the guard named Brage went on a murderous rampage and is still loose. Nashkel is a troubled city indeed. |
10270 Butler |
10271 Butler |
10272 Mr. Colquetle |
10273 Mr. Colquetle |
10274 Hurrah to your New World, then, Kerrachus, whatever shape it takes. Alas, I cannot tarry here. Perhaps we'll talk another day. |
10275 He-hello, travelers. I'm Tiber. Could... could I take up some of your time? I would be very grateful if you would just listen to... if you would just help me! |
10276 Sorry, but we don't have the time to listen to every traveler's problem. |
10277 What is it that troubles you, stranger? |
10278 That is, I am sorry for bothering you. |
10279 Thank you! Thank... you. It's my brother, you see. He and I went into the Cloakwood to clear the woods of the spider colony that infests it. I know it sounds foolish... but my brother had found the sword "Spider's Bane"! The sword was created to kill spiders... and we thought we could become famous... the heroes of Cloakwood, and all that. But my brother hasn't returned yet... and it's been more than a week. Please, could you go into the woods and find him for me? My mother would be so shattered if Chelak were to be dead. |
10280 Don't have the time, or the inclination. |
10281 We'll find your brother for you, don't worry. |
10282 Oh, yes! Please search quickly. His name's Chelak. Be careful. |
10283 Chelak! Oh, Chelak. How will I ever tell my mother? I was so stupid! I should have stopped this stupid idea. Such a waste... such a waste. You can keep the damn swordâ€â€it's been more of a curse than anything else. I thank you for bringing my brother's body. There was little you could have done. |
10284 You haven't found Chelak yet, please keep looking. |
10285 Tiber |
10286 Tiber |
10287 Ghoul Touch |
10288 Autograph |
10289 Autograph |
10290 Signed: Larry Darryl Darryl |
10291 Spider's Bane +2 |
10292 This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood. STATISTICS: Equipped abilities: – Protects the wielder from any magics that adversely affect movement, such as Hold and Web. THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 13 Strength Weight: 10 |
10293 Chelak's Body |
10294 Chelak's Body |
10295 This is the body of Chelak. STATISTICS: Weight: 185 |
10296 You are awakened by the footsteps of Iron Throne mercenaries. |
10297 The hideous chittering of insects awakens you suddenly. |
10298 A heavy breeze blows over your body, snapping you awake. Your eyes fall upon the darkened form of a wyvern. |
10299 The thudding of heavy footfalls wakes you from your sleep. |
10300 Summon Dread Wolf |
10301 Summon Ghast |
10302 Create Poisoned Arrows |
10303 This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade; anyone else who tries will find themselves unable to lift it. This particular moonblade gives resistance to fire and a bonus to the user's Armor Class. STATISTICS: Equipped abilities: – Armor Class: +1 – Fire Resistance: +50% THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Weight: 3 |
10304 Laskal |
10305 Stone to Flesh Scroll |
10306 Stone to Flesh Scroll |
10307 This scroll will remove the effects of petrification from anyone afflicted by such an unfortunate condition. Simply approach the victim who has been turned to stone, read the scroll, and target the statue. STATISTICS: – Stone to Flesh Range: 20 ft. Area of Effect: 1 creature |
10308 return |
10309 You may not rest at this time. |
10310 Baby Wyvern |
10311 Baby Wyvern |
10312 Invisible Stalker |
10313 Invisible Stalker |
10314 Game is in progress. You can chat with the other players by typing in the box below. Waiting until the server can admit new players... |
10315 Ability Bonuses |
10316 modify |
10317 All other players will have to download the game from the server again. Are you sure you want to modify the characters? |
10318 Doom Guard |
10319 Doom Guard |
10320 Helmed Horror |
10321 Helmed Horror |
10322 You'll not take us alive! |
10323 We don't want any trouble. Take what you want and leave us be. |
10324 No more bloodshed! Stay your swords and I'll come peacefully! |
10325 Dark and rancid blood lurks within this pewter goblet. The lip is black and caked where it appears others have tasted from it. Scratched deep into the pewter are the words "Taste My Fear." STATISTICS: Weight: 2 |
10326 The hunched figure of a doppelganger glares from the woven depths of this tapestry. Its eyes seem to follow you, darting occasionally to the cobwebbed statues that lie to either side. |
10327 You have done well to bypass all of my guardians. I should be angry with you, but to be truthful, I have been on the lookout for skilled adventurers. So, I would ask you, do you wish to help me in a task, or would you rather die? |
10328 dfg |
10329 Rest in pieces, Kevin. --- |
10330 The fake stairwell ends in a sheer stone wall, granting you no passage. You hear the hiss of a gas trap. |
10331 Ray Who said, "This damn game will be... the death of me!" --- |
10332 To Hit |
10333 You weak-kneed bandits don't scare me! I'll feed your arse my boot! |
10334 We don't want any trouble. Take what you want and leave us be. |
10335 No more bloodshed! Stay your swords and I'll come peacefully! |
10336 Damage |
10337 Open Doors |
10338 Weight Allowance |
10339 Armor Class |
10340 Missile Adjustment |
10341 Reaction Adjustment |
10342 Hit Points/Level |
10343 Chance to Learn Spell |
10344 Bonus Priest Spells |
10345 Level <SPELLLEVEL> |
10346 Here lies Andrew. The quality of his armor was not assured. --- |
10347 Reaction |
10348 Attack |
10349 Here lies Gilles. Used no net Knew no fear Made misstep Wound up here --- |
10350 Ioin O Gallchobhair "Mea Gloria Fides" --- |
10351 Beneath this stone, a lump of clay Lies Mark D the young Who on the twenty-third of May Began to hold his tongue --- |
10352 Ross the long-haired hippy agitator: Dead. But he was so young and beautiful. --- |
10353 Forever to be remembered, Marcia. "Bestiae sumus, ut non bestiae simus." (Beasts we are, lest we beasts become.) --- |
10354 Ben's last words: "I regret nothiiinnnngg!" --- |
10355 Here lies Greg. Reader if cash thou art In want of any, Dig four feet deep And thou wilt find a penny --- |
10356 Here lies John W: Looked up the mine shaft to see if the cart was on the way down. It was. --- |
10357 A bard, of sorts, with skill in rhyme and reason made the words come clear, He gladly wrote for all to hear and therein lies the rub, my friends, He set his starts too far from ends, so "less is more" or go unread. A lesson learned. Too bad I'm dead. Lukas K. --- |
10358 Chris Parker (1 Kythorn, 1347) He never returned from his last journey up North... --- |
10359 Here lies the body of Rob. If not, please notify the undertakers at once. --- |
10360 The reports of my death have been greatly underestimated, James. --- |
10361 "Stranger, Tread this ground with gravity Dentist Mark B is filling his last cavity." --- |
10362 This is the final resting place of Elben. Who lost his life to an Ankheg. Eaten, but never forgotten. --- |
10363 Poor Steve, When we said, "Heads up," old friend, we meant it. --- |
10364 Here lies Henrik, who was fatally burned 13 Mirtul, 1358, by the explosion of a lamp filled with "P.J. Stanford's Non-Explosive Burning Fluid" --- |
10365 fallen ranger |
10366 Despised |
10367 fallen paladin |
10368 Average |
10369 Fallen Ranger |
10370 Popular |
10371 Fallen Paladin |
10372 Dan W. He died at a public gathering when the platform gave away --- |
10373 Here lies Scott. "Sleep? I don't need no stinkin' sleep!" --- |
10374 Dave F., slain by 13 gibberlings, 4 kobolds, 6 ogres, and 2 dire wolves. Ne invoces expellere non possis. (Do not call up that you cannot put down.) --- |
10375 Here lies Arnel. "You should see the other guy." --- |
10376 This delicately crafted harp has silvery strings strung into a deeply stained wooden frame inlaid with gold. The craftsmanship appears exquisite, perfect, almost inhuman. So much so in fact that even inexperienced fingers playing across the strings seem to strike the most beautiful chords. Oddly enough, there is no visible method for tuning, as if it wasn't necessary. A feeling of awe begins to creep up your spine as you observe all the intricacies of this beautiful instrument. |
10377 Dean. The lean, mean, killing machine, died. --- |
10378 There once was a man named Don, who fell asleep out on his lawn. They thought he was pretending to be dead, then a tombstone fell on his head. And now Don is long gone. --- |
10379 Here lies Tobyn Who believed in the good of all, Died at the hands of zombies whilst asking for directions. --- |
10380 Here lies Rick Who was always a few links shy of a chain. --- |
10381 Berserk |
10382 Don't threaten us, mage! We've dealt with far more powerful than you. |
10383 We want to die. |
10384 What is it that you want us to do? |
10385 So you want to die, do you? Well then, let me assist you in achieving your desire. |
10386 First of all, my name is Degrodel. I can only assume that you're <CHARNAME>, the adventurer who has been stirring up so much trouble in the recent past. Now that introductions are done, let us get down to business. My task is very simple. Some years ago, an evil band of mercenaries were all petrified while trying to break into the home of Ramazith. For those of you with a limited vocabulary, petrified means "turned to stone." Anyhow, one of those adventurers had in his possession an item of power: the Helm of Balduran. Ramazith didn't know this at the time and so, after turning them all to stone, he simply sold their bodies to an art collector living in the heart of Baldur's Gate. What I would like you to do is find these statues, turn them back to flesh, and take the item. |
10387 Heroic |
10388 Here lies Cass. Mors principium est. (Death is the beginning.) --- |
10389 How much are we going to be paid to do you this service? |
10390 This is the final resting place of Russ. "Everyone dies, it's how you live that matters." --- |
10391 How do we turn them from stone back to flesh? |
10392 How did you come by this information? |
10393 How I came by this information is unimportant. Suffice to say, no one else knows of this, and I would like to keep it that way. |
10394 Here lies Dan M. "When I can no longer stand alone, then it will be time to die."  |
10395 How much are we going to be paid to do you this service? |
10396 How do we turn them from stone back to flesh? |
10397 You will be paid 5,000 gold for this service. This is a kingly sum, so I won't barter with you about the amount. |
10398 How do we turn them from stone back to flesh? |
10399 How did you come by this information? |
10400 Very simple, really. I will give you these six scrolls of stone to flesh. Use them on the statues when you find them. The estate can be found just west of the fairgrounds in the center of town. Good luck, and don't entertain any thoughts about betraying me. It could be very hazardous to your health. |
10401 You have been cursed with ugliness. |
10402 You have been cursed with weakness. |
10403 You have been cursed with clumsiness. |
10404 You have been cursed with foolishness. |
10405 You have been cursed with poison. |
10406 You have been cursed with stupidity. |
10407 You have been cursed with enemies. |
10408 When they said "animate" the dead, poor Tony took it literally. --- |
10409 Mike: I feel my body rising towards the bright light... wait, now it's falling, What the HELL! --- |
10410 Here lies Kelly, an Atheist All dressed up And no place to go. --- |
10411 You have been cursed with death. |
10412 I was Nashkel born and Nashkel bred and here I lay Nashkel dead! â€â€Dave H. --- |
10413 Feargus who said, "Is it done yet?" "not yet I bet!" (once too many!) --- |
10414 We're to do a service for a wizard named Degrodel. He wants us to find the Helm of Balduran. It can be found on the petrified bodies of a group of adventurers. The bodies are currently in the possession of an art dealer who lives in an estate just west of the fairgrounds. We can find Degrodel in an estate in the northwest part of the town. |
10415 Larry's last words: "Let's split up, we'll cover more ground." --- |
10416 You don't have the Helm of Balduran! Until you have the helm, don't bother me! |
10417 Thank you for returning with the Helm of Balduran. It was so good to do business together. Here is your payment, and I shall take the helm. Now I must be off, I'll leave you with some of my servants to escort you out. My servants aren't known for their gentle nature, so I would leave as soon as possible. |
10418 Degrodel |
10419 Degrodel |
10420 Disliked |
10421 You have spent most of your twenty years of life within Candlekeep, under the tutelage of the sage Gorion. Acting as your father, he has raised you on a thousand tales of heroes and monsters, lovers and infidels, battles and tragedies. However, one story was always left untold: that of your true heritage. You have been told that you are an orphan, but your past remains largely unknown. |
10422 Battle Horror |
10423 Battle Horror |
10424 You saved us! The rest of us have fled to the north toward Baldur's Gate, but I elected to stay so as to thank all of you. Without your heroics, who knows how long we'd be working that horrible mine. I'm just glad we didn't end up in the watery grave down there like the rest of the Iron Throne mercenaries. |
10425 You bastards! You left everyone down there to rot! I barely escaped those chill waters. All my friends drowned. May all of you rot in the Nine Hells for what you've done! |
10426 You there, wait! Tell me I'm right. Aren't you the mercenaries who've been causing the Iron Throne so much trouble? |
10427 No, we work for the Blacktalons. Get back to work, slave! |
10428 Yes, we are. How did you come by this information, you look to be one of the Throne's slaves? |
10429 Uh, sorry. Yes, <SIRMAAM>, I'll get right back to work. |
10430 Good! My name is Rill, and I'm the de facto leader of the slaves here beneath the Cloakwood. I heard about you, because I'm always careful to listen to what the Blacktalons talk about. It seems that the Iron Throne has placed a large price on the head of someone named <CHARNAME>, which would be you, I assume. Enough introductions, we don't have much time. I need 100 gold. The captain of the Blacktalons on the first floor is not known for his loyalty to the Throne. If you give me the money, I'm sure I could bribe him to look the other way, while I escape with the rest of the slaves. After all, most of the Talons are going to be preoccupied with you. Well, how about it? |
10431 I'm not giving any gold to no stupid slave! Out of my way. |
10432 Here, take the gold you need, and get yourself and the others away from here as soon as possible. |
10433 Black-hearted bastard! |
10434 Thank you! Thank you so much. I wish you well, and hope that you can bring an end to this stinking operation. |
10435 Rill |
10436 Rill |
10437 How do you know how to operate this key? |
10438 All right, if we find this "master of the mine" and his key, we'll bring it back to you and see what you can do. |
10439 There's a dwarf on the second level of the mine. His name's Yeslick, and he's the last surviving dwarf of the clan that used to live here. Under threat of death, he designed the plug for the master of the mine. I talked with him last time I was in the cells for bad behavior. |
10440 Okay, we'll try to find this key. |
10441 A stupid story! Why should I believe a mere slave? |
10442 Believe what you want. |
10443 Good! If you haven't already been down to the lower levels, try to find a man named Rill. He's a good friend of mine, and should be able to come up with a plan on how to get all of the slaves to safety. I'll see you later then, and try not to get killed. |
10444 Hey there again. I see that you have the key. It must have been a bloody battle with the master, and you must be tough ones to have lived through it. All right then, give the key and let's be done with this. Oh, one more thing, you did talk to Rill, didn't you? So that all of the slaves could get out of here alive. |
10445 Who cares about the other slaves?! Just open the plug so that we can flood this place and get out of here. |
10446 Yes, we talked to Rill. You don't have to worry about your friends. They'll all be safe. Here's the key; now let's do it. |
10447 I'm not a murderer! There's no way that I'm going to open this plug and drown all my friends in the mine! Talk to Rill, and then you come back and talk to me. |
10448 Well, then I guess that's it then. As soon as I open the plug, we're going to have to run for our lives, 'cause otherwise we'll be washed away just like the Orothiar dwarves. Ready then? Here we go! |
10449 We don't want to drown the mine just yet. Stay around here, and we might come back for you later. |
10450 Sure, just make sure not to leave me here too long. |
10451 You're gonna have to stop talking to me so much, the guards will get suspicious. |
10452 You can't get down into the mine anymore, friend. The water level's risen so high that the whole mine's filled. I'm just waiting here to see if anything interesting floats to the top of the elevator shaft. Doubt it will though. I have to thank you for saving my life, and everyone else for that matter. |
10453 Get away from me, you bastard! I lost a lot of good friends to the mine 'cause of your lack of forethought. If you've come back to loot bodies, then you're out of luck. The mine's flooded all the way up to the topmost level. I'm just hoping that someone might surface... you never know. |
10454 Song of the Morning Temple |
10455 Song of the Morning Temple |
10456 My WORD! What nefarious deity have I crossed to warrant the siege of my home by heavily armed roustabouts and ruffians? Storming in here as you have is rude, if not downright illegal! What can you possibly say that would stop me from having you thrown in the stocks? |
10457 You take a single step toward the door and I'll wring your scrawny neck! I just need to examine some of your wares. |
10458 Not to worry, old chum, I merely wish to examine a few statues you supposedly have on premises. I'll be done in a twinkle. |
10459 W-w-well, I see no reason to delay you further then. T-take a look around if you like. I'll not get in your way. Just... just try to be gentle. Some items are fragile. |
10460 Hold on a moment friend, I'll make it worth your while. How about 300 gold, just for letting me take a quick look around? All I want to do is look at some of your statues. |
10461 You'll be done quicker than that. I'm off to summon the guards and they will deal with you! |
10462 300 you say? Well, I don't suppose there would be much harm in letting you glance about. Just be quick about it. |
10463 Before we give you the dagger, you should give us something in return. |
10464 What dagger are you talking about exactly? |
10465 Take your dagger and leave us alone, cursed undead! |
10466 We're not giving you the dagger. Return to your grave, undead beast! |
10467 Dialogue... |
10468 Your donation to the church was greatly appreciated, and your reputation has gone up by one point. |
10469 While your donation to the temple was considerable, it was not enough to gain a reputation point. |
10470 [ANKHEG 10] |
10471 [ANKHEG 11] |
10472 [ANKHEG 12] |
10473 [CARRION CRAWLER 10] |
10474 Shelligh |
10475 Dradeel |
10476 Bow and <WEAPONNAME> |
10477 Crossbow and <WEAPONNAME> |
10478 Sling and <WEAPONNAME> |
10479 <WEAPONNAME> |
10480 Shelligh |
10481 [GRAY OOZE 10] |
10482 [HALF OGRE 10] |
10483 [HOBGOBLIN 10] |
10484 [OGRE 10] |
10485 Select All |
10486 [SPIDER, GIANT 10] |
10487 [SPIDER, HUGE 10] |
10488 [SPIDER, PHASE 10] |
10489 [SPIDER, SWORD 10] |
10490 [SPIDER, WRAITH 10] |
10491 Well, well! If I'm not mistaken, that be a lock of nymph's hair. A luckier being there cannot be, than they who have gained the favor of such a creature. Would ye be willing to part with a small portion of that sample? I could pay... say... 500 gold for it. |
10492 A generous offer, and I accept it. |
10493 [WYVERN 10] |
10494 Oh, I couldn't sell this. It was a gift. Not unless you offered me outrageous amounts of money. |
10495 You'll not touch a hair of it! It's mine and mine alone! |
10496 There is simply no way someone with your manner could have come by that hair honorably! Get out of my sight. I'll not serve ye here! |
10497 Suit yourself, though I can't say as I blame ya. Very useful stuff, that. Say, how about I have a seamstress weave it within a cloak for ye? It is said that the wearer of such an item is magically more beautiful. It would not cost much, perhaps 100 gold. Delicate stuff, it is. |
10498 I'm content with it the way it is, thank you. |
10499 I'll not have strangers put a finger on it! It is mine to keep. |
10500 An excellent suggestion! You have a deal! |
10501 You won't regret this! I already have one cloak made. I'll give it to ye, now that I can make several others. Here ye go. |
10502 Welcome back, it's ready as I promised. Beautiful, is it not? You'll be the toast of the town in this. |
10503 I'm afraid your garment is not ready yet. Return when we agreed and you shall have it. |
10504 As you will, but it does you little good in your pocket. The offer stands if you return here. |
10505 Back again with that wondrous hair, I see. Have you reconsidered my offer? |
10506 I'm content with it the way it is, thank you. |
10507 I'll not have strangers put a finger on it! It is mine to keep. |
10508 An excellent suggestion! You have a deal! |
10509 Wonderful! The things that can be done with nymph hair are amazing! In fact, since you are so generous with it, why don't I weave what you have left within a tunic? It's said such a garment enhances the beauty of the wearer. No charge for you, friend. |
10510 An offer I could not refuse! |
10511 I would just as soon keep it as it is. Thanks anyway. |
10512 [TASLOI 01] |
10513 You'll be keeping your hands off what I have left! |
10514 Gained Special Ability: <SPECIALABILITYNAME> |
10515 I live again? The last thing I remember is some old mage and a funny-looking lizard with beady eyes. Wha� What happened? |
10516 I care not! Give me the Helm of Balduran or you'll wish I had left you as a statue! |
10517 Easy now, you have been petrified for some time. Take a moment to gather your senses. |
10518 Your assault on Ramazith cost you dearly. I have freed you, and I ask for the Helm of Balduran as payment. |
10519 What? I know of no such thing! Please, I was new to the group and was not party to their plans. They said our target was evil and only worthy of death. I fought in good faith. If they took anything, it was after I... after... Please let me go. My family must be worried sick! |
10520 Fine, be on your way. I shall hunt you down if you are lying though! |
10521 Petrified? For how long? My family... my family will be worried to death! I must get back to them! |
10522 All in good time. First, I would like you to give me the Helm of Balduran. I have been hired to retrieve it. |
10523 Your family can wait! I will have the Helm of Balduran from you before you take a step! |
10524 They can wait! You will stay put until I have what I came for! |
10525 Thank you so much! Fare thee well! |
10526 If... if I must. I'll not risk my life again after coming so close to death. Hopefully my fellows can help you, but I cannot. I will wait if you wish. |
10527 Helm of Balduran? I have no such item. One of my fellows might possess it, but I do not know. Ask them if you will, I can tell you nothing more. |
10528 Well, that was unpleasant. I thank you for my freedom. I take it that I was petrified by the basilisk? That mage was one wily customer. I hope the creature turned on him before he could dispel it. I am Cailan, and you are...? |
10529 I am your savior and I demand the Helm of Balduran! That is my price for rescuing you! |
10530 I am <CHARNAME>, and I have a request for you. I seek the Helm of Balduran, and was told it was in your possession. |
10531 Indeed? Well, I cannot help you; I do not have that item. Perhaps one of my fellows carries such a thing, but I know not. If you rescue them as you did me I am sure you will find it, though I would soften your tone. Some of my companions take offense easily. |
10532 Hmm, I do not have such a thing in my possession, though one of my companions may. I cannot say for certain though, as I have not known them for long. Not counting the time spent frozen with them, of course. |
10533 My word! Such a backache I have! I feel as though I have been standing for ages! I thank you for releasing me, and now I await your price. I am well acquainted with mercenaries and the like, and know that one does not rescue such as I for the good of one's health. What do you want of me? |
10534 My price shall be your death if I do not receive the Helm of Balduran! |
10535 My price? I seek but one item: the Helm of Balduran. Once I have that I shall be on my way. |
10536 Such manners! Your bluster is wasted; I do not have the item you seek. Perhaps one of my petrified fellows might, but that will be their business to take up with you. Please feel free to question them, as you will. I have shared much with them, but I care not for what baubles they have stashed in their packs. |
10537 If I had such a thing, I would not think your offer a worthwhile trade. My life for such a powerful item? You will not find many that peaceably accept such terms. Feel free to examine my fellows though. They might respond otherwise. |
10538 Wha... Get back! Who are ye? More of Ramazith's trickery, or are ye paired with that snake Degrodel? I swear none shall see the day when I get between feuding mages ever again! Well? Speak up! Are ye for me or against me? |
10539 I am neither, as I care little for you at all. I released you to find the Helm of Balduran. |
10540 I saved you from your prison of stone, did I not? I ask only one thing for this: that you give me the Helm of Balduran. |
10541 I see. Well, I do not have such an item, nor would I tell you if I did. Dead with a treasure would be better than living without. Question the others if ye will; I care only that I can walk once more. |
10542 I suppose such a request is reasonable, though I cannot fulfill it. I do not have such a thing, though you may ask the others in my party. Perhaps they know where this helm can be found, though if it were me, I would not tell you. Such a treasure is worth dying for. |
10543 I awake from dark slumber and see before me... a deva? Certainly you must be such a creature to have rescued me. My name is Vail. Please honor me with your name as well. |
10544 I am <CHARNAME>, and I have come seeking the Helm of Balduran. |
10545 Who I am is unimportant. Who you are is equally unimportant. I seek the Helm of Balduran and nothing else matters. |
10546 The Helm of Balduran? I am acquainted with that trinket. May I ask why you are looking for it? Or, more importantly, who told you to come to me? |
10547 You may not! Your answer confirms what I thought! You must have the helm! |
10548 I was hired by Degrodel to retrieve it. He said you hapless chaps would have it, and would perhaps trade it for your freedom. |
10549 You are that set in your path? So be it. I do own that item. It is mine won fair and square through hard work and honest labor. If you intend to take it, I will first ask you to reconsider. We are both adventuring sorts, whether hired or driven by spirit. You can see why I should not like to let my prize go, can't you? |
10550 That is what he said? Well, he was wrong. As much as I am grateful for your help, the item you seek is very important to me. I earned it through hard work, and take good care of it. Am I to relinquish such a historical curiosity that means so much to me? I ask you to reconsider. We are both adventuring sorts, whether hired or driven by spirit. Leave me my prize; you know I well deserve it. |
10551 I care not! You will hand it over or face my wrath! |
10552 I do not care! Deliver it or you shall suffer! |
10553 I see your point, though I must insist. I have been hired to retrieve it and I cannot return empty-handed. |
10554 I hear you, but I am steadfast. I have a job to complete and must return with the helm. |
10555 You have moved me. If it means so much, I shall not take it from you. |
10556 Your words ring true. I will not take this item from you. |
10557 Sorry for bothering you. We'll be on our way out the door. |
10558 Good! Make sure you don't dirty my floors again. |
10559 Faizah Tin |
10560 Faizah Tin |
10561 If you wish to force the matter, I shall yield. Do not think me such an easy foe however, as you must still retrieve the helm yourself. You did not think I had it with me, did you? Had I been wearing it, I might not have suffered the fate from which you rescued me. Search, as you will, where this note dictates. Perhaps you will find it, perhaps not. I will help you no further. Does this satiate you, or must we fight as well? |
10562 Cailan |
10563 Cailan |
10564 Rance |
10565 Rance |
10566 Achen Dell |
10567 Achen Dell |
10568 You will die for your trickery! |
10569 I will leave you with your life. I have what I want. |
10570 If I must, but I will not go quietly! |
10571 Then get out of my sight. I thank you for reviving me, but do not expect much more. |
10572 Felonius Gist |
10573 Felonius Gist |
10574 I am... relieved. Do not think you will go away empty-handed for your compassion. I... I will give up another item nearly as dear to me. Perhaps the two should not be separated, but you have done well by me. The Cloak of Balduran is with a favored consort of mine in the Undercellar. Quenash is her name. Go there and she will give it to you. She will know I sent you. Now please leave me. |
10575 Vail |
10576 Vail |
10577 Quenash |
10578 Quenash |
10579 You are probably going to kill me anyway, so I will fight as best I can, as any of my fellows would! |
10580 I enter battle tomorrow with a heavy heart, knowing I may well not survive. Such is life, and many a fool has risked as much for less gold than I will be paid. Still, I cannot bear the possibility of losing the treasures I have worked so hard for. To prevent this, I write this note to myself as a reminder in case I suffer an injury that would impair my faculties. Any battle against a mage always carries such a risk. Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My helm I will trust only to my guile in hiding it. It rests where people rest, in a building that may as well have been named for the purpose. The cloak should be with it, but that would only be expected. I shall not make their theft easy. |
10581 'Ere there, I don't need no armored prats scaring away my friends. Get along, children. |
10582 Watch your tongue lest I be forced to teach you some manners! |
10583 I want nothing with your lies! Hand over the helm or I'll take it by force. |
10584 I don't have to put up with treatment like this! Go find yourself someone else to insult! |
10585 My apologies, but I just need a moment of your time. |
10586 Vail sent me. I have come to collect his cloak. He has given it to me. |
10587 If I had a gold coin for every time I heard that, I would be undercharging. Very well, what do you have to ask of Quenash? Something... interesting, I hope. |
10588 I am <CHARNAME>. Now give me the reward that is due to me for releasing you. |
10589 HA! You think me a fool? Vail would not give such a thing to a lout like you. I do not know how you came upon his name, but you obviously don't know a thing about him. Can you tell me his favorite dish? Or his mother's maiden name? I doubt you have even laid eyes on him. What was the color of his hair? Can you even name his race? |
10590 Sorry, but I have no reward for you, and I must be on my way immediately. There are many things that might have been happening while I was trapped in this stone form. |
10591 We have come to relieve you of all your treasure. By force, if necessary. |
10592 The elf Vail has told us that he gave the Cloak of Balduran to a consort of his in the Undercellar. Quenash is her name. |
10593 Wha� Get back! Who are ye? More of Ramazith's trickery, or are ye paired with that snake Degrodel? I swear none shall see the day when I get between feuding mages ever again! |
10594 Well, that was unpleasant. I thank you for my freedom. I take it that I was petrified by the basilisk? That mage was one wiley customer. I hope the creature turned on him before he could dispel it. I must be on my way now, as I have many things to do. |
10595 My word! Such a backache I have! I feel as though I have been standing for ages! I thank you for releasing me, and now I await your price. I am well acquainted with mercenaries and the like, and know that one does not rescue such as I for the good of one's health. Though you wish much of me, there is nothing I can give. I will be off now, before you try to force something from me. |
10596 I... I live again? The last thing I remember is... is some old mage and a funny looking lizard with beady eyes. Where am I now? I must go... find... |
10597 I do not have time for this! You will give me the cloak or die! |
10598 His hair was brown, a common color for humans. |
10599 His hair was red, a striking color for an elf. |
10600 His hair was blond, a color you do not often see on a gnome. |
10601 Human he was, and his hair was red. |
10602 An elf he was, and his hair was blond as the sunlight. |
10603 He was a gnome if I recall correctly, and he had hair of brown. |
10604 Human was his race, and blond was his hair. |
10605 You know nothing of him! Get lost, before I call some burly guards to assist you out! You will get nothing of his from me! Now, or ever! |
10606 Perhaps I cannot recall his features, but that changes nothing. He offered the cloak for his rescue and I accepted. Do not betray his wishes. |
10607 Blacktalon Elite |
10608 Blacktalon Elite |
10609 You have something I want. Give me the Cloak of Balduran! |
10610 Who told you that? I bet it was Shanall, wasn't it? That little gutter tramp! Well, I'll not speak with such as you! |
10611 We have a mutual friend. Vail is his name. He wished me to have the cloak you hold for him. |
10612 Don't bother me. Leave me alone or I'll call the guards! |
10613 Hmm... perhaps you do know of him. Still, I cannot believe he would relinquish such a thing to you. He can be a touch flighty at times though. Ah, it's been some time since he paid me a visit. Who knows how he may have changed? Here you are then. Take it and leave me. I've better things to be doing. |
10614 Maltz |
10615 Maltz |
10616 Thank you, I will trouble you no more. |
10617 There was one other thing. He was to give me the Helm of Balduran as well. |
10618 Now THAT I seriously doubt! Still, I did not think he would give up the cloak either. It does not matter much; I have no idea where the helm would be. He... he did mention something about hiding it. What was it he said? He said that he could not have found a better location to hide both the cloak and the helm, and that the building was practically named for the purpose, but that he would let me keep the cloak because he did not want both items in such a public place. Does this help you? |
10619 Just move along. |
10620 The elf Vail has given me a scroll apparently giving the location of the Helm of Balduran. I tire of these paltry riddles. |
10621 I have nothing to say to you. Out of my way! |
10622 And the Helm of Balduran? That was part of the deal as well. |
10623 You betray yourself! Vail would never agree to any such thing! Get out of here. You may have the cloak, but I'll not help you with the helm! |
10624 I am grateful. I will continue to search. |
10625 Tell me what else you know! Do not make me hurt you! |
10627 Quenash has given me the Cloak of Balduran, but had very little information about the location of the helm. She said Vail did mention it once, and her exact words were that "he could not have found a better location to hide both the cloak and the helm, and that the building was practically named for the purpose, but that he would let me (Quenash) keep the cloak because he did not want both items in such a public place." |
10628 You... will not... give dagger. If you not give dagger... you die... |
10629 The dagger... of he who murdered me... the dagger of Alatos... |
10630 Take your dagger and leave us alone, cursed undead! |
10631 We're not giving you the dagger. Return to your grave, undead beast! |
10632 At last... the dagger... |
10633 You there! Stop where you are, thieves! You are under arrest for robbery. I represent the Flaming Fist and the law of the Grand Dukes. |
10634 Wait one moment! We can pay you money. How about 100 gold to let us alone? |
10635 You don't want to arrest us, especially if we gave you these nice shiny gold coins. 200 of them, in fact. |
10636 We'll cleave you limb from limb, you law-abiding do-gooders! |
10637 The server has admitted you to the game. You can now modify the player and character information above. |
10638 I told you, I only fight men! You'll regret hitting me, woman, you and your entire party! |
10639 end of round |
10640 Pause whenever a party member reaches the end of a combat round. |
10641 What... who are... what has happened? |
10642 Rest yourself, you have likely been petrified for some time now. |
10643 I have rescued you. What have you to give me as payment? |
10644 Customize Character |
10645 customize |
10646 colors |
10647 sounds |
10648 Hello there, friends, may I have a word? Relax, I am not here to hurt you. I know you've been attacked at almost every turn, but I am an ally true and sure. |
10649 Scar is waiting outside of the Flaming Fist barracks. He wants to discuss the suspicions he has about the Iron Throne. |
10650 What do you want, "friend"? I've no time for idle chatter. |
10651 Well met, stranger. What news do you bring? |
10652 And why should I believe you? |
10653 I find your manner displeasing, though I suppose it has been your trials that have made you this way. I am an aide of Scar's. His instructions were to follow you and see that you don't get into more trouble than you are worth. You seem capable of handling yourself, but I still think you would benefit from a visit to the Flaming Fist headquarters. |
10654 Are you arresting me, then? I will not come quietly! |
10655 You misunderstand. I am not here to arrest you. I am merely stating that you might benefit from a talk with Scar. He awaits you at the Flaming Fist headquarters in the southwest quadrant of the city. If Scar is not present when you arrive, just talk directly to Duke Eltan. That is my message, and now I take my leave. |
10656 Scar? What does he have to say to me? |
10657 I do not know. That is for you and him to discuss. He awaits you at the Flaming Fist headquarters in the southwest quadrant of the city. |
10658 I am just an aide to Scar. His wish was that I keep an eye on you, though you seem more than capable of taking care of yourselves. I do think, however, that you would benefit from a visit with him. He should await you at the Flaming Fist headquarters in the southwest quadrant of the city. If he's not there, just speak directly to Duke Eltan. |
10659 Then I shall proceed there forthwith. |
10660 What does he wish to say to me? |
10661 Good travels to you. I take my leave. |
10662 You have no reason to trust me, but you also have no reason not to. Regardless, I am but a messenger. I was told by Scar to keep an eye on you, though you seem quite capable of taking care of yourselves. In any case, I think you would benefit from a visit with Scar or Duke Eltan. |
10663 This could all be an elaborate trap! Can you prove your intent? |
10664 Very well, though he had better not keep me waiting! I am quite busy! |
10665 You really must try to calm yourself. Guards and villains may hide around many corners, but friends do as well. Just go to the Flaming Fist headquarters in the southwest quadrant of the city. Scar and Duke Eltan await you there. |
10666 He awaits your arrival now. Just proceed to the Flaming Fist headquarters in the southwest quadrant of the city and you will see him. I take my leave. |
10667 My name is unimportant. All that matters is that you are free. |
10668 Petri...? How... I remember fighting some gnolls and... and one turned to stone right before my eyes! I turned around and there was this lizard-thing... and then... and then you. I was turned to stone? For how long? |
10669 I must bring a skull back to Thalantyr, so he can try to restore Melicamp to a human form. |
10670 I brought a skull back to Thalantyr as he requested, but his attempt to restore Melicamp was unfortunately a failure. Apparently the young man's body could not stand the shock of transformation again. Thalantyr said there was nothing we could have done to change the outcome, it was simply a matter of luck. Magic remains an uncertain force, and care must be taken in its use. |
10671 I brought a skull back to Thalantyr as he requested, and his attempt to restore Melicamp was a success. The young man's body withstood the strain of transformation again, and he seems eager to learn from his mistakes. Thalantyr cautioned that a tragic ending was just as likely, and that care should always be taken in the use of magic, no matter how benign it seems. |
10672 We cannot detect a CD-ROM drive on your system. You cannot play Baldur's Gate without a CD-ROM drive. |
10673 [no string] |
10674 Ye're a bunch o' happy-gallaghers, ain't ya? I's no time fer chits or chats, so move along. |
10675 Caedmon |
10676 Caedmon |
10677 [CHANTER 5] |
10678 [CHANTER 2] |
10679 [CHANTER 3] |
10680 [CHANTER 4] |
10681 [CHANTER 1] |
10682 Why do you stay the killing blow?! Kill her! |
10683 Listen not to the witch's lies! We had a deal! |
10684 Wise, if cowardly. Begone, that the witch and I may settle our differences! (Now she is mine to be sure!) You'll have little protection now, witch! |
10685 (Her power is nothing without the will to use it!) Step from behind your excuses and let us end this here! |
10686 Nothing changes with the distance! You are Wychlaran of Rashemen, I am a wizard of Thay! That you are here means I must be as well! |
10687 (I'll not suffer her insults!) Die as you should! |
10688 (If they'll not do the deed, then our deal is forfeit!) You side with the witch then you will die with her! Beware my return! |
10689 The journey took <DURATION>. |
10690 You have rested for <DURATION>. |
10691 You cannot hide from judgment while within the sight of a Shadow Druid! All who claim membership in traditional druidic orders must contend with our wrath, as will all that defile nature. I have identified Jaheira among you; no doubt she has converted you to her fantastical views wherein people live alongside nature in "harmony." Such views are weak, and must be purged! You have consorted with enemies of the Shadow Druids, and death shall be the penalty! |
10692 Come one, come all! Take a look at the stone warrior maiden. How long has she been trapped in this petrified form, no one knows! Be the first to learn, for the mere price of 500 gold. For that small amount of money, I shall give you a magic scroll, and with this scroll you can release the maiden from her stone prison. Think of the gratitude she would feel to her saviors. Perhaps she's a princess from some far-off land, or maybe a powerful sorceress in search of a concubine. You can't afford not to know! Buy the scroll! |
10693 Your friend has been cursed with death. |
10694 Sorry, we're not interested. |
10695 Sure, give us the scroll. |
10696 We don't have the money right now. |
10697 <GAMEDAYS> days |
10698 <GAMEDAYS> day |
10699 and |
10700 <HOUR> hours |
10701 <HOUR> hour |
10702 Your loss. |
10703 You won't regret this! Here's the scroll, and I wish you well. Bye now. |
10704 Well, if you ever get the money, I'll be here waiting. |
10705 Zeke |
10706 Zeke |
10707 You there! You are no doubt in league with those polluting this wood! I shall cleanse your taint from... wait, I know of you. You are traveling with Faldorn, are you not? She is of the Shadow Druids, as am I. I shall allow your passage, though tread carefully! |
10708 Mine |
10709 Gnoll Stronghold |
10710 Prisoner |
10711 Prisoner |
10712 Candlekeep |
10713 Take not another step! I would know your purpose in this wood. Tell me true lest you feed the trees from below! |
10714 I am but a wistful traveler, enjoying the woods and nature as well. |
10715 I hunt those that would defile these woods! Bandits are my quarry! |
10716 I don't have to tell you anything. I go where I wish! |
10717 Then I will bid you farewell. Before you leave, know that there is a madman by the name of Bassilus who roams the wilderness killing any innocents that happen along his path. If you were to... dispose of him and bring back his holy symbol, there is a large reward offered. It is a grisly task, but sometimes there is little choice. |
10718 While we were in the temple east of Beregost Kelddath Ormlyr told us that there is a price on the head of a man named Bassilus. We will be entitled to a large reward if we can eliminate Bassilus and bring back his holy symbol as proof of the deed. |
10719 A wistful traveler? Yet another fool that lurches about in the woods "appreciating" nature while remaining blind to the problems caused by their kind. Such blatant naivete! Give me one good reason why I should not purge the woods of your presence! |
10720 Hmm... a noble goal, and one that my fellow Shadow Druids will no doubt support. You should have an escort however, just to make sure you do more good than harm. I recommend you speak with Faldorn. She will gladly share your fervor in exterminating those that poison these woods to the east. Go now, and seek her aid. |
10721 Your contempt of me is just a reflection of your contempt of nature! You and the others that dare to mine within these woods will all fall before the wrath of the Shadow Druids! |
10722 Who dares presume to trespass upon nature's territory whilst a Shadow Archdruid looks on? Who could be so hungry for death? More of Seniyad's weakling pawns no doubt! How he can be one of the three with his pacifist attitudes is beyond logic! |
10723 I do not have to justify myself to you! Stand aside! |
10724 Dradeel |
10725 I dare to go where I wish! You cannot stop me! |
10726 My apologies, but we are hunting those that would destroy nature. Is there a bandit installation near here? |
10727 Pardon my ignorance, but what is an Archdruid? |
10728 Ignorance is never to be pardoned! Lessons hard learned are the ones best remembered. I shall enlighten you and then pose my question again. I am an Archdruid of the Shadow Druids, one of the few with my level of experience, and it is our duty to purge nature of outsiders. Druidic orders that think people can exist alongside nature are doomed to fail. We shall restore nature to its former glory the only way possible: active aggression! So again I put it to you: Who are you to dare trespass in nature's territory? |
10729 Obe |
10730 Obe |
10731 Canderous |
10732 Canderous |
10733 Mordaine |
10734 Mordaine |
10735 You have the gall of one with no respect for the wild areas! You will learn the proper response when confronted by a Shadow Druid: fear and obedience! |
10736 Arkanis |
10737 Arkanis |
10738 Deder |
10739 Deder |
10740 Enough of your lectures! Get out of my way! |
10741 You seek to destroy that which those heathens have built? Perhaps you warrant temporary passage then, though you shall still be under my scrutiny. You will find a human fort if you continue north and then go east. It is inhabited by defilers who call themselves the Iron Throne. It would be best if one of our own accompanied you to be sure that your intent is true. Seek the one named Faldorn; she will join your cause. Her rage at those who would defile this land can barely be contained and will no doubt benefit your cause. Go now; do not tarry in places you do not belong. |
10742 <CHARNAME>, the Gatewarden "arsked" me to prepare a little going away party for you! A bit of mass combat practice is in order, I believe. Well, I'll make it real simple for you. Canderous, Mordaine, Arkanis, Deder, and Osprey are all going to join your party. You'll have complete control over them, same as you will with anyone else who might join you in your coming travels. |
10743 I seek those that have polluted this wood. They are barely worthy of the title "bandit"! |
10744 Once they've all joined your party, I'm going to summon in several illusions of common monsters you might encounter outside the safety of this keep. These illusions will attack the party and it will be up to you to issue the necessary orders to dispose of them. Remember: These creatures are illusions and they won't be able to hurt you. Try your best to kill them, however, because in the real world, pain, harm, and even death are far more real. |
10745 Seniyad's followers are well-known to me; you travel with the one known as Jaheira. Her naive views of society living in harmony with nature must be cleansed from the world so that nature may regain the respect it deserves! As a Shadow Archdruid it falls to me to be the sickle that cleaves your parasitic taint from this forest! There will be no talking, no negotiation! |
10746 Some of your comrades will have magic items such as potions and wands. You'll have to equip these in the Quick Slots of the characters who have them. Some of them also have spells. You can cast these during the battle. Remember: Even rogues and warriors can benefit from a good understanding of these more arcane forms of combat. |
10747 Every so often, I will ask you if you've had enough. If you have, then I shall teleport you back outside. If you wish to continue practicing, however, then I shall create some more illusions for you to fight. Are you ready then? Good, here we go! |
10748 Have you had enough yet? If you're ready to go, I'll teleport you back outside, otherwise you better be ready for some more fighting. |
10749 Bring on some more monsters, I'm not ready to quit yet. |
10750 I think I've had enough. Just take me outside. |
10751 Okay then. Once I teleport you outside, you're not going to be able to get back in here again. This is for your own protection, as the illusions I use can sometimes be dangerous. |
10752 Good! Then I will create some more illusory monsters. This time I'll create some xvarts. Xvarts are primarily mountain-dwelling creatures, but they can be often found on the Coastway. |
10753 Have you had enough yet? If you're ready to go, I'll teleport you back outside, otherwise you better be ready for some more fighting. |
10754 Who dares presume to trespass upon nature's territory whilst a Shadow Archdruid looks on? Who could be so hungry for death...? Wait. I recognize you as those that travel with Faldorn. She has served the Shadow Druids well, and if she deems you worthy to share her cause, then you shall have free passage. Do not delude yourselves into thinking you have gained our favor. Such alliances are as fickle as the gusting wind. |
10755 Good! Then I'll create some more illusory monsters. This time I'm going to create some skeletons. Try to hold them at bay using Osprey's Turn Undead ability. To do this, just press down on the skull icon that appears on her toolbar. |
10756 Bring on some more monsters, I'm not ready to quit yet. |
10757 I think I've had enough. Just take me outside. |
10758 Have you had enough yet? If you're ready to go, I'll teleport you back outside, otherwise you better be ready for some more fighting. |
10759 Bring on some more monsters, I'm not ready to quit yet. |
10760 I think I've had enough. Just take me outside. |
10761 Good! Then I'll create some more illusory monsters. I'm creating kobolds this time. They have bows, so you may have to use a different technique to fight them. |
10762 Have you had enough yet? If you're ready to go, I'll teleport you back outside, otherwise you better be ready for some more fighting. |
10763 You are friends of Jaheira, are you not? She is of the druidic order that follows Seniyad, one of the three archdruids. Well, I do not share their philosophy! It is because of their pacifist doctrines that atrocities against nature continue, like the fool to the northeast that entraps animals and enslaves them for his petty tasks! As a Shadow Druid, I fight so that nature is left untouched; there is no room for society to live alongside! This must be enforced through fear, and the removal of the naive taint Jaheira and her kind have sown! |
10764 Bring on some more monsters, I'm not ready to quit yet. |
10765 I think I've had enough. Just take me outside. |
10766 Good! Then I'll create even more illusory monsters. This time I'll create some tasloi. These creatures are usually only found in forests. But then again, Cloakwood is only a few days' travel north of Candlekeep. |
10767 I think that's enough fighting for the day. You're starting to look pretty tired and my magical abilities have been stretched to very near their limit. I'm going to teleport you outside now, and I think it would be good if you went and talked to your foster father, Gorion. You won't be able to reenter these cellars once I teleport you out. That's for your own safety as sometimes the aftermath of my illusions can be dangerous. |
10768 Have you had enough yet? If you're ready to go, I'll teleport you back outside, otherwise you better be ready for some more fighting. |
10769 Bring on some more monsters, I'm not ready to quit yet. |
10770 I think I've had enough. Just take me outside. |
10771 Good! Then I'll create some more illusory monsters. |
10772 Faldorn travels with you, and so you shall live to see the glory of tomorrow's sunrise. If she can stand your presence, then so shall I. Perhaps you even share her Shadow Druid temperament. If so, you will want to know this: There is a fool in a cave to the northeast that dares to enslave the animals of this wood for his petty tasks. I shall give Faldorn the honor of feeding him to his own captives. |
10773 Soon be gone, will ye? Aye, Gorion arsked me to teach you a whit about the finer arts o' mass combat afore ye leave. Can I pique yer int'rest with it, <CHARNAME>? |
10774 Yes, Gatewarden. I would appreciate that. |
10775 You've the audacity of an ogre mage, the way you strut through this wood! Well, you'll not get much further than this if your purpose here does not counter the damage you might do to nature! Who do you claim to be and why should I let you pass? |
10776 Gorion's in a hurry, Gatewarden, and I'm afraid I can't spare the time. Sorry... |
10777 Are ye sure, little one? It would be best ye took the time to learn it now rather than curse yer ignorance later. Gorion himself arsked me to do this deed and I'll not offer it to ye twice. |
10778 Very well, then. Teach me what you can for I have much to learn. |
10779 Whatever little knowledge I have, I am sure it will be sufficient, thank you. Besides, Gorion will protect me should we encounter any trouble. |
10780 Aye, ye be as ye've always been, then. Worse than tryin' to talk sense to Ulraunt himself. Now there be duties that need attendin' to and I'll not suffer a brat like ye any longer. |
10781 Good, then, child. 'Tis one thing to maintain control o' yerself in the heat of battle but 'tis quite another to maintain one's authority o'er a group. I've arsked Obe the illusionist to run through a few simulations fer ye down in the storage cellars. Just follow me this way an' I'll unlock the door fer ye... |
10782 There ye be, <CHARNAME>. If you haven't trained with Obe yet, then the door's wide open and all ye needs to do is march in. If you've already done yer training, then you should go and see Gorion. Yer father is anxious to see you. |
10783 I "claim" to be someone you should not bother. I wouldn't want to have to hurt you. |
10784 I beg of you, let me pass. There are villains in these woods that will do it more harm than I. I must track them down. |
10785 I don't mean the forest any harm. I simply wish to walk amongst the trees and enjoy their majesty. |
10786 It is fools like you who do the most harm! The trees were not placed for your enjoyment, and to treat them as mere entertainment is to demean them in ways I cannot stand! No Shadow Druid would ever condone such flagrant squandering of the gifts of the earth! I shall avenge each flower you might have trod on, and every leaf you might have shaken loose in your passing! |
10787 Contrariwise, I would love to have to hurt you! Your attitude only proves that you should not be allowed to proceed through this wood! Likewise, you should not be allowed to live lest you walk through some other wood in the future! Shadow Druids such as me are the last line of defense and must protect nature against brutes like you! |
10788 Hello there! I thought I should tell you that Gorion has been looking to talk to <CHARNAME> and all of <PRO_HISHER> friends. You should go talk to Gorion as soon as possible. |
10789 You display the same fervor that drives the other Shadow Druids and me. Perhaps there is merit in letting you continue. You might even prove useful. There is an infidel in a cave to the northeast of here who dares to capture creatures of the wood and bend them to his petty purposes. No doubt you would like to see him fed to his captives as much as I. Please proceed, and dispose of him at your leisure. |
10790 The Diary of Sarevok |
10791 The Diary of Sarevok |
10792 Osprey |
10793 Osprey |
10794 By the gods, that... that thing was young Dreppin! What is going on, <CHARNAME>?! Obe asked us to search for you here but... but this is far more foul than any of his most fearsome illusions! |
10795 It's a long story, Arkanis. Please, you have to help me get out of here, and fast. Can I trust you? |
10796 That "thing" was a doppelganger, just like you... Out of respect for the face you wear, mirrorkin, I might just let you live. Flee this place before I change my mind! |
10797 That "thing" was a doppelganger, just like you... Out of respect for the face you wear, mirrorkin, I might just let you live. Flee this place before I change my mind! |
10798 Aye, child, trust me you can, and Deder, too. I know not what assistance we can be to you, except four strong arms and an eye for illusions... We shall see you to the end of these crypts but not beyond, as we must bear witness to the horrors that befoul this place. |
10799 As you order, so shall it be, my old comrade. Come, Deder... <CHARNAME> has spoken. |
10800 They were right about you, <CHARNAME>. You've become a monster... I know not what forces chase you in these depths, but two have just joined their number! Come, Deder... in Gorion's good name. |
10801 Move along, friends, nothing to see here. Just a humble woodsman doing a little spelunking. |
10802 It's a long story, Arkanis, and I have no time to tell it to you. Begone before you get the same as Dreppin! |
10803 The multiplayer session has been terminated. |
10804 I hunt those that would defile these woods! Bandits are my quarry! |
10805 Takiyah |
10806 Takiyah |
10807 Izefia |
10808 Izefia |
10809 Amarande |
10810 Amarande |
10811 CAUTION! Dual-classing is a significant change to your character. Please be sure you have read and understand the following, as well as the description given in the manual. Dual-classing is an ability that only humans have. It is the process by which you stop advancing in your current class and begin advancing in a second class. You will retain the benefits and abilities of the first class at its current level, but from then on you will only gain experience in the second. In order to become dual-classed, you must be of at least 2nd level in your current class. Your character must have scores of 15 or higher in the prime requisites of your current class, and scores of 17 or more in the prime requisites of the class you wish to change to. Some classes cannot be combined due to alignment conflicts or inherent restrictions. Within Baldur's Gate: Enhanced Edition, all resulting mixes must be viable multi-class combinations as well. Dual-class characters have much the same requirements as multi-class characters. You must abide by the restrictions of the individual classes. For example: a Mage combination cannot cast spells while wearing armor, a Thief combination cannot use thieving skills wearing armor other than leather, and a Cleric or Druid combination cannot use weapons that their ethos does not allow. After attaining at least second level in your first class, you can opt to change to a second class, provided you have the prerequisites and do not have any alignment conflicts. Your first class becomes "inactive" and you begin again at 1st level with 0 experience points in your second class. From then on you progress as a single-classed character in your new class. ONCE YOU HAVE CHANGED TO A SECOND CLASS YOU CANNOT GO BACK TO THE FIRST. Your first class will forever remain at its current level. You will be unable to use the abilities of your first class until you have attained ONE LEVEL HIGHER in your new class. For example: If you were a 4th-level Mage and switched to a Fighter, you would not be able to use your Mage abilities again until you reached 5th level as a Fighter. IMPORTANT: The experience cap in Baldur's Gate: Enhanced Edition is 161,000 points for a single character. Experience points from BOTH of a dual-classed character's classes count towards this total. Please be sure that there are sufficient points left available to allow you to progress high enough in your second class! IF YOU ARE LEVEL 7 IN YOUR CURRENT CLASS, IT IS VERY LIKELY YOU WILL NOT BE ABLE TO REACH LEVEL 8 IN A SECOND CLASS. The game will still allow you to dual if you wish, but you may not be able to access your previous class's abilities within Baldur's Gate: Enhanced Edition. This may result in difficulty later in the game. |
10812 This is an odd place to meet a woodsman. Are you not afraid of those baby wyverns behind you? |
10813 Have you seen any bandits or otherwise untrustworthy people around? |
10814 Subterranean trees? Are you quite sure you know what you're talking about? |
10815 You just don't know the subtleties of wood and wood-related activities. These creatures are docile and... and it is worth the risk. Um... even the darkest of caves can be a rewarding experience for the woodsman that knows how to handle himself. Why, um... subterranean trees can yield the best material for carving... ah, ornamental... things. |
10816 What are you doing here? Tell me now, before I kill you! |
10817 All righty then, I shall leave you to your work. Far be it from me to get between a man and his wood... so to speak. |
10818 I think you are lying to me! Give one reason why I shouldn't kill you! |
10819 Bandits? Why would you be looking for bandits? Not that I've seen any, of course. It's been pretty quiet around here. Just my wyverns and... I mean, just THESE wyverns and me. Nothing out of the ordinary at all. Are you implying something? |
10820 I see that you have no use for beating around the bush. Well, so be it. I cast aside my master woodsman facade. You have interrupted my little wyvern-training session and likely set my schedule back by days. I have worked long and hard to gain their trust, but if they are to be ready for duty at the mine, I shall have to placate these beasts with meat! Fight, for you shall die if you lose! |
10821 Certainly! Have I given cause for you to doubt me? Of course not! Everything is just as it should be. There is nothing untoward about me or my wyver... I mean, there is nothing untoward about THESE wyverns. Are you implying something? |
10822 Nothing at all. I'll be on my way. |
10823 Do your actions not seem odd to you? |
10824 A pity you had not made that decision before you entered my little sanctuary. I suspect by your questions that you have doubts about my identity, and I cannot let you leave if you are going to tell others of me. I cannot have more interruptions. You have already set back my little training session just by being here. If I am to have these beasts ready to serve in the mine, I must soothe them with meat, meat that you will provide! |
10825 Um, not at all. It is not uncommon for... for a woodsman to seek the comfort of natural caverns and... and... Oh, to blazes with it! I can tell by your questions that you suspect me of lying and I tire of this ruse! No, I am not a simple woodsman! I am training these beasts to serve as guards, and now that you have interrupted me I shall never have them ready for the mine. Your presence has agitated them; they will be unmanageable for days now! Perhaps... perhaps I can placate them with meat. Your meat! |
10826 Nothing at all. I'll be on my way. |
10827 Do your actions not seem odd to you? |
10828 Peter of the North |
10829 Peter of the North |
10830 You copy the spell to your spellbook. |
10831 You failed to copy the spell to your mage book. |
10832 I ain't gonna serve you another drop; you can barely stand as it is. Best you sleep it off before you go out lookin' for trouble. |
10833 Blast you all thrice over! I don't know who you be, but if you are in league with him that cut me down you can all go straight to Hades! May the spirits of those that built this maze take you down! |
10834 No, I fell on my own sword and damn near cut my own throat, you fool! Of course he was here! The mad jackal had clear passage past me and still he paused to strike. I get the last laugh though. Traps ahead will get him even with that mage he was dragging along, and you too if you follow. |
10835 You've got me best wishes if you are hunting him down. Flew by me, he did, and only paused to stick me for the fun of it. Vicious bastard, he is. The traps ahead will likely claim him, even with that mage he was dragging along with him. |
10836 Shut your yap! I am looking for the one called Sarevok! Did he come this way? |
10837 Where does this passage lead? |
10838 You look injured. Who has done this to you? |
10839 I mean you no harm. I am only here to find Sarevok. |
10840 Who? Sarevok it was! I recognized him from when I was... ehhh... "exploring" the Iron Throne base the other day. I'll be all right, he was in too much of a hurry to do a proper job on me. You've got my blessings if you're tracking him down. |
10841 Cannot save during a store. |
10842 Bah, I'm sure I can handle it. |
10843 Where does it lead? You want to follow him? You'll be dead before you get a hundred feet, but I guess it's your life. The maze apparently connects to the Undercity, but I ain't heard of nobody that has gone through and lived to tell. It's kinda meant as a decoy retreat of sorts. Lead intruders down here and they think it's the way out. Usually you don't see them again after that. Ain't seen a live person leave ever. She's full o' undead and kept clean by jellies. Better get a move on if you hope to catch them. I'm just going to stay here and catch my breath. |
10844 Fitting last words if ever I have heard them. Go on then; run along. If you make it through to the Undercity alive, I will be more than surprised. No skin off my nose either way, though I'd love to see you run Sarevok through. I'll just wait here to hear about it though, if you don't mind. I ain't fool enough to run that gauntlet in there. The maze has not seen a live person pass since it was built. Maintained by her undead creators you know. Cleaned by jellies, too. Better get a move on. Off you go. |
10845 Could you guide me through the maze so I can find him? |
10846 I do not need your blessings! He will not escape me! |
10847 Not permitted to buy/sell items. |
10848 HA! Er... I mean, no. No, I won't be doing that. I ain't ever seen anyone walk out of that maze alive. Not that you won't survive or anything. I bet you just waltz through without a problem. Yes, <SIRMAAM>. I'll just wait here to hear about it though. I ain't got no wish to meet the undead that maintain her, nor the jellies that keep her clean. Gotta... gotta catch my breath, you understand. |
10849 Would you be able to guide me through the traps ahead? |
10850 Traps be damned! They will not escape me! |
10851 *cough* Well, well, I thought it would be you. Quite the little family reunion shaping up now, isn't it? I knew you would follow; you two are of the same blood. You must take the fight to him lest he strike you down at his leisure. Not that it will matter; you have already beaten him. His plans are in ruins, and his allies are fleeing in droves. Such glorious goals they were, though none understood the true desire behind them. None but me, that is. Unfortunately, I am now expendable, but I expected no less. |
10852 What was your role in this? Why did you help him if you knew you were to be cast aside? |
10853 Where has he gone? He cannot hope to hide from me! |
10854 What did he hope to gain by all of this? He must have known that inciting war with Amn would eventually expose him! |
10855 What was my role? I was Sarevok's mentor and tutored him in the blackest of rituals. If he had succeeded, there is no doubt I would be among the dead, but my name would live on in his wake. There are things beyond death if you die in the right fashion, and how could there not be a place in history for the architect that shaped the actions of the ascending Lord of Murder? You would not understand; you were born to affect the realms. The rest of us must carve our own place by whatever means necessary. |
10856 You arrogant fool! Your death will be much deserved! |
10857 Oh, Sarevok is not intent on hiding. You have stripped him of any pretense; there is no longer any point in him maintaining his respectable veneer. Only the most fanatical or fearful of his allies stand by him now. He will gather what resources he can and move on. Of course he knows that you must come to confront him and that it is to his advantage to choose the battleground. There is an altar in the Undercity; it was to be where the ritual would take place, but now serves as his last refuge. If you do not go to him, he will strike at you at his leisure. |
10858 I would kill you, but perhaps the anonymity you have attained is punishment enough. Get out of my sight! |
10859 Where has he hidden himself? I will end this tonight! |
10860 You must know his plan by now. You have practically followed his every move. Likely you are driven by the same desires as well, though you have channeled them in a different fashion. No, war with Amn was not his true goal; Sarevok is no profiteer. The slaughter was all he wanted, with enough lives lost in the initial battles to ignite the fire in his own divine blood. He thought death on the appropriate scale would cause him to ascend. Perhaps he would have, but who can really say? If you have the arrogance of a god and can kill like a god, who's to say you are not a god? |
10861 Ascending? What was he planning? The war with Amn makes no sense. |
10862 Ritual? What was he planning? The war with Amn makes no sense. |
10863 And what of you? Are you not valuable enough to keep by his side? |
10864 Footy |
10865 And your role in this atrocity? Who are you to Sarevok? |
10866 I will prove he is not! Where has he gone to hide? |
10867 I am dead regardless. Sarevok left me here for my "failure" earlier. He wished me to dispatch the Grand Dukes rather than effect his escape as I did. He would not consider failing as a possibility: a common weakness in those that would be gods. He will come for me when he realizes his first strike did not kill me. Do as you will: I am resigned to my fate whether it comes now or later. |
10868 Such threats are hollow, and you shall die first! |
10869 Monstrous! You will die for your part in this! |
10870 Your "charity" is admirable. You have definitely taken a separate path than Sarevok, though I wonder if it shall truly matter in the end. Leave me, I am no longer a threat to you or anyone. I'm just going to rest here a while. |
10871 You shall live to see all of his plans crumble. |
10872 His plans are in shambles. You will live to be accountable for your part in this! |
10873 There is to be no fighting or stealing within sight of the walls of the Friendly Arm Inn! Aggressors will be punished to the full extent of frontier law! |
10874 eat berries |
10875 I do not know. All that is important is that you are free now. |
10876 Footy |
10877 Jase |
10878 Jase |
10879 Bill |
10880 Bill |
10881 This is a +3 studded leather armor that melds into shadows, created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thieves' hierarchy. STATISTICS: Equipped abilities: – Hide In Shadows: +15% Armor Class: 4 (2 vs. slashing, 3 vs. piercing and missile) Requires: 6 Strength Weight: 8 |
10882 We haven't changed our minds. We don't need another companion right now. |
10883 All right then, let's join forces. |
10884 Do any of you have the desire to hunt for a grand treasure? The pirate Black Alaric hid his treasure trove somewhere upon the coast just west of here. Come now, it'll be fun. |
10885 We have no interest in searching for some lost pirate treasure trove. |
10886 Sure, join up with us, and let's find it together. |
10887 We have no room for another in our party. |
10888 As you wish. |
10889 Nope, just seeing if you were still alive. |
10890 Sure, we have room for another in our party. |
10891 We don't need your services... shorty. |
10892 All right, you can join our party. |
10893 Nope, still have no desire to get to know you better. |
10894 All right then, tell us what you have to say. |
10895 Have you come to your senses and decided to have Tiax join your motley group? |
10896 Statue |
10897 Not in a million years. |
10898 Warder |
10899 Okay, you can join us, just try not to be too annoying. |
10900 Nope, we're just looking about the store, seeing if you have anything interesting to sell, which it seems you don't. |
10901 Okay, we'll take up your offer, we need another warrior in our party anyhow. |
10902 I do not care. I suggest you pay me for your rescue lest you join the dead once more. |
10903 Rescued? But I was... I was fighting gnolls and then... I couldn't move. You have saved me? I... I suppose I should offer you something, though I don't much like your tone. I have very little to give... I suppose you want gold or jewels? |
10904 Statue |
10905 This house is empty. |
10906 My apologies, I should not have taken advantage of you thus. Your thanks is reward enough. |
10907 Whatever you have is deservedly mine! You would still be "dead" without me! |
10908 A valid point I suppose, though you have me at a disadvantage. I have little left in the world and nothing of value with me. In lieu of coins I will give you that which means the most to me. You may have my home, if that is what you wish. |
10909 Yes, yes, yes, enough talk! Where is it? |
10910 I would not dream of it. Please, your freedom is reward enough. |
10911 It is a lovely house next to a small lake just south of Beregost. I have no idea how long it has been deserted, though I am sure it shall suit your disposition just fine. I reluctantly thank you, and now take my leave. |
10912 I... I thank you! You have rescued a perfect stranger and... and asked for nothing in return. Certainly a selfless act if ever I have heard of one. I shall speak well of you to anyone that asks. Thank you once again! |
10913 You are charitable, albeit reluctantly. I thank you for my rescue, and will not speak ill of you in my travels. Goodbye. |
10914 Shadow Armor +3 |
10915 I rescued a fighter that had allowed herself to be petrified by a basilisk. I demanded proper payment from the fool and she has given me her house. It is next to a lake just south of Beregost. She has no idea how long it has been deserted. |
10916 Are you sure you want to kick this player from the game? |
10917 I rescued a young fighter that had fallen before a basilisk. Her gratitude was reward enough. |
10918 kick |
10919 I rescued a young fool that had fallen victim to a basilisk. I suppose her gratitude is payment enough. |
10920 You cannot unpause the game, and so you cannot use this screen. |
10921 Carnival |
10922 Firewine Bridge |
10923 Gullykin |
10924 You ain't a mage are ya? You got some fancy clothes on ya, so you could be a mage. I don't trust mages, you know. Especially not that Thalantyr fellow west of Beregost. He's mean, he is. Has his minions attack anyone that disturbs him. |
10925 High Hedge |
10926 Temple |
10927 You look the sort that like flashy weapons and trinkets. You should go see Thalantyr west of town. Sure he's grumpy, and he might even have his "pets" attack you, but he usually calls them off if you take the time to talk to him. He's got a lot of magical wares for sale, though he acts like he's doing you a favor taking your gold. |
10928 A dragon in the mines? It cannot be. These miners are a panicky lot. |
10929 The mine is barely shipping any ore at all, what with the shortage of people. |
10930 Something is killing the miners in the Nashkel mines. |
10931 The miners talk of evil creatures in the lower levels. |
10932 Other adventurers have apparently tried to clear out the mines, with little success. |
10933 I am to return a dagger to Kylee, a miner in the lower levels of the Nashkel mines. |
10934 Kobolds are what have been killing the miners, though they seldom work alone. |
10935 "Dog-headed imps" are said to roam the lower levels of the Nashkel mines. |
10936 The ore itself is tainted in the lower levels of the Nashkel mines. People don't know what is causing it. |
10937 There are apparently "dogs with swords" in the lower levels? They are starting to sound familiar. |
10938 CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. The Cleric is both protector and healer, though <PRO_HESHE> is not totally defensive. CAUTION: Clerics may only use non-bladed, non-piercing weapons. If you have gained proficiencies in weapons other than these with your previous class, they will be LOST PERMANENTLY by dual-classing to Cleric. |
10939 DRUID: The Druid serves the cause of nature and neutrality; the wilderness is <PRO_HISHER> community and <PRO_HESHE> uses <PRO_HISHER> special powers to protect it and to preserve balance in the world. CAUTION: Druids may only use scimitars, daggers, clubs, spears, quarterstaves, darts, and slings. If you have gained proficiencies in weapons other than these with your previous class, they will be LOST PERMANENTLY by dual-classing to Druid. |
10940 MAGE: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, <PRO_HESHE> studies strange tongues and obscure facts and devotes much of <PRO_HISHER> time to magical research. A wizard must rely on knowledge and wit to survive. CAUTION: No matter what class a Mage is combined with, <PRO_HESHE> can NEVER cast spells while wearing armor. |
10941 THIEF: To accomplish <PRO_HISHER> goals, for good or ill, the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are <PRO_HISHER> hallmarks. CAUTION: No matter what class a Thief is combined with, <PRO_HESHE> can NEVER use <PRO_HISHER> thieving abilities while wearing more than studded leather armor. |
10942 A wizard who concentrates his efforts in a single school of magic is called a specialist. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty. CAUTION: Regardless of what class they are combined with, mages cannot cast spells while wearing armor. |
10943 This portion of the railing looks as if it's been recently repaired. |
10944 I have flooded the mine of Cloakwood, killing anyone who remained in its depths. My party and I barely escaped the onrushing waters, but now that we're safe, I am comfortable in the knowledge that I have dealt a great blow to the Iron Throne. |
10945 You are not permitted to initiate dialogue. |
10946 Candlekeep Main Gate. Authorized Personnel Only! |
10947 The character is equipped with items that it can no longer use, but cannot drop. |
10948 A right evil man, that Bassilus! He don't just kill people, he makes them into zombies and pretends they're his family. What would make a man do that, exceptin' evil? |
10949 Please choose the profession you wish to dual-class into. There could be several reasons why you may not be able to choose one of the above: You may be below 2nd level (in which case you cannot choose any), there may be alignment conflicts with your current class, you may have insufficient stat scores for their prime requisites, or the new class may just not be a viable option (the resulting mix must always be a valid multi-class combination). |
10950 Shillelagh |
10951 Flame Blade |
10952 Spiritual Hammer |
10953 Resist Fear |
10954 Haste |
10955 Phoenix Guard |
10956 Phoenix Guard |
10957 Doomsayer |
10958 Doomsayer |
10959 Inventory Full: Item Dropped on Ground. |
10960 Chill Touch |
10961 Shocking Grasp |
10962 This will save your character to the "characters" folder in your Baldur's Gate directory. You will be able to use this character in future multiplayer games using the import button on the Character Creation screen. Exporting a character will not remove them from the current game, nor will it alter them in any way. |
10963 Here you can import the custom-made character(s) from the save you've selected. If you are entering a multiplayer game, the session host can restrict the ability scores, experience, or items on any imported characters. |
10964 You there! Before you go causing any more trouble I must insist that you seek an audience with Scar if you haven't already! |
10965 Ah, ye fools, ye really shouldn't have disturbed my grave site. It was not easy faking my own death and I'll not have it ruined by your meddling! Face ye your own death and the hell-flames that go with it! |
10966 Attack |
10967 Winski Perorate |
10968 Winski Perorate |
10969 Voleta Stiletto |
10970 Voleta Stiletto |
10971 Tamah |
10972 Tamah |
10973 You awaken suddenly, covered in a sheen of sweat. From the darkness of the crypts, you can hear whispering... |
10974 A submerged house. You have no idea how long it's been deserted. |
10975 Deke |
10976 Deke |
10977 Why should I? Are you going to try to make me? |
10978 What would he have to say to me? Why do I need him? |
10979 If he wishes, then I will speak with him. Where is he? |
10980 It is not my intent to fight with you, but if you continue to cause commotion within the city of Baldur's Gate without sanction from the Flaming Fist, we are sure to come into conflict. For your health and that of the city, please seek him out. He awaits at the Flaming Fist headquarters in the southwest quadrant of the city. |
10981 I do not presume to say you need assistance. I merely meant to point you in a helpful direction. Making waves within Baldur's Gate without the sanction of the Flaming Fist can only lead to trouble for all concerned. Scar awaits you at the Flaming Fist headquarters in the southwest quadrant of the city. |
10982 It is wise for you to seek the sanction of the Flaming Fist. Scar awaits you at the Flaming Fist headquarters in the southwest quadrant of the city. |
10983 IthNal cOR dan osa KOZAH! Rrrackne dall'a osa KOZAH! |
10984 Speak Common, you abomination! I cannot fathom your words! |
10985 Speak your gibberish as you will: the end will be the same. Die, you unnatural beast! |
10986 Laola Axehand |
10987 Laola Axehand |
10988 What are you trying to say? Speak, and I shall see if I can help you. |
10989 Sssstormss shall bring doom to theeee... Idollll so commandsssss... Echtah tuln no osa KOZAH! |
10990 Nottt for theeee to underssstand... neeeed only dieeee while youuu hold... idolll does soo commannnnd... Eltor anSle osa KOZAH! |
10991 Hhhellp? Nooo hhhelp for theee... only sleeeep... eternity sleeeeep of one forgotttt... deathh of godsss... idol take theeee wwwwhile you hold... I reclaimmm! Oro lan t'ola osa KOZAH! |
10992 It's about time you got out here, Prat! It is Prat, isn't it? I don't need to tell you that we must not keep the Sarevok waiting! I trust you didn't have any trouble in there? He said that the monks fell for the ruse and that <CHARNAME> was locked up, so he took the surface route out of the keep instead of meeting you in the crypts. We really must get moving if we are to catch up with him! |
10993 Terribly sorry, but I'm not who you think I am. I am <CHARNAME>, and I don't appreciate being the butt of a conspiracy. |
10994 Er... yes. Prat... that's me all right. What was the point of us waiting in the crypts again? |
10995 Well, you certainly seem like SOME sort of prat, if not the precise one I was looking for. I might have expected more guile from Sarevok's supposed most threatening enemy. Why he thinks you could stop his take-over of Baldur's Gate, I have no idea. Do you mind if I don't stay to fight? I've rather more important things to be doing. We've a war to concoct, you know. |
10996 Yeah, I'm Prat. Prat is indeed my name. Where are we supposed to meet up with this Sarevok? |
10997 Prat is my name. This Sarevok person, who is he again? |
10998 The point? Did Sarevok not tell you? I suppose he might not have; he does have a tendency to only give information on a need-to-know basis. It hardly matters now, though. The monks of the keep are firmly of the belief that <CHARNAME> murdered the Iron Throne leaders with no provocation. <CHARNAME> has been locked away, and by the time they are sent to Baldur's Gate for trial Sarevok will have full control of the city. <CHARNAME>'s fate will be his to decide. You and your band were not needed to guard the boss's escape route after all. Everything went as planned. Shall we go now? |
10999 Back at the Iron Throne base in Baldur's Gate, of course. He has business elsewhere in the city, but no doubt we shall get our bit of coin if we await him there. There is still much left to be done, so I doubt he'll show for a while though. The disgrace of <CHARNAME> will make the road smoother, but we must still act fast. Sarevok is notoriously impatient. Let's get moving. |
11000 Who is...? Did he identify himself to you while in his monk disguise? Koveras will be whom you met then. Not a terribly original alias to be sure, but who is going to tell him that? Sarevok is quite used to getting his own way, and I gather subtlety is something that doesn't quite come naturally to him. He doesn't have the patience for it, though his mind is amazingly tactical. Certainly this made him perfect for organizing the Iron Throne's mercenary forces, though I doubt his superiors would say so now, what with his plot to have them killed. Such is the trouble with hiring highly motivated people. As underlings we can safely serve, but woe to those in a position he desires. We should get going. |
11001 Where exactly are we supposed to meet up with this Sarevok? |
11002 This Sarevok person, who is he supposed to be again? |
11003 You really shouldn't be telling me this. I am not who you think I am. I was the target of your scheme. |
11004 You will not be going anywhere! You conspired against me, and so you shall die! |
11005 I take it that you are not Prat then, are you? Rather an embarrassing mistake on my part, but no matter. The murder of the Iron Throne leaders was the primary goal. Incapacitating you was to be a bit of happy circumstance. Oh well, must dash. You'll pardon me if I don't stay to roughhouse. Cheers. |
11006 Where exactly are we supposed to meet up with this Sarevok? |
11007 Sorry, but what was the point of our waiting in the crypts? |
11008 You really shouldn't be telling me this. I am not who you think I am. I was the target of your scheme. |
11009 You will not be going anywhere! You conspired against me, and so you shall die! |
11010 Right then. Off we go to meet with Sarevok. Don't want have him attacking us like Rieltar and the others. |
11011 Sorry, but what was the point of our waiting in the crypts? |
11012 This Sarevok person, who is he supposed to be again? |
11013 You really shouldn't be telling me this. I am not who you think I am. I was the target of your scheme. |
11014 You will not be going anywhere! You conspired against me, and so you shall die! |
11015 Right then. Off we go to meet with Sarevok. Don't want have him attacking us like Rieltar and the others. |
11016 That... that was never the plan. Sarevok wouldn't sully his hands on those he didn't deem worthy of personally killing. For <CHARNAME> and party to be blamed they were either to be imitated by doppelgangers or fooled into attacking Rieltar and the others unprovoked. You should know this. You... you're not Prat, are you? Oh, bloody hell. Bit of a mistake on my part, wasn't it? Ah well, most of it went according to plan regardless. You'll forgive me if I don't stay for fisticuffs. Cheers. |
11017 I'm going to have to blow you away now, eh! |
11018 Right then. Off we go to meet with Sarevok. Don't want have him attacking us like Rieltar and the others. |
11019 Impudence of the highest order! Do you think you could sneak past without me noticing? Your face is well-known among the Flaming Fist, and your crimes will be punished. |
11020 Gorion |
11021 Gorion |
11022 Blushing Mermaid Service Entrance. Please Do Not Enter! |
11023 Diarmid |
11024 Diarmid |
11025 Weapon Ineffective. |
11026 Warder |
11027 Known Mage Spells |
11028 Known Priest Spells |
11029 I am reputation man! Do you want your reputation lowered or raised? |
11030 I want it lowered by 1. |
11031 I want it raised by 1. |
11032 It's a long way down. A fall might hurt a bit! |
11033 Ulcaster |
11034 [GARRICK 30] My music is superior to yours, Eldoth, I was taught at the college in Berdusk. |
11035 [IMOEN 18] My blade will cut you down to size! |
11036 [IMOEN 19] 'Tis something most unnatural here, and I want no part of it. |
11037 [IMOEN 25] Gettin' out alive, I am. |
11038 [IMOEN 24] This way. |
11039 [IMOEN 17] I've done had enough of this. |
11040 [IMOEN 22] Good on you if you save the day. I care not, for I am gone! |
11041 [IMOEN 26] I care not. |
11042 [IMOEN 27] Good on you if you save the day. |
11043 [IMOEN 28] I know nothin' more, so leave me to go. |
11044 [IMOEN 29] I am gone. |
11045 [IMOEN 30] Back home, Puffguts would always tell me a story. |
11046 After you retrieve the scroll, it would be good of you to see Tethtoril. He's waiting for you just upstairs. |
11047 You cannot afford all of the selected items. |
11048 You cannot afford this spell. |
11049 You cannot afford this drink. |
11050 You cannot afford to identify all of the selected items. |
11051 You cannot afford this room. |
11052 Scimitar |
11053 Icingdeath +3 |
11054 The scimitar is closely related to the saber, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the realms. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 8 Strength Weight: 4 |
11055 This is the Frostbrand scimitar Icingdeath. It is one of Drizzt's personal weapons. STATISTICS: Equipped abilities: – Fire Resistance: +50% THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 8 Strength Weight: 4 |
11056 Twinkle +3 |
11057 This is the magical scimitar +3 that bears the name Twinkle. It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it. STATISTICS: Equipped abilities: – Armor Class: +2 THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 8 Strength Weight: 4 |
11058 Mithral Chain Mail +4 |
11059 This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor. STATISTICS: Armor Class: 1 (-1 vs. slashing, 3 vs. crushing) Requires: 5 Strength Weight: 7 |
11060 Bah! I make no promises. Tell me what you have to say or you will suffer! |
11061 You have said many interesting things, but I do not trust you. Why should I make promises for information unheard? |
11062 You have my word that I shall honor my promise as best I can. |
11063 [ELF FEMALE 1] Good day and hello to you. |
11064 I apologize for not being more open, but these are troubled times. If I could be permitted to speak for a moment, I believe I have something you would want to hear. Perhaps we could help each other? |
11065 [ELF FEMALE 2] I much prefer wooded regions, but one must be flexible in these times. |
11066 What would you know of what I need? I don't want information that has its origins with a skulking spy. |
11067 If that is your wish, then that is how it shall be. You are obviously quite strong and set in your path, and your brash manner reminds me of another. Quite unlike Gorion, don't you think? So much like... ahh, I see that this name I have mentioned means much to you. Perhaps my information has credibility now? You can see that I know much. |
11068 Gorion is nothing to me. I have shed all such ties to family. |
11069 You will not speak that name! I'll not have you sully the memory of the only family I have known! |
11070 [ELF FEMALE 3] Few of the Fair Folk concern themselves with the affairs of the state. |
11071 Indeed, you have surprised me. What have you to tell me then? Perhaps how you know I am Gorion's child? |
11072 If your information is of worth, then yes, I would indeed be interested. |
11073 I would know to whom I am speaking. I do not take candy from strangers, as it were. |
11074 You may call me Tamoko. I do not presume to be your friend, or even someone you should trust, but fate demands that I place myself at your disposal. I have details worth listening to, and again I must ask if you are interested in a trade of sorts. Do you wish to hear what I have to tell? |
11075 [ELF FEMALE 5] |
11076 [ELF FEMALE 6] |
11077 [MALE GREETING 1] Yes? |
11078 [MALE GREETING 2] What do you need? |
11079 [MALE GREETING 3] Hmm? |
11080 I have no need of yet another stranger's riddles. Do not waste my time. |
11081 [MALE GREETING 4] You need somethin', stranger? |
11082 [MALE GREETING 5] Hello there. |
11083 [MALE GREETING 6] Hi, friend. |
11084 [MALE GREETING 7] You said something? |
11085 [MALE GREETING 8] Hullo. |
11086 [MALE GREETING 9] Speak up, speak up! |
11087 Say what you must and I will listen. |
11088 I shall explain myself in further detail when I have time. Until then, I have but one thing to say: The one who claims to heal Duke Eltan's sickness is also the one who breeds it. Likely there have been signs that suggested this to you, but none have said it so plain. No doubt you have the wherewithal to follow through on it. Your very nature gives you above average competence. Gorion's tutelage could only have enhanced this. |
11089 [MALE GREETING 10] Whatcha want? |
11090 I've come to turn in a bounty and collect the reward that is duly mine. |
11091 [MALE GREETING 11] Somethin' on your mind? |
11092 [MALE GREETING 12] Yeah, mate? |
11093 [MALE GREETING 13] 'Ello, pal. |
11094 [MALE GREETING 14] Hullo. |
11095 [MALE GREETING 15] Heya. |
11096 [MALE THREAT 1] Dreadfully sorry, but I'm afraid... I'm gonna have ta kill ya. |
11097 [MALE THREAT 2] You got somethin' comin', pal. Just you wait. |
11098 [MALE THREAT 3] I've a blade with your name on it. |
11099 [MALE THREAT 4] You're at the end of your rope, I'll wager! |
11100 But has your family shed its ties to you? I think not. I think you feel the pull, and I think you have gone where it has led. Ahh, again you see that I know much of you, perhaps more than you know yourself. There are three things that are strength incarnate: There is love of life, there is fear of death, and there is family. A family that loves death would have a strong pull indeed. Can you... feel it? Can you feel him? He hates you, you know. |
11101 [MALE THREAT 5] Sorry, friend, but you've got a date down under. |
11102 [MALE THREAT 6] I'll crush your face, I will! Make you dead and done! |
11103 [MALE THREAT 7] I'd rather we just skip the small talk and get right to the killin'. |
11104 [MALE THREAT 8] If you start runnin', you might just make it home alive. |
11105 [MALE THREAT 9] Fear my wrath, for it is great indeed. |
11106 [MALE THREAT 10] Draw your daggers and spells, and let's have at her! |
11107 [FEMALE GREETING 1] Yeah? |
11108 I've come to turn in a bounty and collect the reward that is duly mine. |
11109 [FEMALE GREETING 2] 'Ello. |
11110 [FEMALE GREETING 3] 'Allo. |
11111 [FEMALE GREETING 4] 'Eya, friend. |
11112 [FEMALE GREETING 5] Yes, friend? |
11113 [FEMALE GREETING 6] Can I assist you? |
11114 [FEMALE GREETING 7] Something you require? |
11115 [FEMALE GREETING 8] Greetin's. |
11116 [FEMALE GREETING 9] Pleasure to meet you. |
11117 [FEMALE GREETING 10] Salutations. |
11118 [FEMALE GREETING 11] Yes? |
11119 [FEMALE GREETING 12] Hello there. |
11120 [FEMALE GREETING 13] How are you? |
11121 [FEMALE GREETING 14] What's your tale? |
11122 [FEMALE GREETING 15] What? |
11123 [FEMALE THREAT 1] It may be a touch unladylike, but I'm gonna slit your throat, I am! |
11124 [FEMALE THREAT 2] Looks like I'll be ending your life where you stand. |
11125 [FEMALE THREAT 3] Best you make peace with your demons before I send you to meet 'em! |
11126 [FEMALE THREAT 4] Your end shall be quick, if ya let it. |
11127 [FEMALE THREAT 5] Methinks you'll be pushin' up daisies before the eve is through. |
11128 [FEMALE THREAT 6] Your life means nothing to me. |
11129 [FEMALE THREAT 7] Your screams shall be music to my ears. |
11130 [FEMALE THREAT 8] Dead gonna drag you under when I'm done. |
11131 [FEMALE THREAT 9] I shall strike you dead! |
11132 [FEMALE THREAT 10] You will die! I'll make double sure of it! |
11133 [TUTOR 1] Hello, child. Shall we continue your lessons? |
11134 [TUTOR 2] Never let your warrior shoot the food. |
11135 But that was not the family that knew YOU, and knows you now. I think you feel the pull, and I think you strain against it still. Ahh, again you see that I know much of you, perhaps more than you know yourself. There are three things that are strength incarnate: there is love of life, there is fear of death, and there is family. A family that loves death would have a strong pull indeed. Can you... feel it? Can you feel him? He hates you, you know. |
11136 Don't speak that name! I'll not have you sully the memory of the only family I have known. |
11137 Your simple shadowing has given you that name, and I am not impressed. I have cut those familial ties. |
11138 Who hates me? What have I done to deserve such hatred? |
11139 I tire of your riddles. Take your games and go. |
11140 Certainly, though we should talk more. I also have something to ask of you, but now is not the time. Eltan is in need and you must protect him from his own healer. Seek me when you wish to speak again. I shall be near the Flaming Fist headquarters. There we shall meet again. |
11141 What have you done? You exist, and chaos will be sown. That is the way it was intended, though I hope to change it. I must go, and YOU must go to Duke Eltan. Protect him from his own healer. I will wait near the Flaming Fist headquarters. We shall speak again and I shall have something to ask of you. |
11142 I see you have sought me out, as I thought you would. |
11143 I thank you. Here is my request, though it may seem quite odd. I charge you to defeat Sarevok, the man behind all your woes. You must destroy his plans and stop his scheme in its tracks. You must strip him of the belief that he can succeed in this path he follows. You must do this for me, and you must also leave him his life. I will... I will help him to live his life as a man, not as the god he thinks he can be. |
11144 [NOBLEMAN TWO 1] Hello! Nice to make the acquaintance of such a cultured personage. |
11145 [NOBLEMAN TWO 2] I've no interest in speaking to the likes of you. |
11146 [NOBLEMAN TWO 3] |
11147 [NOBLEMAN TWO 4] |
11148 [COMMON MAN 1] Glad to meet you, friend. |
11149 [COMMON MAN 2] Leave us alone, will you? Nothin' for you here. |
11150 [COMMON MAN 3] |
11151 [COMMON MAN 4] |
11152 [LOW CLASS MAN 1] 'Ey, friend! Good to meet a fine sod such as yerself. |
11153 [LOW CLASS MAN 2] Bugger off! It'll be a blade fer your backside, elsewise! |
11154 [LOW CLASS MAN 3] |
11155 [LOW CLASS MAN 4] |
11156 [NOBLEWOMAN TWO 1] A pleasure to meet a socially acceptable person such as yourself. |
11157 My words are for my allies alone. If you will not make this vow to me, I will remain silent. So be it. You are much alike, you and Sarevok, which is fitting. Perhaps you are also equally doomed, though Sarevok seeks such release intentionally. I wonder if your paths could have crossed any other way? Doubtful. Siblings fight for father's favor. It is the way of things. We shall meet again, but it shall not be to talk. |
11158 [NOBLEWOMAN TWO 2] Touch me not! You are... unclean. |
11159 [NOBLEWOMAN TWO 3] |
11160 [NOBLEWOMAN TWO 4] |
11161 [COMMON WOMAN 1] Pleased to make your acquaintance. |
11162 [COMMON WOMAN 2] Leave me be, or the guard will have you. |
11163 [COMMON WOMAN 3] |
11164 [COMMON WOMAN 4] |
11165 [LOW CLASS WOMAN 1] 'Allo, mate! You look a friendly face. |
11166 [LOW CLASS WOMAN 2] You'll feel the sting o' my boot if you bother me further! |
11167 [LOW CLASS WOMAN 3] |
11168 [LOW CLASS WOMAN 4] |
11169 Flaming Fist Battle Wizard |
11170 I cannot honor your request until I know the consequences. |
11171 I shall offer my promise, and follow it as best I can. |
11172 I cannot agree to this! He is utterly evil and must die by my hand! |
11173 I do not see how such a thing is possible. He has sought to destroy me, and I have only responded in kind. |
11174 I will hear no more! He will die for what he has done, and I cannot be dissuaded to do otherwise! |
11175 Flaming Fist Battle Wizard |
11177 [KOVERAS] In the Year of the Turrets, a great host will come from the east like a plague of locusts. So sayeth the wise Alaundo. |
11178 [KOVERAS] |
11179 [DWARF FEMALE 01] A pleasure it is to meet ya. |
11180 [DWARF FEMALE 02] A stout hammer will fix most any bandit. |
11181 [DWARF FEMALE 03] You canna get better than the stability stone walls provide. |
11182 [DWARF FEMALE 05] |
11183 [DWARF FEMALE 06] |
11184 Sarevok seeks to destroy everyone, not just you. You are of particular interest because of your shared origins with him. You are a possible rival, one of the few that are worthy of his personal attention. Above all else, you are family. I see this is startling news, though likely you have suspected as much. Does this disturb you? It should not. Monsters are often closer to us than we like to think. You are siblings, and the paths open to him are yours as well, though he has been racing down his from his earliest days. You had Gorion to guide you, did you not? Sarevok had no one. He draws his strength from his hatred, from the thought of rising above those he knows to be inferior. His divine blood hungers for conquest, and that is why he must be defeated, but not killed. He serves another, but does not know it. |
11185 Divine blood? He serves another? Of what do you speak? |
11186 [GUARDS 1] |
11187 The child becomes the father, or desperately wishes so. The blood pulls, calls, and demands. The wise Alaundo did say unto the ages, that the Lord of Murder would perish and his doom would spawn his mortal progeny. Chaos would be sown in their passage, but to what purpose? You have felt the hunger and heard the offerings of power? Sarevok thinks they are true and so he seeks a senseless war, and a slaughter of a scale so grand as to defy description. He thinks it will launch him to... to what? Possibly he is right, but I cannot lose him to this. |
11188 [DRUNK 4] |
11189 He must die! There is no other way! |
11190 Why do you oppose him when you so clearly care for his life? |
11191 I shall strive to stop him, and will do what I can to see that he lives. |
11192 Sarevok is... I share Sarevok's company, and would do so until I die, given the choice. That is all you need to know. I would save the man within the beast he wishes to be. I do not believe he will survive his plan, it is all based on conjecture at best. He feels that he has been chosen, and that he will become... more than he is. I do not share this belief. Gods are not known for bequeathing their powers, especially if they have foreseen their deaths. Whatever he is, I would keep him here, grounded firmly among those of us that are all flesh. |
11193 You are a fool to want to help him. He is irredeemable, and I shall deal with him as I see fit! |
11194 I shall strive to stop him, and will do what I can to see that he lives. |
11195 I thank you. Sarevok can be redeemed, as could you should you one day pursue the same path. For now, I shall speak of secrets to aid you. Duke Eltan may be saved, but Duke Entar Silvershield has been killed outright. The murderers have acted with anonymity, but I know who and where they are. You must go to the Undercellar; return if you have already been. There you will find Slythe and Krystin, two unsavory beings that revel in the violence Sarevok allows them to commit. They are no more than animals in human guise, even by the standards of the company they keep. Kill them and you shall know much of the plan. If you do not know where the Undercellar is located, then go to the sewers; you will find an entrance there. |
11196 There is... another. Atop the Iron Throne base is a woman whose... whose influence is a poison in Sarevok's soul. If she were removed I know he would listen to reason, to my pleading. Cythandria is her name, and she holds much power in this matter. She seeks Sarevok's favor as well, though she is content if he self-destructs, so long as she profits in the deed. I... I must go. He cannot know I have helped you. |
11197 [DREAM MESSENGER 01] Salutations! I have come looking for someone, to deliver a gift. A horn, actually. |
11198 We'll travel with you, all right! Right. To the garrison! You'll get the punishment you deserve, murderer! |
11199 I thank you for your help. I will seek them out. |
11200 They will not live another day! I shall see their heads roll! |
11201 [DREAM MESSENGER 02] I seek the First Reader of this great library. Perhaps you have seen him? |
11202 Send an animal to kill an animal. Appropriate, if unsavory. Perhaps you could... There is another that should be... removed. Atop the Iron Throne base is a woman whose influence is a poison in Sarevok's soul. If she were removed, I know he would listen to reason, to my pleading. Cythandria is her name, and she holds much power in this matter. She seeks Sarevok's favor as well, though she is content if he self-destructs, so long as she profits in the deed. I must go. Sarevok cannot know I have helped you. |
11203 Hello again, <CHARNAME>. I fear this time I have not come to speak, and must take up arms against you. You have... you have done what you must, I suppose. Sarevok knows of my treachery, you know. He has forsaken me, left me to die in your path. I must fight to regain his trust, his... attention. And so I stand before you, knowing that if I defeat you he will continue his plans elsewhere and I shall lose him, and if you defeat me, you shall go on to kill him. He will not yield to either of us. I have... I have no choice. |
11204 There is always choice. Do not throw your life away. |
11205 You have made your allegiance clear! Die, as he will! |
11206 I cannot harm you. You are not my enemy. |
11207 And chaos shall be sown in the land, as in the hearts and minds. So it was written. |
11208 [DREAM MESSENGER 03] Then I bear a message for you as well. |
11209 [DREAM MESSENGER 04] |
11210 [DREAM MESSENGER 05] |
11211 There may always be choice, but the choosing has become unbearable. I have but two duties, and both leave me little hope. No, young one, I must face you now. |
11212 Then fall and rot! I will sweep you aside! |
11213 If there is no other way, then I cannot have you stop me. |
11214 I will not harm you. You are not my enemy. |
11215 You must! I stand before you, I block your path! I am an obstacle that holds you back! You will free... you will fight me! |
11216 If I must kill you to pass, then so be it. I do so forgiving you your transgressions against me. |
11217 If you would throw your life away, then you are already dead. If that is your choice, then you do not need me. |
11218 If you would throw your life away, then you are already dead. If that is your choice, then you do not need me. |
11219 You would quote philosophy to one that has lived with its tenets and struggled with faith? I do not need your lectures; the sound is hollow before it leaves your lips. You do not have the strength of character to make your words ring true. Defend yourself, for there is no other way. Chaos shall be sown in their passage, in the land and the hearts and minds. |
11220 You... you are not so alike after all. He would not have hesitated for an instant. Perhaps... perhaps it is more than his blood that makes him the way he is. I have been a fool. Go! Your path is clear and I wish you well. One last word in passing: Beware of the blindness of those who would follow, and the damnable lure of those who would lead. A fool I was, and others are still. Ready yourself for the fire to come. |
11221 [MALE TOWNSFOLK 4] |
11222 [MALE GREETING 9] |
11223 [MALE GREETING 11] |
11224 [MALE GREETING 12] |
11225 [MALE GREETING 14] |
11226 [MALE GREETING 4] |
11227 [MALE GREETING 7] |
11228 [MALE GREETING 1] |
11229 [MALE GREETING 3] |
11230 [MALE GREETING 4] |
11231 [MALE TOWNSFOLK 1] |
11232 [LOW CLASS MAN 2] |
11233 [DRUNK 1] |
11234 [MALE GREETING 5] |
11235 [MALE GREETING 15] |
11236 [MALE TOWNSFOLK 2] |
11237 [MYSTERY MERCHANT 2] |
11238 [HALFLING FEMALE 1] Ooh, it's a fine day for meeting new friends. |
11239 [HALFLING FEMALE 2] May you know the happiness of a warm hearth and home. |
11240 [HALFLING FEMALE 3] Dallillia guides the way of all those that seek the path home. |
11241 [HALFLING FEMALE 5] |
11242 [HALFLING FEMALE 6] |
11243 [HELM PRIEST 1] |
11244 [HELM PRIEST 2] |
11245 Modem Connect |
11246 [AMNISH SOLDIERS 7] |
11247 [AMNISH SOLDIERS 9] |
11248 Hey, pal, wait a moment! Okay, you can take a look around, and you don't have ta pay the entrance fee. Just don't tell anyone about it. |
11249 Sorry, lady, but we're here for your money, or your life. It's your choice and you better make it quick. |
11250 We're sorry for bothering you. We'll be on our way out. |
11251 Who are you to be so, that you have guards posted at your door? |
11252 Good, and don't come back! |
11253 You don't know what you do! I am from the great nation of Amn, and am a guest of this city. Take my money, but know that you won't get away with this for long. |
11254 I am Sarah, an emissary from the nation of Amn. I have been sent to this barbaric city to help bridge the misunderstandings between our two peoples. Now that you know of my importance, get out of my room! |
11255 I'll just deal with the monsters that I'm fighting now. Ask me if I want to fight more a little later. |
11256 I'll just deal with the monsters that I'm fighting now. Ask me if I want to fight more a little later. |
11257 I'll just deal with the monsters that I'm fighting now. Ask me if I want to fight more a little later. |
11258 I'll just deal with the monsters that I'm fighting now. Ask me if I want to fight more a little later. |
11259 I'll just deal with the monsters that I'm fighting now. Ask me if I want to fight more a little later. |
11260 Don't come in here! There's a basilisk loose! Get out while you're still able. |
11261 Nivek |
11262 Nivek |
11263 All right, we're out of here. |
11264 How did a basilisk get into a warehouse in the center of the city? |
11265 Gorpel Hind and his adventuring band, the Merry Fools, captured the beast a few weeks back. It was to be transported to Waterdeep to be shown at a carnival but the thing woke up from its magical slumber before it was supposed to! But enough talk... Ruuunnn...! |
11266 Sorry for bothering you, we'll be on our way. |
11267 Get out of here coward! |
11268 [BREVLIK 2] Talking to you ain't worth the risk, no, <SIRMAAM>. Go away... please? |
11269 [GORION 14] This way, good sir, over here! |
11270 This oddly murky oil would appear to increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time, however. The duration of the effect is 1 hour. STATISTICS: Weight: 1 |
11271 I cannot talk with you at the moment, but I will give you a quick message. An unusual fellow told me that he wished to meet <CHARNAME> in the outer grounds to discuss private matters. It would be wise to go and speak with him. |
11272 Charles One note too many. One day too late... --- |
11273 [Stephan 05] |
11274 [stephan 06] |
11275 Character Information |
11276 [stephan 07] |
11277 [stephan 08] |
11278 [stephan 09] |
11279 [PERFORMER 3] |
11280 [PERFORMER 4] |
11281 Couldn't you just let us go? Oh pleaseohpleaseohplease? We won't tell anyone. Honest. Pretty please? Just think about it. |
11282 What are you doing?! This is the estate of Entar Silvershield, and he damn well won't be pleased to know that hooligans are tromping all over his lawn! |
11283 Gardener |
11284 Gardener |
11285 Player |
11286 Character |
11287 [FEST HALL GIRL 1] |
11288 [FEST HALL GIRL 2] |
11289 [FEST HALL GIRL 3] |
11290 [FEST HALL GIRL 4] |
11291 Gold |
11292 Inventory |
11293 <CLASS>: Level <LEVEL> |
11294 [MINERS 3] |
11295 [SAREVOK 6] |
11296 [SAREVOK 7] |
11297 [SERVING WENCH 4] |
11298 [NAMELESS THUG 3] |
11299 [NAMELESS THUG 4] |
11300 You're an ugly bastard, eh? |
11301 You'll swallow your words or you'll swallow your teeth. I care not which. |
11302 Are you speaking to me? |
11303 Swallow my blade, mucker! |
11304 Idiot. |
11305 You are very rude, sir. |
11306 Is courting death a common pastime in Ulgoth's Beard? |
11307 A person of even the basest intelligence could tell when they're not welcome. |
11308 Easy |
11309 Normal |
11310 You dare to insult me? I am Scotty McAverstein, fool, Overlord of Arrogance, Consort to Mistress Mallory, Destroyer of All Things Pleasant, Crasher of Little Girl's Tea Parties! Hell hath no fury as a Scotty scorned! |
11311 Core Rules |
11312 Hard |
11313 Insane |
11314 Difficulty Level |
11315 You can pick any of the above sound sets for your character's voice. Click the Play button to hear samples from the sound set. |
11316 Please choose which network protocol you wish to use for your multiplayer connection. If the protocol has any associated properties, you should set those too. |
11317 Please pick the modem device to use for the multiplayer connection. |
11318 Yes. |
11319 No. |
11320 Please enter your player name and a session name for the new multiplayer game. This name will identify your game to other players. The session password is optional. |
11321 The above multiplayer sessions are currently running on the local network. Please choose the one you wish to join. |
11322 The selected item has all of the abilities listed above. You can change the currently selected ability by clicking on one. |
11323 This panel controls what character information can be loaded into the game when a player imports an existing character. Any information not allowed by this panel is stripped from the character, and the player must choose starting values again during the character generation step. |
11324 Enable this option to allow players to import all of their characters' statistics, experience points and items into the game. No information is stripped from the character. |
11325 Enable this option to allow players to import only their characters' statistics and experience points. Equipment will be stripped from the character. |
11326 Enable this option to allow players to import only their characters' statistics into the game. Experience points and equipment are stripped from the character. Because of the loss of experience, players will have to choose their skills, spells and weapon proficiencies again. |
11327 This panel allows you to change the character's appearance, voice sounds, and AI script. |
11328 You put back the item that was in your hand when you left this screen. |
11329 Are you sure you want to leave the multiplayer session? |
11330 Fatigue |
11331 The main character has been killed. Please wait while the server restarts the game. |
11332 When wholly consumed, this oddly murky potion appears to restore 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process. STATISTICS: Weight: 1 |
11333 As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow. STATISTICS: Weight: 1 |
11334 Constitution has been raised by 1 permanently. |
11335 Strength has been raised by 1 permanently. |
11336 Dexterity has been raised by 1 permanently. |
11337 Intelligence has been raised by 1 permanently. |
11338 Wisdom has been raised by 1 permanently. |
11339 Charisma has been raised by 1 permanently. |
11340 Hey there, pal. If ye're here to see Duke Eltan, just go up the stairs beside me. He should be waiting in his office. |
11341 selection sounds |
11342 [Chanthalas 01] This way, good sir, over here! |
11343 [Chanthalas 02] Forgive me, but I have meditations to attend to. |
11344 Need directions? You seem a friendly sort, so I thought I'd offer my services as a guide. What do you need from the town of Beregost? |
11345 Certainly. If you could direct me to an affordable inn I would much appreciate it. |
11346 I'm looking for a bit of luxury. What's the nicest inn in town? |
11347 I need some well-made weapons and armor. Do you have a good smithy? |
11348 Just a place to sit a spell and drown my worries. Where is a good tavern? |
11349 [TOWN CRIER 1] |
11350 [TOWN CRIER 2] |
11351 [TRANZIG 1] |
11352 These buttons control how often party members say their selection sounds. Always: Whenever a character is selected. Seldom: 20% of the time a character is selected. Never: Disables selection sounds. |
11354 We have many inns for the frugal adventurer. The Red Sheaf has basic rooms, though the clientele is a touch rowdy. There are also the Burning Wizard and the Jovial Juggler, which also have finer suites. The Red Sheaf is near the center of town, as is the Burning Wizard. The Jovial Juggler is a bit further along, and sits on the southern edge of the city. |
11355 Peldvale |
11356 Larswood |
11357 The finest inn would have to be Feldepost's, though it is also quite friendly. Lots of local color. Feldepost's Inn is in the lower west side of the town. |
11358 We have the best smithy in all the realms. Taerom "Thunderhammer" Fuiruim runs the Thunderhammer Smithy in the eastern side of town. He has a few exceptional items as well, though you could also check Feldepost's Inn. They carry trophy items, though you had best be rich as kings. Feldepost's Inn is in the west, closer to the south edge of town. |
11359 Your journal has been updated |
11360 Your map has been updated. |
11361 [GAMESMAN 1] |
11362 Hecito |
11363 Sparring Dummy |
11364 Hecito |
11365 We'll follow the bandits but only after you've told us why you hold so much antipathy for them. |
11366 A drop or two to ease your spirits? The Burning Wizard and the Red Sheaf are in the center of town. Feldepost's Inn is along the western edge, and the Jovial Juggler is along the south. They will all serve you well. |
11367 I'm looking for a bit of luxury. What's the nicest inn in town? |
11368 If you could direct me to an affordable inn, I would much appreciate it. |
11369 If you could direct me to an affordable inn, I would much appreciate it. |
11370 If you could direct me to an affordable inn, I would much appreciate it. |
11371 I'm looking for a bit of luxury. What's the nicest inn in town? |
11372 I'm looking for a bit of luxury. What's the nicest inn in town? |
11373 I need some well-made weapons and armor. Do you have a good smithy? |
11374 I need some well-made weapons and armor. Do you have a good smithy? |
11375 I need some well-made weapons and armor. Do you have a good smithy? |
11376 Just a place to sit a spell and drown my worries. Where is a good tavern? |
11377 Just a place to sit a spell and drown my worries. Where is a good tavern? |
11378 Just a place to sit a spell and drown my worries. Where is a good tavern? |
11379 No problem, friend. Enjoy your stay. |
11380 Thanks for your help. |
11381 Thanks for your help. |
11382 Thanks for your help. |
11383 Thanks for your help. |
11384 Joseph |
11385 Joseph |
11386 [OGRE MAGE 01] |
11387 [TAZOK 13] |
11388 [GORION 13] Awake, my adopted child. Awake, and face the terrible tests ahead of thee. |
11389 As it is in all other things, I must take the good with the bad. For every well met traveler I speak with, there is always a grump such as yourself. I leave you to your solitude, and best that you get used to it. |
11390 What can you tell me of Beregost? |
11391 [WIND GUST 1] |
11392 [WIND GUST 2] |
11393 [SHRIEK 1] |
11394 Have you been to the south? I hear tell of trouble in Nashkel? |
11395 Ahh, take a walk. I don't need your company. |
11396 What would you like to know? I have met many of the locals and I know a bit of history as well. |
11397 Any outstanding quests that need resolution? I fancy myself a bit of an adventurer. |
11398 What are the concerns of the day? How have the troubles lately affected people? |
11399 [METALLIC SOUND 1] |
11400 [METALLIC SOUND 2] |
11401 Nothing in particular. Just interested in the sights. Perhaps shopping. |
11402 [METALLIC SOUND 3] |
11403 [METALLIC SOUND 4] |
11404 [METALLIC SOUND 5] |
11405 An adventurer, eh? Well, if you are up to the task, I hear there are strange things in the Ulcaster School ruins southeast of town. I would nae go down there unless you are quite sure of your abilities though. Many a well-meaning fellow has gone and not come back. Only for those adept in battle. Other than that, I know that the lady Mirianne has been awaiting news of her husband for some time. He was to come up from Amn but is overdue. I know she would be grateful for any news. She lives on the east edge of town if you find anything. Anything else you would like to know of? |
11406 [METALLIC SOUND 6] |
11407 [METALLIC SOUND 7] |
11408 When Cythandria surrendered, she told us to find Sarevok at the Undercellar. The Undercellar can be reached through the sewers. |
11409 [METALLIC SOUND 8] |
11410 [METALLIC SOUND 9] |
11411 [METALLIC SOUND 10] |
11412 What are the concerns of the day? How have the troubles lately affected people? |
11413 Nothing in particular. Just interested in the sights. Perhaps shopping. |
11414 No, thanks. You have been a great help. |
11415 Hmm? Oh, I suspect you mean the iron shortage? I imagine it has affected the local smithy quite a bit. Taerom is a wonderful blacksmith, but he's got a lot of time on his hands these days. His shop is still reasonably stocked, but I think he's looking for other materials to work on these days. Not sure what that might be, but he's quite adept at exotic materials. Anything else I can help you with? |
11416 [WIND GUST 3] |
11417 [WIND GUST 4] |
11418 Priest of Helm |
11419 Priest of Helm |
11420 Nothing in particular. Just interested in the sights. Perhaps shopping. |
11421 Any outstanding quests that need resolution? I fancy myself a bit of an adventurer. |
11422 No, thanks. You have been a great help. |
11423 Shopping? Then you must stop by Feldepost's Inn. They have a number of trophy items for sale, some are even magical in nature. Best you bring gold aplenty though; they are not cheap. If you really have coins to spare, I'd suggest going west of the city and seeking out Thalantyr. He has a shop in his keep, though he does not welcome visitors. Trust me, you will want to speak with him immediately if you go there. Wandering about his shop without permission is downright deadly. I think he likes scaring folks a bit. Anything else you need? |
11424 Any outstanding quests that need resolution? I fancy myself a bit of an adventurer. |
11425 What are the concerns of the day? How have the troubles lately affected people? |
11426 No, thanks. You have been a great help. |
11427 I have not been down that way for some time now, so I don't have much to say. Likely you will have heard much from others about town anyway. |
11428 What can you say of Beregost, then? |
11429 Then I have no use for you. Goodbye. |
11430 Not a problem. Always a pleasure making new friends. |
11431 He... he still down there? |
11432 Get out of my sight, peasant! |
11433 Oh, I see! High and mighty so-and-so like you thinks you can push me around, huh? You're just as bad as that pompous old paladin downstairs! Sure, he says he's down there resting and chatting up the locals, but he's here to watch me, I know it! I can feel his beady little eyes on me even now. You get out of MY sight, 'cause I ain't going anywhere. They are ALWAYS watching me. |
11434 Who do you mean? |
11435 That... that Bjornin. I can feel his eyes looking at me. He's a paladin, you know. They ain't right in the head. They... they just look at you and you've been judged. What right do they have to do that? |
11436 Why? What have you done to deserve their stares? |
11437 I know what you mean. Pretty high and mighty of 'em! |
11438 Ah, you deserve whatever you get! Get out of my sight! |
11439 Has he threatened you in some way? |
11440 What... nothing! Nothing at all! He just... they just... LOOK at you, and you know they are thinking that you deserve to be punished. I can't stand 'em. They're worse than the guards. |
11441 Has he threatened you in some way? |
11442 I know what you mean. They have such an attitude. |
11443 Well, no, but I KNOW he's looking for me. Why else would he be down there? Sure, he SAYS he's resting and chatting up the locals, but I just KNOW he's here for me. Well, I'm just gonna stay up here till he's gone. |
11444 Yeah! The way they... just LOOK at you. I ain't going down there till he's gone. No way he's gonna get me! |
11445 Has he threatened you? |
11446 We should go have a "talk" with him! |
11447 Why doesn't he just come upstairs and get you if he is so interested in you? |
11448 We should go and tell him to stop bothering you. |
11449 NO! I mean... no, then he would know I knew that he knew I was up here knowing what he knew! He'd have a good laugh over that, I'm sure! |
11450 You're just... really strange, aren't you? |
11451 Recent evidence suggests that a barrel full of monkeys is not half as much fun as previously claimed, and is, in fact, rather horrifying! |
11452 Ooooooohkaaaaaay. Goodbye now. |
11453 Well, that would just be too easy, wouldn't it?! No, he wants me to sit up here wondering if he knows that I know that he knows that I know that he knows I'm up here knowing what he knows! I just know it! |
11454 Have you... talked to someone about this? You seem... agitated. |
11455 Eh, what? Leave me be! To Firewine with ye, and I hope ye gets the gout! |
11456 I don't need your backtalk, old man. Get lost. |
11457 Ye be a mite rude, considering it was ye what talked to ME! Shove off, youngster. I don't need yer headache. |
11458 Firewine? What and where is that? |
11459 I'm more interested in the local color. What can you tell me of Beregost? |
11460 Firewine Bridge ruins is what I mean. She be pretty far to the south and east, but a strong pair o' legs will get ye there just fine. I would make sure that they are strong enough to bring ye BACK too though. The Firewine ruins might be quite the deathtrap for the inexperienced adventurer. Mind ye remember that, and don't blame old Spen if ye lose a few of yer fellows stumbling about within. |
11461 What else can you tell me of it? |
11462 Is there anything interesting here in Beregost? |
11463 What? Do I look like I be fool enough to go tromping about in such a place? Not likely. Ye want more info, ye go talk to them halflings in Gullykin. They be curious about such things, and will probably help ye. I warn ye again though, it ain't no place fer a young 'un! Ye go there and ye're just looking for tough trouble. Best ye cut yer teeth somewhere else before ye throw yer lives down that hole. |
11464 Hereabouts? The temple to the east be an interesting view, if ye like that sort of thing. I don't! Don't like much, actually. Don't think I like you, either. Ehh, leave me to my readin'. |
11465 And what of Beregost? Anything interesting here? |
11466 I don't need you to tell me what I can and cannot handle. |
11467 WHAT?! You were going to ask about my name, weren't you? Everyone wants to know about it, and you're probably no different! Well, fine! Maple Willow Aspen IS my name and YES my parents were VERY fond of TREES! I am VERY aware of it, and NO I don't want to hear ANY jokes about family trees and me being the SAP! Are you HAPPY NOW?! |
11468 Actually, I was just interested in directions. |
11469 You have problems? How do you think I FEEL?! HUH? <CHARNAME>! What were they THINKING?! HUH? HA HUH?! WHAT?! |
11470 So, your parents were very fond of trees? |
11471 Eeep. |
11472 Um... perhaps you should... relax a little? G'bye. |
11473 DIRECT... um... d-d-irections? You mean you don't... well then. *cough* What can I help you with? |
11474 So, your parents were very fond of trees? |
11475 I'm just interested in Baldur's Gate. What are the interesting sights? |
11476 Um... with all the commotion I think I forgot. Perhaps I will come back later. What was your name again? |
11477 Well... um, I suppose the Hall of Wonders is nice i-if you like gadgetry. It's in the west-central section of the city. Sorcerous Sundries is nice too. That's in the east-central area. Other than that, I don't know. Can I do anything else for you? |
11478 No, thank you. |
11479 You mentioned trees. Your parents were very fond of them? |
11480 Until next time then. |
11481 Hello! A fine and sunny day to you, wherever you wake and wherever you lay! Always willing to extend a hand to a new face, er, so to speak. |
11482 What can you tell me of this city? |
11483 What do you do? Are you an adventurer like myself? |
11484 Have you heard anything interesting lately? Any quests and such? |
11485 The city? Why, the city is a fine place, quite expansive in its majesty and most comprehensive in its lay of the land. It's a wonder to behold, and once it's held you don't want to let go. Such grandeur and beauty contained within its plain and modest settings and citizens. It exudes a quiet nobility that practically screams from every rooftop. It is a wonder. It is simplicity. It is Baldur's Gate! |
11486 That was amazing. You talked for hours and yet said absolutely nothing. |
11487 Well, I suppose on some levels what I said could be construed as... as nothing. |
11488 You have absolutely no valuable information at all, do you? |
11489 I see. And what do you do? Are you an adventurer like myself? |
11490 Have you heard anything interesting lately? Any quests and such? |
11491 Adventuring! A fine and glorious pastime that passes time like no other! To seek the highs and lows of the depths and heights; to follow in the footsteps leading down paths never trod upon; to plumb the furthest reaches of oneself while exploring the very world just outside your door. Such a life is a grand one indeed, though simple in its complexity! |
11492 A stunning display. You talked for hours and yet said absolutely nothing. |
11493 All right then, what can you tell me of this city? |
11494 Here's your money. |
11495 Sorry. |
11496 If indeed you are asking whether my discourse has validity derived from dispensing useful tidbits of otherwise unknown stratagem and statistics... then... ahh... no. |
11497 I thought not. |
11498 All righty, then. |
11499 Yep. |
11500 I'll be off then. |
11501 Indeed. |
11502 Righty O. |
11503 Quests? Quests indeed! To seek that which is to be sought, and find what could be found by looking in the right spot, as long as they were left there in the first place. Discovering that which was known but forgotten, but then remembered and sought anew though old to begin with! Such pursuits are well worth following! |
11504 Utterly amazing. You talked for hours and yet said absolutely nothing. |
11505 All right then, what can you tell me of this city? |
11506 What do you do? Are you an adventurer like myself? |
11507 Have you heard anything interesting lately? Any quests and such? |
11508 Do you have them? |
11509 I beg your pardon? What do you mean? |
11510 Eh... of course. Do you have the trade? |
11511 Aye, that and more. Best we say no more lest the night be blown. |
11512 Um... never mind. Wrong person. |
11513 Can I... trust you? |
11514 Agreed. One can never be too careful? |
11515 I'm sorry, but what are you referring to? |
11516 Who else but me? And I you? |
11517 Um... I see your point? Let's continue. |
11518 I'm not sure I understand what is going on here. |
11519 As well we should. The place is ready? |
11520 The place? Now you've lost me. |
11521 As ready as it could be. |
11522 Will it ever be ready? |
11523 And I would know this? What of your job? |
11524 It goes as planned. |
11525 My job is my business. |
11526 Sorry, but I think I'm not who you... er... think. |
11527 If all goes... well? |
11528 Why would you say that? |
11529 Eh... You know the drill. |
11530 I... I don't know. What is going on here? |
11531 And why wouldn't I? |
11532 I suppose? To actions then? |
11533 I thought as much. To business then? |
11534 Agreed? What say you to this? |
11535 I'm... completely at a loss. What are you talking about? |
11536 I... don't think so? |
11537 So it's agreed then? |
11538 What? Sorry, but I've just been playing along. |
11539 I... I should think so! |
11540 Flaming Fist Scout |
11541 Flaming Fist Scout |
11542 [DRUNK 2] |
11543 <DURATION> |
11544 [DRUNK 3] |
11545 [HUSAM 4] |
11546 A girl named Chloe told us that someone named officer Vai is waiting to speak with us in the Jovial Juggler in Beregost. |
11547 Server is loading a game. You can chat with the other players by typing in the box below. Waiting until the server has finished loading... |
11548 Uh... sure! |
11549 I am not sure. |
11550 All right then. |
11551 Um... |
11552 You have no idea what we were talking about, do you? |
11553 Eh, no, I was just playing along. |
11554 Of course I do! It's, um, business as usual! |
11555 Identifyâ€â€R Click on item to use |
11556 I see... so you bluffed your way through this entire conversation without a clue what was going on? |
11557 Yes, actually. Kept you going for quite some time, too. What was this all about? |
11558 [METALLIC HIT 1] |
11559 Um, yes. What was the point of all this? |
11560 Certainly not. Business as usual? |
11561 I, uh... I forget. Um, goodbye. |
11562 [METALLIC HIT 2] |
11563 [METALLIC HIT 3] |
11564 [METALLIC HIT 4] |
11565 I was to meet the owner of the pantaloons. That would be you, but it is not you. You are the wrong one, because your pantaloons are obviously STOLEN. A foolproof plan of recognition ruined, because you were daft enough to keep the pantaloons. I'll take those, and no reward for you. That'll teach you to abscond with a man's hard-earned trousers! |
11566 [GNOLL 10] |
11567 [SLAVES 2] |
11568 [SLAVES 3] |
11570 [SLAVES 4] |
11571 Hail and well met, young 'un. Have you come to old Borinole for a tale or two of life in the realms, or are you just strolling about meeting the folks of Baldur's Gate? |
11572 Raleo Windspear |
11573 Raleo Windspear |
11574 Oogie Wisham |
11575 Oogie Wisham |
11576 Spen Gil'meh |
11577 Spen Gil'meh |
11578 Maple Willow Aspen |
11579 I've no interest in you or your stories. |
11580 Maple Willow Aspen |
11581 Have you any interesting tales? |
11582 Indeed, there are many interesting folk about. |
11583 I see. Well, take your leave then, and don't come back this way any time soon. |
11584 Oh, I have tales. Whether they are interesting or not is a matter of debate, I suppose. I could share one with you, though it likely has no bearing on anything of importance. Nothing at all to be gained from the telling, save a moment of time well spent. |
11585 Maple Willow Aspen |
11586 Reginald "Longtooth" Worthington III |
11587 Reginald "Longtooth" Worthington III |
11588 If it is of no importance, then I am not interested. |
11589 Mr. Shade |
11590 Mr. Shade |
11591 By all means, go right ahead. |
11592 I should say so, though not as many as in the past. People are avoiding the roads because of the recent troubles, as I am sure you are aware. We keep up a strong front though, and I know we'll get through just fine. The people of "the Gate" have always been good at adapting. Why, in my day we could weather month-long storms with nothing but a log or two, the skins of a few unfortunate bears, and the warm company of those we held dear. Of course, in those days trees were bigger, you understand? A good stout log could fire the hearth for a tenday, though you'd have to empty out the stables for a place to keep them dry. Likewise the pelt of an adult grizzly could carpet your whole house. And company? Company was HUGE! I remember old skinny Morgan. Nigh unto a giant he was. Soft at heart though... |
11593 Please, will you stop with the incessant chatter?! I can take no more! |
11594 Ah, we'll never see the like of those days again. I'd love to stay and chat, but I should be off. |
11595 If you say so, young 'un. Good on you and those you travel with. |
11596 I shall then. It was the dawning of a new year, and Chester Blackboot and I were off to rally our friends and storm the gates of the old Firewine ruins. Vella Stablehand was at the head; she was the eldest, you understand. We pretty much agreed that she would take point and absorb most of the initial damage were we attacked. Of course Vella had her father's axe too, and that made her an imposing sight at the forefront. She was tall as a pine and could deliver a backhand like you were so much silt on the breeze. I remember a time when she and Chesterâ€â€this was Chester Allendale, no relation to the Blackboots (and a good thing too. Them Blackboots had not patience for Vella and her shenanigans)â€â€well, Chester and Vella were spelunking in the Ulcaster (at least, that's what the kids called it in those days) and her father comes up and by golly, Vella up and belts Chester so hard he didn't hit the ground for a week. Vella's father sees this and laughs so hard he plumb forgets he's mad. He's like that though, and the day he passes up a good joke will be the day he passes on entirely. I remember a time... |
11597 I don't mean to be critical but does this story have an end? Or a beginning, for that matter? |
11598 Shut up, shut up, shut up! I can't take another second of your rambling. |
11599 A rousing tale. I learned a lot. I'll be leaving now. Goodbye. |
11600 Stories continue long after the exciting bits end, young 'un. You'll miss a lot of life if you don't pay attention to anything outside of swinging the axe and smacking the head. Ah, well. People had more patience in my time. Why, Buck Longbrow could stare at corn from seed to harvest, though he always was a bit shaky after the fall. Eh... leave me be. |
11601 Those were the days, weren't they? |
11602 [LAY ON HANDS 1] |
11603 [TURN UNDEAD 1] |
11604 [TURN UNDEAD 2] |
11605 Leave me be, will you? I wish no company now. |
11606 Why are you saddened, m'lady? |
11607 Save me your pitiful words, I care not for your wishes. |
11608 It is people like you that give people like you a bad name! Or... or something like that! Oh, I hear Shank's gentle wit in my words. Get out! Get out! |
11609 I fear the worst for my brother and cousin, they have been missing some months now, and I know of no one that can find them. |
11610 Your brother and cousin? Perhaps if I knew their names I could help you. |
11611 Are you sure they are lost? Perhaps they simply went on a trip. Such things are common. |
11612 Your tears are wasted on me. People that cannot take charge of their own fates deserve whatever they get. |
11613 I thank you. Whatever you can do, I would appreciate. Their names are Shank and Carbos. Not the brightest of boys, but pure of heart. They may have fallen in with a bad lot, but I know they would never do anything wrong. |
11614 Shank and... and Carbos? Um, perhaps there is not as much I could do as I thought. |
11615 Carbos and... Shank? Um, perhaps there is not as much I could do as I thought. |
11616 Shank and... and Carbos? Um, Shank and Carbos. There is not as much I could do as I thought. |
11617 I can keep an eye out, though the Sword Coast is a large place. |
11618 [EDWIN 43] Raaagh! Help! |
11619 They are probably dead and buried. Get over your grief and move on. |
11620 [GORION 14] |
11621 What do you mean? Organize a search! Set out upon the land! Look high and low! Surely you can find my gentle family members? |
11622 A trip? In these times? I hardly think so. They were looking for work, but they wouldn't have gone too far. Can you help? |
11623 What are their names? Tell me, and I will see. |
11624 I have no time for this. |
11625 Large it is, but they are rather loud and do not hide easily. People are seeking the bandits left and right, so someone is sure to have seen them. |
11626 Why would they have been seen with bandits? You said they were honest and good. |
11627 And killed them, most likely. Move on and forget it. |
11628 They have criminal friends. They met up with the wrong sort of people. They... All right, ALL RIGHT! They are right bastards, and they owe me gold! If you see them, give 'em a smack for me! |
11629 Eh, you may want to face the fact that they might not be coming back. |
11630 Gentle? They weren't so gentle when they tried to kill me in Candlekeep! |
11631 Bugger off. |
11632 Why? What do you� You know of their fate, don't you? Blast it, they are dead or imprisoned, aren't they? Now I'll never get my gold... er... family back together. Such a tragedy that two saintly, young, pathetic souls should be treated in such a manner. I thank you for the news, and may the person that harmed them rot in the lower planes. Such a cruel beast, whoever they are. I bet it was a grand battle. |
11633 What? They would never do such a Oh, forget it. If they attacked you, then you know full well what morons they are. Did they have any gold on them? No, I doubt it. Spent it all on booze and fast times, most likely. Good on you if you knocked them around. I certainly will not mourn their loss. Carbos and Shank, what a couple of moronic goons. |
11634 [VULTURE 1] |
11635 [VULTURE 2] |
11636 Borinole Mann |
11637 Borinole Mann |
11638 [GNOME FEMALE 1] Your acquaintance I am glad to have made. |
11639 [GNOME FEMALE 2] Soon to go back to the grotto, I am. I miss the tunnels of home. |
11640 [GNOME FEMALE 3] The underground seems safer by far, and gems to find are welcome too. |
11641 [GNOME FEMALE 5] |
11642 [GNOME FEMALE 6] |
11643 Sanadal Gwist |
11645 I fought Tranzig in Feldepost's Inn in Beregost. I suspected that he was in league with the bandits and might know the locations of their camp. I thought he might be more forthcoming with information if I showed him I meant business. |
11646 Sanadal Gwist |
11647 I pressured Tranzig and he said he was a messenger for the bandits. His job was to deliver messages between someone named Tazok and the now-deceased Mulahey. |
11648 Tranzig also said that Tazok is the captain of two groups of bandits. Their camp moves often, but the current location is in the Wood of Sharp Teeth, far north of Beregost and northeast of the Friendly Arm Inn. He said that he meets with Tazok at two places called Peldvale and Larswood. These places are located just east of the Friendly Arm Inn. |
11649 [Gantolandan 2] |
11650 [WYVERN YOUNG 1] |
11651 [WYVERN YOUNG 2] |
11652 [WYVERN YOUNG 3] |
11653 [WYVERN YOUNG 4] |
11654 [WYVERN YOUNG 5] |
11655 [WYVERN YOUNG 6] |
11656 [WYVERN YOUNG 7] |
11657 [WYVERN YOUNG 8] |
11658 [WYVERN YOUNG 9] |
11659 [WYVERN YOUNG 10] |
11660 I met Diarmid outside of the Candlekeep crypts and he mistook my group for that of a cohort of his named Prat. He spilled the beans and revealed that it was Sarevok's plan to have me accused of the murders of the Iron Throne leaders, whether I could be goaded into the act or not. Doppelgangers were to impersonate me and ensure I would be blamed. With my party wanted by the law and Brunos and the others dead, Sarevok thinks he stands unopposed. He has returned to Baldur's Gate and plans to take control of the city somehow, likely using his leverage as the new head of the Iron Throne, so I should probably check their base out again. His end goal seems to be war with Amn, but his reasons are still not clear to me. |
11661 I found Winski Perorate near the entrance to the Undercity. Apparently he was Sarevok's mentor, but he was cast aside because he dared to rescue Sarevok instead of killing the Grand Dukes as he was supposed to. Winski said he knew I would follow, because Sarevok and I are of the same blood; blood that is also divine. War with Amn was not Sarevok's true goal after all. It was the slaughter of the initial battles that he wished. He thought death on the appropriate scale would cause him to ascend, and he would assume the portfolio of the slain Bhaal. Perhaps he would have, but who can really say? If you have the arrogance of a god and can kill like a god, who's to say you are not a god? I must stop this before he flees to try his scheme anew. There is a temple in the Undercity where Sarevok waits to make his last stand against me. He will not be alone. |
11662 Biff The Understudy |
11663 Biff The Understudy |
11664 We encountered a man named Tiber in the Cloakwood and told him that we'd try to find his brother Chelak. According to Tiber, his brother entered the Cloakwood in an attempt to destroy a spider infestation. |
11665 Who hates me? What have I done to deserve such hatred? |
11666 I tire of your riddles. Take your games and go. |
11667 I met Tamoko once again. She tried to coerce me into promising to spare Sarevok's life. It was a deal I would never make! Sarevok will die at my hand, and there is not a power above or below that will stop me! |
11668 I have met Tamoko once again and agreed to a promise she has requested. She has asked that I defeat Sarevok and crush his plans, but spare his life in the end. She would try to reclaim Sarevok the man, once Sarevok the would-be god is destroyed. In exchange for this, she has confirmed my suspicions of Slythe and Krystin, the underlings of Sarevok that killed Duke Entar Silvershield, and indicated that they can be found at their base in the Undercellar. She has also directed me toward someone named Cythandria in the Iron Throne base (who seems to be more her rival than mine). Tamoko has also given me much to think about. Sarevok and I are of the same blood: a god's blood. Sarevok thinks he was created to assume the mantle of the dead Lord of Murder Bhaal, ascending to godhood by causing slaughter on a god-like scale. Tamoko doubts such a thing can happen, claiming that a dead god would not create such children to effect his replacement, rather his resurrection. She seems to think that Sarevok's death will serve Bhaal more than a grand sacrifice in his name. Sarevok has made his beliefs known, but what am I to take from this? What will eventually become of me? |
11669 High Hedge |
11670 Splurging Sturgeon |
11671 Blade and Stars |
11672 Helm and Cloak |
11673 Three Old Kegs |
11674 Elfsong Tavern |
11675 Inn |
11676 Candlekeep Inn |
11677 Black Dragon Gate |
11678 Jovial Juggler |
11679 Burning Wizard |
11680 Feldepost's Inn |
11681 I encountered Tamoko yet again, this time in the Undercity. She no longer wished to speak: she was there to fight me. Sarevok had abandoned her for speaking with me previously, and she claimed she had to restore his faith in her. My unwillingness to fight proved that I was much different from Sarevok, and that perhaps it was more than his divine blood that made him the creature he is. She renounced him and bid me well. Sarevok waits ahead with the most fanatical of his followers. |
11682 Red Sheaf Inn |
11683 Nashkel Inn |
11684 Sorcerous Sundries |
11685 General Store |
11686 I encountered Tamoko yet again, this time in the Undercity. She no longer wished to speak: she was there to fight me. Sarevok had abandoned her for speaking with me previously, and she claimed she had to restore his faith in her. I was unable to persuade her otherwise, though I did try. She saw no other choice for herself and fought as well as she could. Sarevok awaits ahead with his most fanatical of followers. He has much to answer for! |
11687 Nashkel Store |
11688 Carnival Shop |
11689 I encountered that Tamoko wench yet again! This time she revealed herself as being truly within Sarevok's control, and would not let me pass. I had no other choice but to fight her! Sarevok is ahead. I shall deal with him and the rest of his followers soon enough! |
11690 I was at the Friendly Arm Inn and someone tried to kill me! He was apparently a bounty hunter! Why do these attacks continue? |
11691 Thunderhammer Smithy |
11692 Blushing Mermaid |
11693 Tavern |
11695 DirectPlay Lobby |
11696 The Northern Light |
11697 High House of Wonders |
11698 Lady's Hall |
11699 In this multiplayer session, you can either begin a new game or load a saved game. |
11700 Temple of Wisdom |
11701 Hi, folks, welcome to Lucky Aello's, where the prices are so low there's gotta be something wrong. Nobody sells it lower than me, because nobody buys it cheaper. If you can find a price lower than mine this side of Calimshan, the item will probably kill you. What can I get for you? |
11702 Oghma temple |
11703 Temple of Helm |
11704 Song of the Morning |
11705 So you've got the cheapest goods around? Let's have a look. |
11706 No, thanks. You get what you pay for. |
11707 Ancient Armor |
11708 Lucky Aello |
11709 Lucky Aello |
11710 Hentold's Dagger |
11711 Golin Vend |
11712 Golin Vend |
11713 [FEMALE TOWNSFOLK 3] |
11714 [FEMALE GREETING 7] |
11715 [FEMALE GREETING 11] |
11716 [FEMALE GREETING 12] |
11717 [FEMALE GREETING 15] |
11718 [LOW CLASS WOMAN 2] |
11719 [FEMALE GREETING 8] |
11720 [GLANMARIE 1] |
11721 [GLANMARIE 2] |
11722 I have fought with Davaeorn in the heart of the Cloakwood mine. He proved unhelpful himself, so I will have to examine his belongings to understand his true goals... |
11723 [DWARF 2] |
11724 [HALFLING 4] |
11725 [EDWIN 43] |
11726 [BEGGARS 2] |
11727 Where does the maze lead? |
11728 Kiel |
11729 Where does the maze lead? |
11730 Where does the maze lead? |
11731 Alain |
11732 Alain |
11733 Yeah, whatever. Just you be sure to give that Sarevok a shank o' steel. |
11734 I don't rightly know, though it is said there is a city beneath this one. Some archaeologist smart-arsed sage might be able to tell you more about it. It's not a proper city down there, you understand. Just the remains. Not surprising, really. If the site that Baldur's Gate is built on is so appealing, it would figure that there would have been one built here before. I care little: nothing but dead down there now. Get moving. |
11735 The thieves' maze was built long ago, and now serves as a decoy escape route to fool trespassers. It is maintained by undead and kept clean by jellies, likely enslaved by some long forgotten thief adept at magic. It leads to the Undercity, an old settlement that once stood where Baldur's Gate is now. Nothing but undead down there now, supposedly. |
11736 The thieves' maze was built long ago, and now serves as a decoy escape route to fool trespassers. It is maintained by undead and kept clean by jellies, likely enslaved by some long forgotten thief adept at magic. |
11737 [Chicken Cluck3] cluck caw bucbuc becaw |
11738 [MERCHANTS 4] |
11739 [Chicken Cluck4] becawp bwa ca |
11740 Ignatio Phleed |
11741 [Chicken Cluck5] There ain't nobody here but us chickens. |
11742 Gondsman Leonardo's Helical Aerial Wonder |
11743 Pump of Gond |
11744 Steam Dragon |
11745 Everlight |
11746 [AMNISH SOLDIERS 3] |
11747 [AMNISH SOLDIERS 4] |
11748 Mercenary |
11749 Mercenary |
11750 [Bassilus, MAD ZHENT 2] |
11751 I have no wish to fight you. I am no murderer, and I welcome the chance to prove it. |
11752 I will fight you then, though such a conflict can only hurt my reputation in the eyes of the people! |
11753 I have made the choice to fight the Flaming Fist, though it appears they are only following the command of this Angelo Dosan. It does not matter. If I kill one of them in my escape, I shall be known as a murderer of guards. If they are only doing their job, then I shall be angering the fates as well. It would be best to entangle them somehow and run. |
11754 I have surrendered myself to the Flaming Fist and must go before Angelo Dosan for judgment. I doubt I shall be treated fairly by this Angelo, but I had little choice. If I were to fight the Flaming Fist, I would surely be known as a murderer of guards. They are only following the orders of their new commander and are innocent of any wrongdoing, regardless of their attacks on me. If I am ever faced with the same unfortunate choice in the future, I had best entangle the guards somehow and make my escape without harming them. The fates would not look kindly on my killing innocents, regardless of their intent. |
11755 I charmed a member of the Flaming Fist and learned that their new commander Angelo has condemned me to death, though they think his motives are tainted. Likely the Flaming Fist will attack me in future as well, so I should refrain from killing them if at all possible. The public would only see me as a murderer of guards, and the fates would undoubtedly frown on my killing innocents, regardless of their intent to harm me. |
11756 [FARMERS 3] Weather's been lousy lately. |
11757 [WILTON 1] Stop a second there, young'n, 'cuz I heard what you gone and done for old Brun. |
11758 [WILTON 2] So hard to find decent folk nowadays... |
11759 [WILTON 3] |
11760 [WILTON 4] |
11761 [Cow moo3] |
11762 [Cow 3] MOOooo |
11763 Die, manlings! You kill my favorite toy! |
11764 Belching Dragon Tavern |
11765 Wyrm's Crossing |
11766 Armor Class Modifiers |
11767 Missile |
11768 Slashing |
11769 Piercing |
11770 Crushing |
11771 While exploring the coast I met a strange looking elf by the name of Drizzt Do'Urden. He asked for my help in killing some gnolls, but it was not worth my effort. He seemed capable enough anyway, and I have no time to be making friends. |
11772 Today I met Drizzt Do'Urden, and helped him rout some gnolls that were causing him trouble. He was grateful enough, and offered some advice regarding the bandits in the area. He said the hobgoblin bandits resembled the Chill, and that the human bandits fought like the Blacktalons, both of which are mercenary groups. He suggested I insinuate their ranks instead of fighting them directly, and I shall look into this if the opportunity arises. |
11773 Today I met Drizzt Do'Urden, and helped him rout some gnolls that were causing him trouble. He was grateful enough, and offered some advice regarding the bandits in the area. He suggested that I insinuate into their ranks instead of fighting them directly. I shall look into this should the opportunity occur. |
11774 Today I met Drizzt Do'Urden, and helped him rout some gnolls that were causing him trouble. He was grateful enough, though he declined my request that he join with me. It's just as well: I do not think I would last long against the villains that would likely follow soon. He did offer some advice, though. Despite his skill with blades he said that I should try to pit my wits against my enemies instead of fighting them directly. I shall keep that in mind. |
11775 Drizzt was quite the pleasant fellow, though I should probably think otherwise if I were ever on the wrong side of his blades. |
11776 That Drizzt didn't seem so tough. I threatened him a little and he backed down... though he seemed quite calm about it. Probably scared... yeah, that's it... scared. |
11777 That Drizzt seemed friendly enough, but I really didn't need the lecture. He sure talks a lot for someone who could kill anyone he wanted. Why does he bother? |
11778 You travel down a long tunnel to a group of three burial mounds. |
11779 No Disc Detected. Game Aborted. |
11780 This house looks abandoned. |
11781 We haven't found anything yet, but we want to keep on searching. |
11782 Maltz's Weapon Shop |
11783 To <CHARNAME> and friends, with love. Larry, Darryl, and Darryl. |
11784 To <CHARNAME> and friends, with love. Larry, Darryl, and Darryl. |
11785 Do you believe us about the bogeyman? |
11786 Hey there, pal. If ye're trying to get inside the palace, ye're outta luck. Common folk aren't allowed in there. Grand Dukes don't let no one in, unless there's some sort of special event going on. |
11787 Rodnim |
11788 Rodnim |
11789 Whoa! One moment the barkeep was talking to the mage Ramazith, then all of a sudden he's flamin' mad. He summoned up all those slime creatures. Hideous things they were. |
11790 Not enough free disk space to save game. Do you wish to quit? |
11791 Hear ye! Hear ye! The criminal Bassilus has been killed! It is said that the hero <CHARNAME> did the deed! May <PRO_HESHE> always be welcome in our town! |
11792 Mountain Bear |
11793 Mountain Bear |
11794 Timeout |
11795 group infravision |
11796 I admit the deed, but I can explain what happened. |
11797 Enable this option if you want infravision to be shown when any of the selected characters have infravision. If this option is off, infravision will only be shown when one character with infravision is selected. |
11798 Bard Song |
11799 Slow |
11800 Regenerate |
11801 Ah! It's the dryad! Krumm, we gotta get outta here. |
11802 What of Duke Eltan? Has his condition improved at all? If he dies, who will replace him? |
11803 What about the rumors of Amn mobilizing for war? Why aren't we preparing for war? |
11804 With our iron shortage, how are we to defend ourselves, and who will give us the iron we need? |
11805 Entar was killed by Shadow Thieves, agents of Amn. If it isn't obvious to the rest of you, it's obvious to me: Amn wants a war. |
11806 I believe that Eltan was poisoned by members of the Shadow Thieves. They're obviously trying to kill our leaders. |
11807 Resembles?! That's ridiculous! The signature left behind on the body WAS the mark of the Shadow Thieves. Are you blind *and* stupid, woman?! |
11808 Who would want to mislead us?! |
11809 What of the Zhentarim? I've heard that they may be somehow involved. |
11810 Shut up! Let Sarevok speak. |
11811 Why don't you go to the third floor, friend? The party is starting there, and some, ah, friends of mine wouldn't mind meeting you. |
11812 I'm a busy man, with a company to run. Please don't disturb me. |
11813 So you've killed the Halruaan. Well, don't take it personally that I let him attack you; he was a powerful mage, and there was little I could do to dissuade him from killing you. Don't worry, you have full run of the guildâ€â€if you're able to kill a Halruaan mage, I'm sure there's little that my guild members can do to you. Again, accept my apologies for the entire incident. |
11814 Accuse me of high treason! You will die for your insolence! Grand Dukes, let us make short work of these trespassers. Use your most powerful magics to strike them down! |
11815 We'll be back soon, but could you call off your men? They've been causing us no end of grief. |
11816 I can't do that. Most of my men don't even know that I've hired criminals. You're going to have to do this on your own, sorry. |
11817 Kivan hunts after an ogre named Tazok. He has told us that Tazok has killed someone close to him. |
11818 Lucky Aello's Discount Store |
11819 Gerard Travenhurst |
11820 Gerard Travenhurst |
11821 A man named Marl tried to pick a fight with me at Feldepost's Inn, but I was able to calm him down. Marl lost a son named Kennair Nethalin. |
11822 You are mistaken! Oh, this is just too much for my old heart. So much is happening; so much has turned strange. |
11823 This is the body of Samuel. STATISTICS: Weight: 115 |
11824 Are you sure you want to remove this spell from your memorized spells? |
11825 pregenerate character |
11826 Shapeshift: Natural Form |
11827 I'm here to kill all those who would associate themselves with the Iron Throne! |
11828 Little pink ones, you shall all die. The son of Murder offers 10,000 gold for the head of <CHARNAME>, and we shall have it. |
11829 DEAD |
11830 The multiplayer session has been terminated. The program version numbers for the server and client programs do not match. Server program version: <SERVERVERSION> Client program version: <CLIENTVERSION> |
11831 Clearing Game Data |
11832 The multiplayer session has been terminated. The mission pack version numbers for the server and client programs do not match. Server mission pack version: <SERVERVERSION> Client mission pack version: <CLIENTVERSION> |
11833 You feel very ill, and you have thrown up your previous meal. Your head is fuzzy, and you are confused as to why you are sick. Then you remember what Lothander had told you. You've been poisoned! Lothander wasn't lying after all, and only he has the cure. |
11834 Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons. STATISTICS: Special: Cures poison Weight: 1 |
11835 Marek's Potion of Antidote |
11836 <CHARNAME>? I have heard that name before, but where? No matter, consider yourself dismissed. The Iron Throne washes its hands of this place, and shall support it no longer. You are no longer needed. Inform the others, will you? Or don't, we really don't care at this point. Good day and goodbye. |
11837 Officer Vai |
11838 Looks abandoned. You peer inside and see only rotting beams and debris. |
11839 Ah well, even the best things pass away. Your company was enjoyable while it lasted. Perhaps we shall meet again. |
11840 It is too hard to be stealthy with a group like this. I should have known not to have joined you in the first place. |
11841 Yes, I killed them, but they attacked me. They're the leaders of the Iron Throne, the people behind the iron shortage and everything else that's been wrong with the Sword Coast! We did everyone a favor by killing them. |
11842 Yes, I killed them, but they attacked me. They're the leaders of the Iron Throne, the people behind the iron shortage and everything else that's been wrong with the Sword Coast! We did everyone a favor by killing them. |
11843 Yes, I killed them, but they attacked me. They're the leaders of the Iron Throne, the people behind the iron shortage and everything else that's been wrong with the Sword Coast. I did everyone a favor by killing them. I won't surrender to you; I've done nothing wrong! |
11844 That is unfortunate... that you had to resort to killing. I believe you, and your reasons seem valid, but I still cannot agree with what you have done. If you had presented your case with evidence or proof of some sort instead of simply killing them, events might have happened differently. As it is, you are a criminal in the eyes of your enemies AND the law. Still, it would seem that someone wishes to secure your fate, even though you ARE guilty. Much more evidence points to you, much more than you admit to. I am not prone to suspicions, but I would almost believe that someone intended those men dead and was going to blame you regardless. If this is so, then those men, evil though they were, were not your true enemies, and this does not bode well for the Sword Coast. I will help you escape so you may continue your crusade, but remember that the authorities will not believe your accusations without proof, especially now that you are an accused murderer. |
11845 Actually I did kill them, but they're the leaders of the Iron Throne. They were the people behind the iron shortage and everything else that's been wrong with the Sword Coast. We did everyone a favor by killing them. |
11846 Yes, I killed them, but they attacked me. They're the leaders of the Iron Throne, the people behind the iron shortage and everything else that's been wrong with the Sword Coast! We did everyone a favor by killing them. We'll come with you, a trial will vindicate us quickly. |
11847 This appears to be the claw of some great beast, perhaps a dragon of sorts. STATISTICS: Weight: 1 |
11848 Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer becomes blurred and more difficult to hit with weapons or target with spells. It has one drawback, however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. STATISTICS: Equipped abilities: – Constitution: -2 – Armor Class: +1, an extra +4 vs. missile attacks – Save vs. Death: -4 – Save vs. Wand: +3 – Save vs. Polymorph: +3 – Save vs. Breath: +3 – Save vs. Spell: +3 – May only be removed with a Remove Curse spell Weight: 1 |
11849 This seems to be the horn of some monster. It is blackened and twisted. |
11850 This horn is thought to be made from one of the tusks of the great beast Kazgaroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead the user of the horn is encased in a globe of power for a short duration. The bubble gives the user partial Magic Resistance and a Saving Throw bonus, as well as partially deflecting incoming missile attacks. The effect only lasts 3 rounds, and the horn draws from the life force of the user every time it is used. STATISTICS: Charge abilities: – Immunity to 1st and 2nd-level spells – Armor Class: +5 vs. missile attacks – Save vs. Death: +2 – Save vs. Wand: +2 – Save vs. Polymorph: +2 – Save vs. Breath: +2 – Save vs. Spell: +2 – Damage done to user: Unknown Weight: 1 |
11851 Dagger of Venom +2 |
11852 This dagger is a potent blade favored by assassins all across the realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the bloodstream of the creature. The venom works quickly and efficiently. STATISTICS: Combat abilities: – Hit target suffers 1 point of poison damage per second for 15 seconds (Save vs. Poison negates) THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 2 |
11853 Wait! You should get out of here as soon as possible. Everybody I know has been acting really strange of late. I've seen some of the other merchants change faces when they thought I wasn't looking. Yes, you heard me right: They changed faces! Some sort of shapeshifters have infiltrated the Seven Suns. Get out while you still can. |
11854 A girl named Faldorn has told me that the Iron Throne's base is located to the east. |
11855 A druid named Takiyah has told me to find Faldorn. Faldorn is on a crusade against a group that "poisons" the forest. These people dwell to the east. |
11856 [MALE CHILDREN LAUGHING] |
11857 [SLEEPING MAN] |
11858 [SLEEPING MAN 2] |
11859 [SLEEPING WOMAN 1] |
11860 [SLEEPING WOMAN 2] |
11861 All of you should watch yourselves carefully. There have been some strange men asking about <CHARNAME>. |
11862 Take whatever you want, we don't want any trouble. Just please don't hurt us. |
11863 You have long been the friend of <CHARNAME>. You have found living in Candlekeep to be stifling, and have long nurtured the dream of becoming an adventurer. If you ever did go out on your own, you'd be sure to take along <CHARNAME>, for your friend harbors a wanderlust as great as your own. |
11864 The Iron Throne is to the east of the Druid Grove. |
11865 Kill Zordral! He won't stop till you're dead. |
11866 Sparring Dummy |
11867 Ioin Gallchobhair |
11868 Ioin Gallchobhair |
11869 Undead Knight |
11870 Undead Knight |
11871 Strike me down... take the armor back... |
11872 A man named Molkar tried to kill me this day. He didn't tell me who his masters were, but he did know my name. |
11873 <CHARNAME>! I have received news that you have cleared out the Firewine Bridge ruins! No longer will kobolds plague our tiny village. I must congratulate you on a job well done. Everyone is grateful for your help. Take this small amount of money as a show of our gratitude. |
11874 Never do that again, or my wrath will be great indeed! |
11875 Temple of Yondalla and Alvanhendar's Fine Wines. |
11876 [GAMESMAN 2] |
11877 [GAMESMAN 3] |
11878 [GAMESMAN 4] |
11879 ...all for knowledge did we strive... nothing left... Hope would return with the retrieval of the simplest of tomes... beneath the rubble... on the lowest floors... return hope... history is so important... |
11880 Apparently the ghost of Ulcaster himself haunts the ruins of his doomed school. I don't know what he seeks exactly, but he did mention that simply returning a few tomes would restore some hope to him. His words seemed to suggest that there are books in the rubble below. I will keep an eye out for them. |
11881 ...knowledge returns with these simple words on parchment... to teach once more... in a celestial class... I will prevent the same from happening... some day... |
11882 I retrieved a book from the ruins of the Ulcaster School, and it seemed to restore some clarity to the specter of Ulcaster himself. He still haunts this place, but he is perhaps a little closer to letting go. |
11883 I encountered a wandering bard that spewed forth the most painful poem I have ever encountered. Some tripe about knights in a dungeon and a missing thief. |
11884 I encountered a bard near the Firewine Bridge ruins that told a rousing tale of a group of swordsmen. The song was not too clear on the details, but I gather one of the swordsmen's number betrayed them, and their spirits will not rest until they are reunited with the traitor. Such a fanciful tale. |
11885 IthNal cOR dan osa KOZAH! Rrrackne dall'a osa KOZAH! The idol... will find the idol... |
11886 I have rescued a priest named Branwen. She was apparently turned to stone by a mage named Tranzig, so I should be wary of him in the future. |
11887 I rescued a priest that had been turned to stone, but I did not let her join with us. |
11888 Hey there, you're new here, aren't you? Could I trouble you a moment? |
11889 Yeah, I think you'll do fine. I need someone to go club some heads for me. I was ambushed by a band o' hobgoblins within sight of this inn's walls. Robbed me blind, they did, and I want to return the favor. I don't care about most of my things, but I want to get my ring back. My father gave it to me, you understand? |
11890 Tell me what do you need, but make it quick! |
11891 Leave me be. |
11892 Certainly, m'lady. Speak your mind. |
11893 As you will. I'll find help elsewhere. |
11894 I ain't got the time for this. |
11895 I will do as you ask. |
11896 What is in it for me? |
11897 Such manners! Well, I need a gruff hand for this task, so keep your "please and thank you" garbage for the nobles. I was robbed blind by some hobgoblins within sight of this very inn's walls and I need you to return the favor. They took my ring, and that's all I want back. Will you do it? |
11898 The dawn is especially cruel this morning. |
11899 You will not last long on your own with your meager equipment. Perhaps you can get some help from the friends Gorion mentioned, the ones at the Friendly Arm. |
11900 I will help you. |
11901 I have no time to help you. |
11902 What is in this for me? |
11903 I thank you. The creatures were just north of the inn. I swear I could almost see them from the upper rooms. Bring my ring back here when you get it. You'll know it when you see it. It's a flamedance ring, and very striking. |
11904 I am to return a ring to Joia in the Friendly Arm Inn. It is a flamedance ring, and was stolen by some hobgoblins just north of the inn. |
11905 Hmm? Nothing. I have no gold to give you. I was just robbed, remember? You'll be doing it out of the goodness of your heart. |
11906 I will do this for you. |
11907 I won't do it without payment. |
11908 You don't have my ring yet? If you are not going to help me then don't keep coming back here. |
11909 I thank you. This ring was a gift when I set out on my own. Couldn't bear the thought of some smelly old hobgoblin having it. You are a good sort, and I'll say so to anyone that asks. |
11910 Tamoko |
11911 Brunos |
11912 Thaldorn |
11913 Rieltar |
11914 Kestor |
11915 Tuth |
11916 Nimbul |
11917 Nimbul |
11918 Mulahey |
11919 Greywolf |
11920 Emerson |
11921 Nalin |
11922 Brage |
11923 Oublek |
11924 Caldo |
11925 Krumm |
11926 Prism |
11927 Daer'Ragh |
11928 Ulraunt |
11929 Tethtoril |
11930 Chanter |
11931 Voice of the North |
11932 Voice of the South |
11933 Voice of the East |
11934 Voice of the West |
11935 Tamoko |
11936 Brunos |
11937 Thaldorn |
11938 Rieltar |
11939 Kestor |
11940 Tuth |
11941 Mage Book |
11942 Rest |
11943 Priest Scroll |
11944 Memorized |
11945 Known |
11946 information |
11947 Most powerful vanquished |
11948 Time spent with party |
11949 Favorite spell (if applicable) |
11950 Favorite weapon |
11951 Total experience value in party |
11952 Percentage of total kills in party |
11953 Experience value of kills |
11954 Number of kills |
11955 Character Generation |
11956 gender |
11957 race |
11958 alignment |
11959 class |
11960 abilities |
11961 appearance |
11962 accept |
11963 name |
11964 Proficiency Slots |
11965 bow |
11966 spiked weapons |
11967 small sword |
11968 large sword |
11969 axe |
11970 blunt weapons |
11971 missile weapons |
11972 spear |
11973 done |
11974 NAME |
11975 STRENGTH |
11976 Abilities |
11977 DEXTERITY |
11978 CONSTITUTION |
11979 INTELLIGENCE |
11980 WISDOM |
11981 CHARISMA |
11982 reroll |
11983 Skills |
11984 stealth |
11985 find traps |
11986 pick pockets |
11987 open locks |
11988 Alignment |
11989 Mage Spells |
11990 Gender |
11991 MULTI-CLASS |
11992 Class |
11993 multi-class |
11994 specialist mage |
11995 Race |
11996 CHEST |
11997 Armor |
11998 Gauntlets |
11999 Helmet |
12000 Amulet |
12001 Belt |
12002 Left Ring |
12003 Right Ring |
12004 Cloak |
12005 Boots |
12006 Shield |
12007 Major Clothing Color |
12008 Minor Clothing Color |
12009 Quiver |
12010 Quick Weapon |
12011 Ground Item |
12012 Quick Item |
12013 Personal Item |
12014 Protection From Evil, 10' Radius |
12015 Blindness |
12016 Blur |
12017 Invisibility |
12018 Mirror Image |
12019 Invisibility, 10' Radius |
12020 Wraithform |
12021 Improved Invisibility |
12022 Shadow Door |
12023 Protection From Evil |
12024 Protection From Petrification |
12025 Resist Fear |
12026 Dispel Magic |
12027 Non Detection |
12028 Protection From Normal Missiles |
12029 Minor Globe of Invulnerability |
12030 Grease |
12031 Armor |
12032 Lay On Hands |
12033 Melf's Acid Arrow |
12034 Flame Arrow |
12035 Monster Summoning I |
12036 Ghost Summoning |
12037 Monster Summoning II |
12038 Monster Summoning III |
12039 Infravision |
12040 Identify |
12041 Detect Evil |
12042 Detect Invisibility |
12043 Know Alignment |
12044 Clairvoyance |
12045 Charm Person |
12046 Friends |
12047 Sleep |
12048 Luck |
12049 Hold Person |
12050 Dire Charm |
12051 Confusion |
12052 Magic Missile |
12053 Shield |
12054 Chromatic Orb |
12055 Fog Cloud |
12056 Stinking Cloud |
12057 Web |
12058 Agannazar's Scorcher |
12059 Fireball |
12060 Lightning Bolt |
12061 Fire Shield |
12062 Ice Storm |
12063 Wall of Fire |
12064 Wall of Fire |
12065 Cloudkill |
12066 Cone of Cold |
12067 Frozen Fist |
12068 Larloch's Minor Drain |
12069 Horror |
12070 Ghoul Touch |
12071 Vampiric Touch |
12072 Skull Trap |
12073 Animate Dead |
12074 Burning Hands |
12075 Color Spray |
12076 Shocking Grasp |
12077 Strength |
12078 Wizard Lock |
12079 Vocalize |
12080 Haste |
12081 Slow |
12082 Dimension Door |
12083 Remove Fear |
12084 Sanctuary |
12085 Glyph of Warding |
12086 Protection From Fire |
12087 Remove Curse |
12088 Remove Paralysis |
12089 Bless |
12090 Chant |
12091 Animal Summoning I |
12092 Animal Summoning II |
12093 Wall of Fire |
12094 Find Traps |
12095 Invisibility Purge |
12096 True Seeing |
12097 Command |
12098 Magical Stone |
12099 Charm Person or Mammal |
12100 Hold Animal |
12101 Rigid Thinking |
12102 Free Action |
12103 Miscast Magic |
12104 Antichickenator |
12105 Flame Blade |
12106 Good Berries |
12107 Spiritual Hammer |
12108 Draw Upon Holy Might |
12109 Flame Strike |
12110 Cure Light Wounds |
12111 Aid |
12112 Slow Poison |
12113 Animate Dead |
12114 Cure Serious Wounds |
12115 Neutralize Poison |
12116 Cure Critical Wounds |
12117 Raise Dead |
12118 Shillelagh |
12119 Entangle |
12120 [no text] |
12121 Barkskin |
12122 Resist Fire and Cold |
12123 Silence, 15' Radius |
12124 Call Lightning |
12125 Strength of One |
12126 Turn Undead Level |
12127 Lay On Hands Amount |
12128 Backstab Multiplier |
12129 Ghost Armor |
12131 Knock |
12132 Too bad. Goodbye. |
12133 Sorry we upset you, Mr. Garbage Can. We just want to ask you, is that your natural stench we smell or did you make a mess in your armor because our weapons scared you? |
12134 We apologize for our hasty words. Can we start over again? |
12135 Gender |
12136 Class |
12137 Level <LEVEL> Spells |
12138 Healing |
12140 Armor (Conjuration/Summoning) Level: 1 Range: 0 Duration: 9 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (Armor Class: 6). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. |
12141 Burning Hands (Alteration) Level: 1 Range: 5 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from <PRO_HISHER> fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: <PRO_HISHER> thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. The target suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. A creature that successfully saves vs. Spell receives half damage. |
12142 Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of <PRO_HIMHER>self to come into being around <PRO_HIMHER>. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attackâ€â€magical or otherwiseâ€â€it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. |
12143 Shadow Door (Illusion/Phantasm) Level: 5 Range: 0 Duration: 9 rounds + 1 round/level after 9th Casting Time: 2 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, <PRO_HESHE> has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard. |
12144 Wraithform (Alteration, Illusion) Level: 3 Range: 0 Duration: 2 rounds/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of <PRO_HISHER> gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells. |
12145 Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. |
12146 Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and some effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the Minor Globe. 4th and higher level spells are not affected by the globe. |
12147 Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. |
12148 Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. |
12149 Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. |
12150 Protection From Petrification (Abjuration) Level: 1 Range: Touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, and so on. |
12151 Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None The wizard instills courage in the spell recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. |
12152 Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. |
12153 Ghost Armor (Conjuration/Summoning) Level: 3 Range: Touch Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (Armor Class: 2). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. |
12154 Grease (Conjuration/Summoning) Level: 1 Range: 30 ft. Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: Special A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area. |
12155 Melf's Acid Arrow (Conjuration/Summoning) Level: 2 Range: Visual range of the caster Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. |
12156 Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 120 ft. Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. |
12157 Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. |
12158 Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. |
12159 Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in <PRO_HISHER> mind the geographical features and buildings of the region <PRO_HESHE> is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground. |
12160 Detect Evil (Divination) Level: 1 Range: Visual range of the caster Duration: 1 turn Casting Time: 9 Area of Effect: Line of sight Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. |
12161 Identify (Divination) Level: 1 Range: 0 Duration: Instant Casting Time: Special Area of Effect: 1 item Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. |
12162 Infravision (Divination) Level: 1 Range: 30 ft. Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled. |
12163 Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 70-ft. radius Saving Throw: None When the wizard casts a Detect Invisibility spell, <PRO_HESHE> is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., Thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: If an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible. |
12164 Know Alignment (Divination) Level: 2 Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. |
12165 Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. |
12166 Confusion (Enchantment/Charm) Level: 4 Range: 35 ft. Duration: 5 rounds Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Neg. This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds. |
12167 Confusion (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Up to 60-ft. cube Saving Throw: Special This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. The spell lasts for 2 rounds plus 1 round for each level of the caster. Those who fail their Saving Throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, and so on). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. |
12168 Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails <PRO_HISHER> Saving Throw, <PRO_HESHE> regards the caster as a trusted friend and ally to be heeded and protected. The caster may give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> is charmed. |
12169 Friends (Enchantment/Charm) Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. |
12170 Hold Person (Enchantment/Charm) Level: 3 Range: 35 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 1 creature and any enemy within 7.5 ft. Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 7.5 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
12171 Luck (Enchantment/Charm) Level: 2 Range: 15 ft. Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to <PRO_HISHER> Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. |
12172 Sleep (Enchantment/Charm) Level: 1 Range: 60 ft. Duration: 5 rounds/level Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, <PRO_HESHE> causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 30-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss. |
12173 Agannazar's Scorcher (Evocation) Level: 2 Range: 15 ft. Duration: 1 round Casting Time: 3 Area of Effect: 2-ft. by 15-ft. jet Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage. |
12174 Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. |
12175 Cloudkill (Evocation) Level: 5 Range: 40 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. |
12176 Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 35-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 35 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. |
12177 Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast itâ€â€1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points <PRO_HISHER> finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. |
12178 Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 60-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. |
12179 Lightning Bolt (Evocation) Level: 3 Range: 120 ft. + 30 ft./level Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. |
12180 Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missileâ€â€<PRO_HESHE> has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. |
12181 Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from <PRO_HISHER> position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects. |
12182 Shield (Evocation) Level: 1 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all weapons and 2 against missile weapons. |
12183 Wall of Fire (Evocation) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None The Wall of Fire spell brings forth an immobile, blazing curtain of magical fire of shimmering colorâ€â€violet or reddish-blue. The spell creates either an opaque sheet of flame up to one 20 ft. square per level of the caster, or a ring with a radius of up to 10 ft. + 5 ft. per 2 levels of experience of the wizard. In either form, the wall of fire is 20 ft. high. The Wall of Fire must be cast so that it is vertical with respect to the caster. The wall inflicts 2d6 points of damage, plus 1 point of damage per level of the caster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. The wall lasts for 1 round per level. |
12184 Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 30 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. |
12185 Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, and so on. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned; the magic cannot be dispelled. The wizard can animate 1d2 undead creatures. |
12186 Chill Touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses <PRO_HISHER> hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds. |
12187 Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses <PRO_HISHER> hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds. |
12188 Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. |
12189 Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to <PRO_HISHER> own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over <PRO_HISHER> maximum Hit Point total with this spell, <PRO_HESHE> loses any extra Hit Points after 1 turn. |
12190 Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another. |
12191 Color Spray (Alteration) Level: 1 Range: 50 ft. Duration: Instant Casting Time: 1 Area of Effect: 90-degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from <PRO_HISHER> hand. From 1 to 6 creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious. |
12192 Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, which <PRO_HESHE> immediately steps through. |
12193 Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 30-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. |
12194 Knock (Alteration) Level: 2 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments. |
12195 Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature. |
12196 Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. |
12197 Strength (Alteration) Level: 2 Range: Touch Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell increases the Strength of the character to 18 and then adds 50% bonus on top of this. The character receives any Strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then his Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his Strength will become 18/50 + original percentage. If his Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more. |
12198 Vocalize (Alteration) Level: 2 Range: Touch Duration: 1 turn Casting Time: 2 Area of Effect: 1 spellcasting creature Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the vocalize spell. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speechâ€â€it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spellcasting or the individual has been magically silenced. |
12199 Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: Visual range of the caster Duration: Special Casting Time: 6 Area of Effect: 30-ft. cube Saving Throw: None A Dispel Magic removes the magical effects upon anyone within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is lower level, then the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, only a roll of 1 prevents the effect from being dispelled. Note: While this spell dispels the effects of Grease, Web, and Stinking Cloud, it does not dispel the area of effect. |
12200 Glyph of Warding (Abjuration, Evocation) Level: 3 Sphere: Guardian Range: 60 ft. Duration: Permanent until discharged Casting Time: 9 Area of Effect: 25-ft. radius Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores. A successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster to the victim. |
12201 Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. |
12202 Protection From Fire (Abjuration) Level: 3 Sphere: Protection, Elemental (Fire) Range: Touch Duration: Special Casting Time: 6 Area of Effect: Creature touched Saving Throw: None The effect of a Protection From Fire spell differs according to the recipient of the magicâ€â€either the caster or some other creature. In either case, the spell lasts no longer than 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on) absorbing 80% of all the damage dealt by such magical sources. |
12203 Remove Curse (Abjuration) Level: 3 Sphere: Protection Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. |
12204 Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None The priest instills courage in the spell recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. |
12205 Remove Paralysis (Abjuration) Level: 3 Sphere: Protection Range: 150 ft. Duration: Permanent Casting Time: 6 Area of Effect: 25-ft. radius Saving Throw: None By the use of this spell, the priest can free all creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). |
12206 Sanctuary (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When the priest casts a Sanctuary spell, it causes all of <PRO_HISHER> opponents to ignore <PRO_HISHER> existence as if <PRO_HESHE> were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless <PRO_HIMHER>self. The priest cannot cast spells on other creatures without ending the spell. |
12207 Shillelagh (Alteration) Level: 1 Sphere: Combat, Plant Range: 0 Duration: 4 rounds + 1 round/level Casting Time: 2 Area of Effect: 1 normal oaken club Saving Throw: None This spell enables the caster to create a magical cudgel that has a + 1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man-sized, and 1d4+1 points of damage on larger opponents. |
12208 Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 40-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. |
12209 Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature <PRO_HESHE> touches. |
12210 Resist Fire/Resist Cold (Alteration) Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, Fire Storms, Fireballs, Meteor Swarms, red dragon's breath, Frostbrand swords, Ice Storms, Wands of Frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. |
12211 Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. |
12213 Strength of One (Alteration) Level: 3 Sphere: Law Range: 0 Duration: 1 turn Casting Time: 3 Area of Effect: The party Saving Throw: None When this spell is cast, the entire party is given 18/75 Strength. If a party member has a Strength higher than this (either naturally, or through a magical item) then <PRO_HISHER> Strength is lowered to 18/75. The spell lasts for a single turn, whereupon everyone's Strength returns to normal. |
12214 Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: One exterior area Duration: 24 minutes Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls up to 8 animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. The type of animals that come depend on the surroundings of the caster at the time of the spell. |
12215 Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 180 ft./level Duration: 24 minutes Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls up to 6 animals that have 8 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, and so on). |
12216 Bless (Conjuration/Summoning) Level: 1 Sphere: All Range: 40 ft. Duration: 6 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 30-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). |
12217 Chant (Conjuration/Summoning) Level: 2 Sphere: Combat Range: 0 Duration: 5 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None By means of the Chant spell, the priest brings special favor upon <PRO_HIMHER>self and <PRO_HISHER> party, and causes harm to <PRO_HISHER> enemies. When the Chant spell is completed, all attack and damage rolls and Saving Throws made by those in the area of effect who are friendly to the priest gain a +1 bonus, while those of the priest's enemies suffer a -1 penalty. Multiple Chants are not cumulative. |
12218 Wall of Fire (Conjuration/Summoning) Level: 4 Sphere: Elemental (Fire) Range: Visual range of the caster Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: Neg. The Wall of Fire spell brings forth an immobile, blazing curtain of magical fire of shimmering colorâ€â€yellow-green or amber. The spell creates an opaque sheet of flame up to one 20 ft. square per level of the caster, or a ring with a radius of up to 10 ft. + 5 ft. for every 2 levels of experience of the priest, and 20 ft. high. The wall of fire must be cast so that it is vertical with respect to the caster. The wall inflicts 4d4 points of damage, plus 1 point of damage per level of the caster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult; a successful Saving Throw enables the creature to avoid the wall, while its rate and direction of movement determine which |
12219 Detect Evil (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 60-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. |
12220 Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all trapsâ€â€concealed normally or magicallyâ€â€of magical or mechanical nature become apparent to <PRO_HIMHER>. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus traps include glyphs and similar spells or devices. Due to the nature of the spell, the caster must stop to concentrate 1 per round which will effectively interrupt any action. This however will not affect spellcasting. |
12221 Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: 0 Duration: Instant Casting Time: 8 Area of Effect: 235-ft. radius Saving Throw: None Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. |
12222 Know Alignment (Divination) Level: 2 Sphere: Divination Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. |
12223 Charm Person or Mammal (Enchantment/Charm) Level: 2 Sphere: Animal Range: Visual range of the caster Duration: 2 turns Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails <PRO_HISHER> Saving Throw (with a +3 modifier), <PRO_HESHE> regards the caster as a trusted friend and ally to be heeded and protected. The caster may give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> is charmed. |
12224 Command (Enchantment/Charm) Level: 1 Sphere: Charm Range: 90 ft. Duration: 1 round Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. |
12225 Gatewarden |
12226 Tazok |
12227 Keeper of the Portal |
12228 Taurgosz Khosann |
12229 Ardenor Crush |
12230 Priest of Oghma 5 |
12231 Bassilus |
12232 Thalantyr |
12233 Taerom Fuiruim |
12234 Bentley Mirrorshade |
12235 Kelddath Ormlyr |
12236 Ike |
12237 Tenya |
12238 Galken |
12239 Jebadoh |
12240 Sonner |
12241 Davaeorn |
12242 Centeol |
12243 Aldeth Sashenstar |
12244 Seniyad |
12245 Entar Silvershield |
12246 Duke Eltan |
12247 Marek |
12248 Lothander |
12249 Slythe |
12250 Krystin |
12251 Prat |
12252 Brevlik |
12253 Alatos |
12254 Niklos |
12255 Resar |
12256 Delorna |
12257 Helshara |
12258 Ithmeera |
12259 Irlentree |
12260 Brielbara |
12261 Jhasso |
12262 Scar |
12263 The Surgeon |
12264 Drizzt |
12265 Elminster |
12266 Sarevok |
12267 Volo |
12268 Cadderly |
12269 Priests of Oghma |
12270 Keeper of the Portal |
12271 Taurgosz Khosann |
12272 Ardenor Crush |
12273 Tranzig |
12274 Tazok |
12275 Bassilus |
12276 Silke |
12277 Thalantyr the Conjurer |
12278 Taerom Fuiruim |
12279 Bentley Mirrorshade |
12280 Kelddath Ormlyr |
12281 Ike |
12282 Tenya |
12283 Galken |
12284 Jebadoh |
12285 Sonner |
12286 Davaeorn |
12287 Centeol |
12288 Aldeth Sashenstar |
12289 Seniyad |
12290 Entar Silvershield |
12291 Duke Eltan |
12292 Marek |
12293 Lothander |
12294 Slythe |
12295 Krystin |
12296 Prat |
12297 Brevlik |
12298 Alatos "Ravenscar" Thuibuld |
12299 Niklos |
12300 Resar |
12301 Delorna |
12302 Helshara |
12303 Ithmeera |
12304 Irlentree |
12305 Brielbara |
12306 Jhasso |
12307 Scar |
12308 The Surgeon |
12309 Drizzt |
12310 Elminster |
12311 Sarevok |
12312 Volo |
12313 Cadderly |
12314 Hold Animal (Enchantment/Charm) Level: 3 Sphere: Animal Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 target and anyone within 5 ft. Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster. Every enemy within 5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
12315 Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target and anyone within 5 ft. Saving Throw: Neg. This spell holds a single human, demihuman, or humanoid creature rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
12316 Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it has an 80% chance of failure. Creatures can save vs. Spell to avoid the affect, but do so with a -2 penalty. |
12317 Magical Stone (Enchantment) Level: 1 Sphere: Combat Range: 50 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. |
12318 Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: 3 ft. long, sword-like blade Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from <PRO_HISHER> hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a further damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function underwater. |
12319 Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. |
12320 Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon <PRO_HISHER> god to grant <PRO_HIMHER> power for a short period. When <PRO_HESHE> does this, <PRO_HISHER> Strength, Constitution, and Dexterity all are raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have <PRO_HISHER> abilities raised by 1, while a 12th-level caster would have all <PRO_HISHER> abilities raised by 4. |
12321 Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon <PRO_HISHER> deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which <PRO_HESHE> can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller, 1d4 upon larger opponents, plus the magical bonus). |
12322 Aid (Necromancy, Conjuration) Level: 2 Sphere: Necromantic Range: Touch Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The aid spell enables the recipient to actually have more Hit Points than his full normal total. The bonus Hit Points are lost first when the recipient takes damage and they cannot be regained by curative magic. Example: A 1st-level fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), and then receives an Aid spell that gives 5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If he is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. He then receives a Cure Light Wounds spell that heals 4 points of damage, restoring him to his original 8 Hit Points. |
12323 Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying <PRO_HISHER> hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will healâ€â€or can be curedâ€â€just as any normal injury. |
12324 Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. |
12325 Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays <PRO_HISHER> hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. |
12326 Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: None When the priest casts a Raise Dead spell, <PRO_HESHE> can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic. |
12327 Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with <PRO_HIMHER>. These berries cure one point of physical damage for each one eaten. |
12328 Priest of Oghma 4 |
12329 Reader 2 |
12330 Innkeeper |
12331 Noblewoman 4 |
12332 Nobleman 4 |
12333 Nobleman 5 |
12334 Nobleman 6 |
12335 Gatewarden |
12336 Reader |
12337 Priest of Oghma 5 |
12338 Priest of Oghma 2 |
12339 Watcher 2 |
12340 Priest of Oghma 3 |
12341 Priest of Oghma 4 |
12342 Reader 2 |
12343 Innkeeper |
12344 Nobleman 4 |
12345 Noblewoman 4 |
12346 Nobleman 5 |
12347 Nobleman 6 |
12348 [GENERIC MALE DEATH 1] |
12349 [GENERIC MALE DEATH 2] |
12350 [GENERIC MALE DEATH 3] |
12351 [GENERIC FEMALE DEATH 1] |
12352 [GENERIC FEMALE DEATH 2] |
12353 [GENERIC FEMALE DEATH 3] |
12354 [GENERIC MALE INJURY 1] |
12355 [GENERIC MALE INJURY 2] |
12356 [GENERIC MALE INJURY 3] |
12357 [GENERIC FEMALE INJURY 1] |
12358 [GENERIC FEMALE INJURY 2] |
12359 [GENERIC FEMALE INJURY 3] |
12360 Priest of Oghma 7 |
12361 Priest of Oghma 7 |
12362 [THE WARRIOR 6] |
12363 [THE MESSENGER 5] |
12364 [THE SORCERER 4] |
12365 [THE SORDERER 5] |
12366 [THE OGRE 4] |
12367 [THE OGRE 5] |
12368 [Voic1b:Becoming Leader] As it should be. |
12369 [THE WHITE KNIGHT 4] |
12370 [THE WHITE KNIGHT 5] |
12371 [THE POISONED MAN 5] |
12372 [THE WOMAN 5] |
12373 [THE WOMAN 6] |
12374 [GNARL 3] |
12375 [GNARL 4] |
12376 [HAIRTOOTH 3] |
12377 [HAIRTOOTH 4] |
12378 [CALDO 3] |
12379 [CALDO 4] |
12380 [KRUMM 3] |
12381 [KRUMM 4] |
12382 [DRYAD OF CLOUDPEAKS 3] |
12383 [DRYAD OF CLOUDPEAKS 4] |
12384 [PRISM 3] |
12385 [PRISM 4] |
12386 [ULRAUNT 3] |
12387 [ULRAUNT 4] |
12388 [TETHTORIL 3] |
12389 [Voic1c:Tired] I must rest my eyes awhile. |
12390 [TETHTORIL 4] |
12391 [CHANTER 6] |
12392 [CHANTER 7] |
12393 [GUIDE 3] |
12394 [GUIDE 4] |
12395 [GATEWARDEN 3] |
12396 [GATEWARDEN 4] |
12397 [BRUNOS 3] |
12398 [BRUNOS 4] |
12399 [THALDORN 3] |
12400 [THALDORN 4] |
12401 [RIELTAR 3] |
12402 [RIELTAR 4] |
12403 [KESTOR 3] |
12404 [KESTOR 4] |
12405 [TUTH 3] |
12406 [TUTH 4] |
12407 [KEEPER OF THE PORTAL 3] |
12408 [KEEPER OF THE PORTAL 4] |
12409 [TRANZIG 3] |
12410 [TRANZIG 4] |
12411 [SILKE 3] |
12412 [SILKE 4] |
12413 [THALANTYR 3] |
12414 [THALANTYR 4] |
12415 [TAEROM FUIRUIM 3] |
12416 [TAEROM FUIRUIM 4] |
12417 [CENTEOL 3] |
12418 [CENTEOL 4] |
12419 [SENIYAD 3] |
12420 [SENIYAD 4] |
12421 [ENTAR SILVERSHIELD 3] Mon Dieu! |
12422 [ENTAR SILVERSHIELD 4] |
12423 [MAREK 3] |
12424 [MAREK 4] |
12425 [LOTHANDER 3] |
12426 [LOTHANDER 4] |
12427 [IRLENTREE 3] |
12428 [IRLENTREE 4] |
12429 [BRIELBARA 3] |
12430 [BRIELBARA 4] |
12431 [JHASSO 3] |
12432 [JHASSO 4] |
12433 [THE SURGEON 3] |
12434 [THE SURGEON 4] |
12435 [MYSTERY MERCHANT 3] |
12436 [MYSTERY MERCHANT 4] |
12437 [EMERSON 3] |
12438 [EMERSON 4] |
12439 [NALIN 3] |
12440 [NALIN 4] |
12441 [BRAGE 3] |
12442 [BRAGE 4] |
12443 [OUBLEK 3] |
12444 [OUBLEK 4] |
12445 [TAURGOSZ 3] |
12446 [TAURGOSZ 4] |
12447 [ARDENOR CRUSH 3] |
12448 [ARDENOR CRUSH 4] |
12449 [BASSILUS, MAD ZHENT 3] |
12450 [BASSILUS, MAD ZHENT 4] |
12451 [BENTLY MIRRORSHADE 3] |
12452 [BENTLY MIRRORSHADE 4] |
12453 [GELLANA MIRRORSHADE 3] |
12454 [GELLANA MIRRORSHADE 4] |
12455 [TENYA 3] |
12456 [TENYA 4] |
12457 [GALKEN 3] |
12458 [GALKEN 4] |
12459 [THE NAMELESS THUG 3] |
12460 [THE NAMELESS THUG 4] |
12461 [JEBADOH 3] |
12462 [JEBADOH 4] |
12463 [TELMEN 3] |
12464 [TELMEN 4] |
12465 [SONNER 3] |
12466 [SONNER 4] |
12467 [BREVLIK 3] |
12468 [BREVLIK 4] |
12469 [ALATOS THUIBULD 3] |
12470 [ALATOS THUIBULD 4] |
12471 [NIKLOS 3] |
12472 [NIKLOS 4] |
12473 [RESAR 3] |
12474 [RESAR 4] |
12475 [DELORNA 3] |
12476 [DELORNA 4] |
12477 [HELSHARA 3] |
12478 [HELSHARA 4] |
12479 [ITHMEERA 3] |
12480 [ITHMEERA 4] |
12481 [SERVING WENCH TO VOLO 3] |
12482 [SERVING WENCH TO VOLO 4] |
12483 [RAGEFAST 3] |
12484 [RAGEFAST 4] |
12485 [RAMAZITH 3] |
12486 [RAMAZITH 4] |
12487 [ABELA 3] |
12488 [ABELA 4] |
12489 [BE'LAND 3] |
12490 [BE'LAND 4] |
12491 [GONDSMAN BRATHLEN 3] |
12492 [GONDSMAN BRATHLEN 4] |
12493 [BLACK LILY 3] |
12494 [BLACK LILY 4] |
12495 [TOWN CRIER 3] |
12496 [TOWN CRIER 4] |
12497 [GLANMARIE 3] |
12498 [GLANMARIE 4] |
12499 [NARLEN DARKWALK 3] |
12500 [NARLEN DARKWALK 4] |
12501 [REDEDGE 3] |
12502 [REDEDGE 4] |
12503 [SILENCE 3] |
12504 [SILENCE 4] |
12505 [Gantolandan 3] |
12506 [Gantolandan 4] |
12507 [KELDDATH ORMLYR 3] |
12508 [KELDDATH ORMLYR 4] |
12509 [Voic1d:Bored] Such a waste of time this is! |
12510 [VARCI ROARINGHAM 3] |
12511 [VARCI ROARINGHAM 4] |
12512 [TREMAIN BELDE'AR 3] |
12513 [TREMAIN BELDE'AR 4] |
12514 [CASSON BELDE'AR 3] |
12515 [CASSON BELDE'AR 4] |
12516 [FARMER BRUN 3] |
12517 [FARMER BRUN 4] |
12518 [FARMER WILTON 3] |
12519 [FARMER WILTON 4] |
12520 [CATTACK 3] |
12521 [CATTACK 4] |
12522 [RAIKEN 3] |
12523 [RAIKEN 4] |
12524 [TEVEN 3] |
12525 [TEVEN 4] |
12526 [SHOAL 3] |
12527 [SHOAL 4] |
12528 [DROTH 3] |
12529 [DROTH 4] |
12530 [SIL 3] |
12531 [SIL 4] |
12532 [DELSVIRFTANYON 3] |
12533 [DELSVIRFTANYON 4] |
12534 [GANDOLAR LUCKYFOOT 3] |
12535 [GANDOLAR LUCKYFOOT 4] |
12536 [AVALHENDAR 3] |
12537 [AVALHENDAR 4] |
12538 [MARL 3] |
12539 [MARL 4] |
12540 [DUNKIN 3] |
12541 [DUNKIN 4] |
12542 [MAL-KALEN 3] |
12543 [MAL-KALEN 4] |
12544 [ANGELO 3] |
12545 [ANGELO 4] |
12546 [MALE CHILDREN 5] |
12547 [MALE CHILDREN 6] |
12548 [FEMALE CHILDREN 5] |
12549 [FEMALE CHILDREN 6] |
12550 [SERVING WENCH 5] |
12551 [SERVING WENCH 6] |
12552 [BEGGARS 5] |
12553 [BEGGARS 6] |
12554 [NOBLEMAN 5] |
12555 [NOBLEMAN 6] |
12556 [NOBLEWOMAN 5] |
12557 [NOBLEWOMAN 6] |
12558 [STOREOWNER 5] |
12559 [STOREOWNER 6] |
12560 [MINERS 5] |
12561 [MINERS 6] |
12562 [SLAVES 5] |
12563 [SLAVES 6] |
12564 [MONKS 5] |
12565 [MONKS 6] |
12566 [MALE TOWNSFOLK 5] |
12567 [MALE TOWNSFOLK 6] |
12568 [FEMALE TOWNSFOLK 5] |
12569 [FEMALE TOWNSFOLK 6] |
12570 [AMNISH SOLDIERS 5] |
12571 [AMNISH SOLDIERS 6] |
12572 [FARMERS 5] |
12573 [FARMERS 6] |
12574 [PERFORMER 5] |
12575 [PERFORMER 6] |
12576 [DRUID 5] |
12577 [DRUID 6] |
12578 [FEST HALL GIRL 5] |
12579 [FEST HALL GIRL 6] |
12580 [HALFLING 5] |
12581 [HALFLING 6] |
12582 [GNOME 5] |
12583 [GNOME 6] |
12584 [DWARF 5] |
12585 [DWARF 6] |
12586 [ELF 5] |
12587 [ELF 6] |
12588 [BARTENDER 5] |
12589 [BARTENDER 6] |
12590 [INNKEEPER 5] |
12591 [INNKEEPER 6] |
12592 [BANDITS 5] |
12593 [BANDITS 6] |
12594 [MERCHANTS 5] |
12595 [MERCHANTS 6] |
12596 [GUARDS 5] |
12597 [GUARDS 6] |
12598 [DRUNK 5] |
12599 [DRUNK 6] |
12600 [UMBERLEE PRIEST 5] |
12601 [UMBERLEE PRIEST 6] |
12602 [HELM PRIEST 5] |
12603 [HELM PRIEST 6] |
12604 [GOND PRIEST 5] |
12605 [GOND PRIEST 6] |
12606 [OGHMA PRIEST 5] |
12607 [OGHMA PRIEST 6] |
12608 [READERS, SCRIBES 5] |
12609 [READERS, SCRIBES 6] |
12610 [FLAMING FIST SOLDIER 5] |
12611 [FLAMING FIST SOLDIER 6] |
12612 [no text] |
12613 [GAMESMAN 5] |
12614 [GAMESMAN 6] |
12615 P-please, might I have your ear a moment? |
12616 My name is Varci, and I have heard you sometimes help those in need, f-for a fee of course. Please, would you meet with my guardian at his house? My guardian will reveal the nature of the job once we arrive. Please, it's a matter of death or life. |
12617 Prove your intention. I want gold up front before I take a step your direction. |
12618 Lead on young one, I will follow. |
12619 Waste not my time, child! Begone! |
12620 I'll not move a muscle without knowing your intent. What do you require of me? |
12621 It is to my shame that I must ask your help at all. Please don't make me announce my folly in public. Unseen ears can divine our words, and our cause be lost if it become known. My guardian will tell you once we arrive at his home. He is a Lord Priest of Tymora, and will ensure secrecy. |
12622 I have naught to offer now, but my guardian will arrange payment of a handsome fee I am sure. Please, you'll have to trust my good intent. |
12623 I see. I have been misinformed about you. I had hoped to avoid a known mercenary group, but now I have little choice. I will bother you no further. |
12624 Oh, excellent! I may yet repair the damage I have caused. This way. I'll show you to the house where my master is staying. |
12625 "Lady" Alyth Elendara |
12626 Avery |
12627 There is yet time to help me, if you so choose. |
12628 Bork |
12629 Your thoughts know as I do, and there be no denying it. We need outside help to fix what's done, and talk among the alleys say this group may be as effective as any we could hope for. |
12630 We thought it would be exciting, causing a little mischief amidst Umberlee's underlings, only it wasn't that much fun when we were caught. We both ran. I got away. Casson didn't. They killed him as we sought to escape. |
12631 Brilla |
12632 I realize that our meeting didn't go exceptionally well, but please reconsider. If you were to deliver Casson's body here within the ten days, I am sure the original offer would still stand. I implore you, there is no other solution for him or us. |
12633 Please pay Tremain no mind, we have risked much only to have failed. Though our deal was not completed, and you not paid, we respect that you tried nonetheless. I shall spread the word among the clergy that you are to be extended every hospitality. As much as Tremain has tried to keep this private, a number of his brethren know and sympathize with his plight. They will look kindly on you if needs be. Goodbye. |
12634 I've your payment here. Tsk, it will be some time before Casson and I get a night out again. It is good to have him back among the living, though I take some small pleasure in the trouble he's in for what we did. You'll notice I've not sat down since you've known me. Sometimes "Our Lady Who Smiles" downright laughs out loud. Look to us if you need aid in the future. Many a Tymoran will look favorably on you now. Good day. |
12635 Prove your intention. I want gold up front before I take a step your direction. |
12636 Lead on young one, I will follow. |
12637 Waste not my time, child! Begone! |
12638 Lead on young one, I will follow. |
12639 Waste not my time, child! Begone! |
12640 I'll not move a muscle without knowing your intent. What do you require of me? |
12641 Prove your intention. I want gold up front before I take a step your direction. |
12642 Lead on young one, I will follow. |
12643 Waste not my time, child! Begone! |
12644 I'll not move a muscle without knowing your intent. What do you require of me? |
12645 There is nothing I can do, but I must do something. It's a risk, and risk is everything. |
12646 Varci! Who have you brought here?! I told you I must be alone with my thoughts! |
12647 You'll tell me later how you know in what alleys to learn such things. For now, however, you are correct. We are in need of assistance and none in the clergy must know. Greetings to you all. I am Lord Priest Tremain Belde'ar, a humble servant of Our Smiling Lady Tymora. My request of you is an odd and very dangerous one. I will not hold you to it if you deem it too extreme. I would have you enter the Water Queen's House and retrieve my son's body. He and Varci sought to indulge their restless nature by sneaking about the place, and a high price was paid. |
12648 A harsh sentence for a simple prank, but trespassing on holy ground, whatever the faith, is not a small crime. You must bring his body to me, that I may restore his life to him. If you can retrieve him, I will reward you whether I am able to revive him or not. What say you? |
12649 An astute question. High Priest Chanthalas has deemed that Casson knowingly took a risk, and luck determined his fate. Since Tymora be the Lady of Luck, it is that fate we are officially to abide by. I, however, disagree. While Casson did dare and fail, I see no reason that I should not take the risk to rescue him. It makes no sense to me for Tymora to grant her servants resurrection powers, if to use them would anger her or interfere with the "fate" of another. So now I find I must move against the wishes of my church, but not the spirit of it. To me, it seems that they are more concerned about incurring the wrath of the Umberlants than in following the spirit of adventure. You may anger her clergy by helping me, but I believe Tymora will smile on all of us. |
12650 My position in the temple does not allow for the stockpiling of great wealth, but many an adventurer before you have made tidings in exchange for our blessing. I can offer a meager amount of gold, but will better that with a magical item gifted me by one of said groups. I hope this will suffice? |
12651 I'll not compound my worries by taking out of the temple coffers! It is an affront to even suggest such a thing! Had we required mercenary thinking, we'd have hired mercenaries! Varci, escort these misers out! |
12652 Your decision is painful, but reasonable from a certain perspective. I apologize for taking up your time. Varci, escort our guests to the door. |
12653 There is hope for my son yet. I cannot tell you where in the Umberlant temple Casson would be kept, but I would advise you to be careful. They seem a right unfriendly group, but once you get to know them they seem out and out heartless. Please hurry! |
12654 No success yet, I see. It is imperative that you bring the body of my son within the next few days, or his resurrection will be beyond my ability. |
12655 Your efforts are appreciated, fruitless though they were. The limit of my power has been exceeded with the passing of time, and death has firmly grasped my son's fate. I would be alone now, Varci will see you to the door. |
12656 By all the gods, the Lady Who Smiles must be positively beaming this day! Quickly, get the body inside where I prithee Tymora will grant it life anew. I'll not waste another moment until my son's soul is on solid ground once more. Come with, and see the wonder. |
12657 Now the moment I have yearned for. Please all, no noise. I must concentrate. |
12658 Blessed be Our Smiling Lady! He lives! Son, can you hear me? |
12659 Oh, my dear, dear boy. You are IN SUCH TROUBLE! What in all the planes were you thinking, child?! Gallivanting through an Umberlant temple like that?! So help me, if turning you over my knee wouldn't kill you outright, you'd jump black to go right to blue! |
12660 Oh no, you don't! If you want to play the odds, you had best be sure you take responsibility for yourself! The goddess of luck and adventure does not endorse DUMB luck or foolish risks! I swear, if your mother were alive to hear about this she'd drop dead where she stood, and THEN I'd have to raise her TOO! Do you have any idea what this spell takes out of a person?! |
12661 Not another word past your lips young man! You're off to your room and see if I let you out before you're four score and twenty! March! |
12662 You are a man of some import. Why do you not organize your own temple brethren to aid you? |
12663 I would know what payment I can expect. I'll not take this task without knowing what it is worth. |
12664 Luck or no, it would be a shame to lose your life because of the foolishness of youth. I'll help as best I can. |
12665 Casson chose his path of his own free will. I'll not risk my life to rescue the one he wasted. |
12666 I have no desire to incur the wrath of any temple or deity. I will not accept your offer. |
12667 I would know what payment I can expect. I'll not take this task without knowing what it is worth. |
12668 Luck or no, it would be a shame to lose your life because of the foolishness of youth. I'll help as best I can. |
12669 Casson chose his path of his own free will. I'll not risk my life to rescue the one he wasted. |
12670 Magic or no, I should require more than a "meager" amount of gold. Certainly if many adventurers give so much, there be ample coin in church holdings? Make that mine and we have a deal. |
12671 You are a man of some import. Why do you not organize your own temple brethren to aid you? |
12672 Luck or no, it would be a shame to lose your life because of the foolishness of youth. I'll help as best I can. |
12673 Casson chose his path of his own free will. I'll not risk my life to rescue the one he wasted. |
12674 *cough*... wha...? |
12675 Father, I... what's going on? |
12676 What... but... but it wasn't my faul... |
12677 But I... we... I'm sorr... |
12678 But... I... awe... |
12680 Chill Touch |
12681 Flame Blade |
12682 Good Berry |
12683 Ghoul Touch |
12684 Idol |
12685 Shocking Grasp |
12686 Spiritual Hammer |
12687 Shillelagh |
12688 Gantolandan |
12689 Gatewarden |
12690 Gellana Mirrorshade |
12691 Glanmarie |
12692 Gnarl |
12693 Hairtooth |
12694 Palin |
12695 Husam |
12696 Jalantha Mistmyr |
12697 Kolvar |
12698 Korax |
12699 Lena |
12700 Liia Jannath |
12701 Mal-Kalen |
12702 Marl |
12703 Louise |
12704 Belt |
12705 Bentan |
12706 Black Lily |
12707 Brandilar |
12708 Brathlen |
12709 Casson Belde'ar |
12710 Dabron Sashenstar |
12711 Deagan |
12712 Delsvirftanyon |
12713 Delthyr |
12714 Enna Hendrick |
12715 Diviner |
12716 Droth |
12717 Dunkin |
12718 Gamesman |
12719 Gandolar Luckyfoot |
12720 Gantolandan |
12721 Gatewarden |
12722 Gellana Mirrorshade |
12723 Glanmarie |
12724 Gnarl |
12725 Hairtooth |
12726 Palin |
12727 Husam |
12728 Jalantha Mistmyr |
12729 Kolvar |
12730 Korax the Ghoul |
12731 Lena |
12732 Liia Jannath |
12733 Mal-Kalen |
12734 Marl |
12735 Our captain of the guard is still on the loose. Keep your blade ready if you get anywhere near him. Very dangerous, he is. There is also a bit of foolishness with a local artist named Prism. Stole a couple of emeralds, he did. We seek their return, though Prism's fate is of little concern. |
12736 There are no new bounties at this time. Off with you. |
12737 What bounties are currently unclaimed? |
12738 What bounties are currently unclaimed? |
12739 What bounties are currently unclaimed? |
12740 What bounties are currently unclaimed? |
12741 Well, hello, friend! 'Twould seem thy journeys turned out for the best after all. I would not expect many great accolades for the killing of Sarevok, however. I imagine that the whole incident shall be hushed rather immediately. Rest assured, though, that many of the prominent citizens of the realms know of thy service and are grateful. A friendly word of warning, however. Those same citizens are watching. See that thou dost not pose as much a threat as thy brother did lest another group of young heroes need be dispatched to deal with thee. Luck be with thee. |
12742 I see that thou hast survived the trials and tribulations set before thee. I cannot say that I am overly pleased with that, what with thy behavior as a whole. The destruction of Sarevok is a small consolation if thou art determined to follow in his murderous stead. Consider well thy course and destination. 'Twould be a shame to see thee end thy life in the same manner as thy brother. |
12743 Why, hello! A glorious end to this bit of unpleasant business, was it not? I would not expect great accolades for your efforts, however, as this matter is likely to be hushed as soon as possible. Still, many of the realm know of thy battle and think highly of thee for it. A great evil has been routed. Let us hope that others of this unfortunate heritage do not seek the same path. |
12744 necromancer |
12745 transmuter |
12746 Narlen Darkwalk |
12747 Neb |
12748 Poe |
12749 Ragefast |
12750 Raiken |
12751 Ramazith |
12752 Rededge |
12753 Samuel |
12754 Shoal the Nereid |
12755 Sil |
12756 Silence |
12757 Telman |
12758 Teven |
12759 Tremain Belde'ar |
12760 Varci Roaringhorn |
12761 Wilton |
12762 Yago |
12763 Zorl |
12764 Narlen Darkwalk |
12765 Neb |
12766 Poe |
12767 Ragefast |
12768 Raiken |
12769 Ramazith |
12770 Rededge |
12771 Samuel |
12772 Shoal the Nereid |
12773 Sil |
12774 Silence |
12775 Telman |
12776 Teven |
12777 Tremain Belde'ar |
12778 Varci Roaringhorn |
12779 Wilton |
12780 Yago |
12781 Zorl |
12785 Illusionist |
12786 Invoker |
12787 Necromancer |
12788 Transmuter |
12789 Eagle |
12790 Squirrel |
12791 Horse |
12792 Chicken |
12793 Cat |
12794 Cow |
12795 Eagle |
12796 Squirrel |
12797 Sleeping Man |
12798 Sleeping Woman |
12799 Sleeping Girl |
12800 Sleeping Boy |
12801 Sleeping Dwarf |
12802 Sleeping Elf |
12803 Sleeping Halfling |
12804 Sleeping Man |
12805 Sleeping Woman |
12806 Sleeping Boy |
12807 Sleeping Girl |
12808 Sleeping Dwarf |
12809 Sleeping Elf |
12810 Sleeping Halfling |
12811 major |
12812 hair |
12813 minor |
12814 clothing |
12815 Color Choices |
12817 Chanthalas Ulbright |
12818 Charleston Nib |
12819 Cyrdemac |
12820 Dillar |
12821 Digger |
12822 Bogeyman |
12823 "Lady" Alyth Elendara |
12824 Avery |
12825 Bork |
12826 Brilla |
12827 Chanthalas Ulbright |
12828 Charleston Nib |
12829 Cyrdemac |
12830 Digger |
12831 Dillar |
12832 Fergus |
12833 [no text] |
12834 Messenger |
12835 Ogre |
12836 Poisoned Man |
12837 Sorcerer |
12838 Voice |
12839 Warrior |
12840 White Knight |
12841 Woman |
12842 Farmer Brun |
12843 Gallor |
12844 Ithtyl Calantryn |
12845 Krotan |
12846 Lenore |
12847 Lobar |
12848 Nantrin Bellowglyn |
12849 Nila |
12850 Oberan |
12851 Ogre Mage |
12852 Pique |
12853 Rashad |
12854 Satos |
12855 Shelton |
12856 Tor Lobo |
12857 Utor |
12858 Messenger |
12859 Ogre |
12860 Poisoned Man |
12861 Sorcerer |
12862 Voice |
12863 Warrior |
12864 White Knight |
12865 Woman |
12866 Farmer Brun |
12867 Gallor |
12868 Ithtyl Calantryn |
12869 Krotan |
12870 Lenore |
12871 Laerta |
12872 Nantrin Bellowglyn |
12873 Nila |
12874 Oberan |
12875 Ogre Mage |
12876 Pique |
12877 Rashad |
12878 Satos |
12879 Shelton |
12880 Tor Lobo |
12881 Utor |
12882 Loading Area... Please Wait. |
12883 Guard |
12884 Serving Wench |
12885 Town Crier |
12886 Flesh Golem |
12887 Smith |
12888 Bartender |
12889 Cook |
12890 Guard |
12891 Serving Wench |
12892 Town Crier |
12893 Smith |
12894 Bartender |
12895 Cook |
12896 Back |
12897 Bless |
12898 Command: Die |
12899 Cure Light Wounds |
12900 Detect Evil |
12901 Entangle |
12902 Magical Stone |
12903 Protection From Evil |
12904 Remove Fear |
12905 Sanctuary |
12906 Shillelagh |
12907 Aid |
12908 Barkskin |
12909 Chant |
12910 Charm Person or Mammal |
12911 Find Traps |
12912 Flame Blade |
12913 Good Berries |
12914 Hold Person |
12915 Know Alignment |
12916 Resist Fire |
12917 Silence, 15' Radius |
12918 Slow Poison |
12919 Spiritual Hammer |
12920 Draw Upon Holy Might |
12921 Resist Cold |
12922 Animate Dead |
12923 Call Lightning |
12924 Dispel Magic |
12925 Hold Animal |
12926 Protection From Fire |
12927 Remove Curse |
12928 Remove Paralysis |
12929 Invisibility Purge |
12930 Miscast Magic |
12931 Rigid Thinking |
12932 Strength of One |
12933 Cure Serious Wounds |
12934 Animal Summoning I |
12935 Free Action |
12936 Neutralize Poison |
12937 Animal Summoning II |
12938 Cure Critical Wounds |
12939 Flame Strike |
12940 Raise Dead |
12941 True Seeing |
12942 Wall of Fire |
12943 Grease |
12944 Armor |
12945 Burning Hands |
12946 Charm Person |
12947 Color Spray |
12948 Blindness |
12949 Friends |
12950 Protection From Petrification |
12951 Hold Portal |
12952 Identify |
12953 Infravision |
12954 Magic Missile |
12955 Protection From Evil |
12956 Shield |
12957 Shocking Grasp |
12958 Sleep |
12959 Chill Touch |
12960 Chromatic Orb |
12961 Larloch's Minor Drain |
12962 Blur |
12963 Detect Evil |
12964 Detect Invisibility |
12965 Fog Cloud |
12966 Horror |
12967 Invisibility |
12968 Knock |
12969 Know Alignment |
12970 Luck |
12971 Resist Fear |
12972 Melf's Acid Arrow |
12973 Mirror Image |
12974 Stinking Cloud |
12975 Strength |
12976 Web |
12977 Wizard Lock |
12978 Agannazar's Scorcher |
12979 Ghoul Touch |
12980 Vocalize |
12981 Clairvoyance |
12982 Dispel Magic |
12983 Flame Arrow |
12984 Fireball |
12985 Haste |
12986 Hold Person |
12987 Invisibility, 10' Radius |
12988 Lightning Bolt |
12989 Monster Summoning I |
12990 Non-Detection |
12991 Protection From Normal Missiles |
12992 Slow |
12993 Skull Trap |
12994 Vampiric Touch |
12995 Wraithform |
12996 Dire Charm |
12997 Ghost Armor |
12998 Confusion |
12999 Dimension Door |
13000 Fire Shield |
13001 Ice Storm |
13002 Improved Invisibility |
13003 Minor Globe of Invulnerability |
13004 Monster Summoning II |
13005 Stone Skin |
13006 Wall of Fire |
13007 Animate Dead |
13008 Cloudkill |
13009 Cone of Cold |
13010 Monster Summoning III |
13011 Shadow door |
13012 Grease |
13013 Armor |
13014 Burning Hands |
13015 Charm Person |
13016 Color Spray |
13017 Blindness |
13018 Friends |
13019 Protection From Petrification |
13020 Hold Portal |
13021 Identify |
13022 Infravision |
13023 Magic Missile |
13024 Protection From Evil |
13025 Shield |
13026 Shocking Grasp |
13027 Sleep |
13028 Chill Touch |
13029 Chromatic Orb |
13030 Larloch's Minor Drain |
13031 Blur |
13032 Detect Evil |
13033 Detect Invisibility |
13034 Fog Cloud |
13035 Horror |
13036 Invisibility |
13037 Knock |
13038 Know Alignment |
13039 Luck |
13040 Resist Fear |
13041 Melf's Acid Arrow |
13042 Mirror Image |
13043 Stinking Cloud |
13044 Strength |
13045 Web |
13046 Wizard Lock |
13047 Agannazar's Scorcher |
13048 Ghoul Touch |
13049 Vocalize |
13050 Clairvoyance |
13051 Dispel Magic |
13052 Flame Arrow |
13053 Fireball |
13054 Haste |
13055 Hold Person |
13056 Invisibility, 10' Radius |
13057 Lightning |
13058 Monster Summoning I |
13059 Idol |
13060 Non-Detection |
13061 Protection From Normal Missiles |
13062 Slow |
13063 Skull Trap |
13064 Vampiric Touch |
13065 Wraithform |
13066 Dire Charm |
13067 Ghost Armor |
13068 Confusion |
13069 Dimension Door |
13070 Fire Shield |
13071 Ice Storm |
13072 Improved Invisibility |
13073 Minor Globe of Invulnerability |
13074 Monster Summoning II |
13075 Stone Skin |
13076 Wall of Fire |
13077 Animate Dead |
13078 Cloudkill |
13079 Cone of Cold |
13080 Monster Summoning III |
13081 Shadow Door |
13082 Shut up! I don't wanna talk with ya right now. I'm in a bad mood 'cause my real dialogue don't work too well. |
13083 Males of the realms can excel in whatever profession they choose, whether wizardry, thievery, or the arts of war. |
13084 Females of the realms can excel in whatever profession they choose, whether wizardry, thievery, or the arts of war. |
13085 History of Amn |
13086 History of Calimshan |
13087 History of Cormyr |
13088 History of Dambrath |
13089 History of Durpar and Var the Golden |
13090 History of Estagund |
13091 History of Gondegal the Lost King |
13092 History of Halruaa |
13093 History of Luiren |
13094 History of Shadowdale I |
13095 History of Shadowdale II |
13096 History of Shadowdale III |
13097 History of Shadowdale IV |
13098 History of Shadowdale V |
13099 History of Shadowdale VI |
13100 History of Shadowdale VII |
13101 History of Shadowdale VIII |
13102 History of Shadowdale IX |
13103 History of Shadowdale X |
13104 History of Shadowdale XI |
13105 History of Shadowdale XII |
13106 History of Shadowdale XIII |
13107 History of Tethyr |
13108 History of the Bell in the Depths |
13109 History of the Chosen of Mystra |
13110 History of the Dales and the Elven Court |
13111 History of the Dead Three |
13112 History of the Dragon Coast |
13113 History of the Drow I |
13114 History of the Drow II |
13115 History of the Fateful Coin |
13116 History of the Last March of the Giants |
13117 History of the Moonsea |
13118 History of the North I |
13119 History of the North II |
13120 History of the North III |
13121 History of the North IV |
13122 History of the North V |
13123 History of the North VI |
13124 History of the North VII |
13125 History of the North VIII |
13126 History of the North IX |
13127 History of the North X |
13128 History of the Red Ravens |
13129 History of the Sisters of Light and Darkness |
13130 History of the Unicorn Run |
13131 History of the Valley of the Gods |
13132 History of the Vast |
13133 History of the Western Heartlands |
13134 History of the Zhentarim |
13135 History of the Ulgarth |
13136 History of Amn: Amn has the good fortune to have abundant natural resources; some would say Amn is the richest land on the continent. This has worked in Amn's favor for generations, because even if they were conquered, the new masters would be gentle, looking to gain wealth from the land, rather than to put it to the torch. Amn has been a center of trade and commerce for as long as anyone can remember. Oral traditions handed down from father to son tend to support the theory that Amn has been a trade center for at least 800 years. Unfortunately, written records are difficult to find and often incomplete. It would seem the typical Amnian citizen was too busy trying to fill their coffers to write down events of the day. Amn has always been more interested in the present and the future than the past, and this makes an accurate history difficult. The best records, the business papers of the oldest trading companies, are jealously guarded. The fear of revealing "trade secrets" is stronger than the call of history, so the average citizen knows very little about Amn's past. It appears that the Amn of 100 years ago was very much like the Calimshan of today. Each major city was basically an independent entity, banding together for defense when necessary, and fighting for control of territory and profitable trade routes the rest of the time. A particularly brutal trade war began 24 years ago, with each city exacting prohibitive tariffs on goods imported from the others. The trade war escalated, and city troops began to raid caravans sponsored by other cities. In a matter of months commerce was brought to a halt, a number of cities were under siege, and war threatened to engulf the entire region. Into the breach stepped a young merchant named Thayze Selemchant. Thayze was smart, charismatic, and very well connected (the Selemchant trading house was one of the oldest and richest in Athkatla.) He secretly contacted representatives of the five other richest merchant houses in Amn, and started to plan. The first part of the plan involved the careful sprinkling of rumors about outside threats. One involved a pirate invasion from the Nelanther, another was about a massing of orcs just on the other side of the Cloud Peaks. Thayze even started a rumor about an elf army in the Forest of Tethyr, ready to pounce on a divided Amn. None of the rumors were true, but they began to turn people's thoughts toward unity, not war. Thayze knew that if he and the other members of his council were to take control of Amn, they would need broad-based popular support. Tensions between cities and merchant houses were still high, so to get that support, Selemchant and the others agreed to drop their family names and never use them again. When news of a "Council of Six" spread throughout the land, many people accepted their rule. A group that would unite Amn under one rule, governing for the benefit of all instead of one city or trading company over another, was indeed a welcome change. The Council raised an army (at great personal expense) to quell the few pockets of resistance that remained, and have been in total control of Amn for the past 22 years. |
13137 History of Calimshan: Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air. The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinn and efreet started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old. For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various placesâ€â€Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyrâ€â€took turns dominating, only to be conquered by the next, nearly identical tribe. Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being. The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere. 900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population. Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir). Since the fall of Shoon, no force or people has risen to solely dominate the land. There are a half dozen or so major cities, each of which exerts its power over its own area. About 170 years ago, a man in Calimport amassed a large army and declared himself "Pasha" over the land. Before that army could march, however, the representatives of each major city met and agreed to recognize the Pasha's authority in limited areas, and to pay a small tribute to him; enough to pay for the works the Pasha was expected to do. The oldest son of each Pasha inherits the title; if there is no son, the mayors of each large city select a new one. The current Pasha, Rashid Djenispool, has ruled for over 18 years, and is the grandson of a pasha elected by the mayors of Calimshan 44 years ago. |
13138 History of Cormyr: Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line. The land has been officially at peace for many yearsâ€â€since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering its forces to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of the Dalelands; and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West. |
13139 History of Dambrath: The nation of Dambrath was formed out of a barbarian kingdom almost a half-millennium ago by a powerful alliance of priestesses of Loviatar and the drow from the city of T'lindhet. In 211 DR, fleeing from the destruction of the homeland by the then-great kingdoms of Unther and Mulhorand, four tribes of barbarians entered Dambrath. They found a coast where the dolphins danced and plains where the grass was long. They roamed from the borders of the Walls of Halruaa as far east as the current borders of Estagund. They soon became known as the Arkaiun, or People of the Wind. In 545 DR a great warchief, Reinhar, arose to lead the tribes. The halflings of Luiren were quickly enslaved, and several of the coastal cities of Durpar were captured or razed. Estagund fell to his rule, and eventually Reinhar turned his attention to Halruaa. An army of 40,000 horsemen and a fleet of fifty ships mounted a coordinated attack, and even though Reinhar was able to get beyond the Walls of Halruaa and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to be more than a match for the invaders. Reinhar was finally defeated in a great battle at Sulaziir by the archmage Mycontil and his troop of wizards. Reinhar's son, Reinhar II, took command of the army and set out on a two month overland retreat. He arrived home with a thousand surviving fighting men and no shaman. Reinhar II proved to be as good a ruler in defeat as his father was in war. He consolidated his forces and pulled home almost all of his troops, as he knew that the defeat made them tempting prey for raiders and encroaching monsters. This action allowed for the safe development of his peoples. By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and lazy. Reinhar IX, or Reinhar the Foolish as he is more commonly known, insisted on expanding his nation to gain more gold to finance his military campaigns. He ordered the mining of many rich lodes of silver and electrum in the Gnollwatch mountains, but before his plans of expansion could begin, the miners encountered the drow of T'lindher. The drow were outraged and began a steady series of raids and attacks on the Arkaiun strongholds. Whole villages were destroyed overnight, and no trace of the invaders could be found. Reinhar IX committed the foolhardy action of attacking the drow in retaliation. While the Arkaiuns managed to get a force into the drow city, this action only succeeded in uniting the normally chaotic drow. For once, the full power of a drow city was turned against an enemy. The battle quickly moved back to the surface. Reinhar's raiders were wiped out, leaving Reinhar with only a small portion of his original military. This was not enough for the drow, who demanded total enslavement of the entire surface nation. The Arkaiuns resisted valiantly, and the war went on for three decades at tremendous cost in life to both sides. Finally, the drow had the Arkaiun forces cornered at Malduir. Almost without hope, the defenders were overjoyed when a group of half-elven pilgrims appeared on the scene. The high priestess, Cathyr Shintar, offered the aid of her clerics to help defend the city, and Reinhar took this to be an omen from the gods. A priestess was placed with almost every company. Within a tenday, the drow struck. The priestesses did indeed prove to be of great aid, but to the drow. Every priestess turned on the Arkaiuns, and Cathyr herself slew Reinhar. The drow were still weakened by the battle, and only the presence of the priestesses enabled them to win. Cathyr, realizing the unique advantage she possessed, made a deal that even the suspicious drow embraced. Her priestesses would rule the land, and in exchange they would provide access to the surface for the drow, trading weapons, slaves, and supplies. The drow were delighted with this brazen offer from a surface-dweller. Reinhar had been slain and the insult avenged, and after thirty years of war the drow were not particularly interested in Dambrath. They did insist, however, on taking the best captured males as slaves. Cathyr quickly agreed to this, seeing the males as an obstacle to her own power. Cathyr ruled for 205 years. She fulfilled her promise to make Dambrath, or "The Nation of Pain," a bastion of evil in the realms. In her time, Cathyr saw the priesthood of Loviatar expand to thousands, and faith in the Beastlords previously worshipped by the Arkaiuns was nearly eradicated. Many of the Arkaiuns were able to escape their new mistresses, and flee to the Swagdar. There they resumed their almost forgotten nomadic life. The priestesses of Loviatar continued to enjoy good relations with the drow, and some even took mates, creating a race of drow half-elves. These dark half-elves became known as the Crintri, or "noble ones." Most are pristesses of Loviatar, though many are mages as well. They consolidated their power, learning much of the area from the Shebali, or "lower ones," as the Arkaiuns are now called. The capital of Dambrath was established at Cathyr, built after Cathyr's passing and named in her honor. Her death came at the hands of her daughter, Filina, who had grown tired of waiting for her mother to die. Filina ruled for only five years, however, before her own daughter, Cathakay, assumed the throne in the same fashion. Cathakay ruled for fifty-four years, eventually falling in battle against a gold dragon. She died childless, and here niece Melanith assumed the throne. Melanith faced an increasing population, and unrest among males who longed for a return to their prestige of old. Melanith did not return their previous status, but she did make use of them. Fearing that the great nations of Mulhorand and Unther might rise again, she decided that mundane tasks, such as defense of the kingdom, would be handled by men. She was the first to name a male to the post of warchief. Sadalar, a Crintri, became the queen's consort. His term as warchief was characterized by widespread bribery and corruption. He was, however, responsible for getting many privileges returned to the Arkaiuns. After Melanith's rule, the Shebali were considered second class citizens, rather than slaves. Though males were granted more power during her rule, Melanith also solidified the split between the sexes. While the rulers of Dambrath had been females for over two centuries, it was more because of competence than gender. Melanith, however, decreed that men could have no authority except over other men. The female-led hierarchy of Loviatar was quick to back this move. Many of the bravest and best men of the kingdom perished in raids on Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that had returned to the Gnollwatch mountains. Some even fought at the side of the drow in their battle with the svirfneblin city of Aventine. The deep gnomes were destroyed, but so were the Shebali. The drow and the Crintri were largely unharmed, and for their aid, the Crintri were rewarded with a number of drow males to breed in to their race. Melanith took a drow male as her consort to replace Sadalar, who had perished in the conflict. The drow, Nym Inthigg, fathered three daughters and a son. It was at this time that Melantih began the isolationist policy that Dambrath still follows today. Melanith ruled for 156 years, her daughter Ausitil for 125. The current queen of Dambrath, Yenandra, who is known in Dambrath as the "Pirate Queen," is said to have sailed as far south as Zakhara on pillaging raids. Yenandra has been ruling for 71 years, and is beginning to show signs of age. She has three daughters as well, named Luatharyn, Meltruil, and Hasifir. While she does remain extremely popular, especially to the Crintri, the children of leaders in this land are not known to patiently wait their turn. |
13140 History of Durpar and Var the Golden: Durpar and Var the Golden share a common history. Over three thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in -2488 DR, the countries of Durpar and Var barely survived the destruction. Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy: All things in the world were connected, were part of a single creation spirit, and all of the gods of the realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One. Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth. In 1023 DR, after an armed peace had been worked out with Ulgarth, the council of merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening. Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every able-bodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine. It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of twenty four gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands. Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara-Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zakhara beckoning, the future looks bright. |
13141 History of Estagund: Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. Estagund regained its independence when Reinhar was slain by the Halruaan archmage Mycontil, though the country soon degenerated into a group of small independent city states. Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed mysogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforeseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var. |
13142 History of Gondegal the Lost King: Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. It was to extend north to the Desertsmouth Mountains, south and west of Wyvernwater and the farms outlying from Eveningstar, and east to Tilver's Gap and the mountain passes. In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dalesâ€â€all of whom he drew the blood and ire of in the making of his throne. Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade. No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns. Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caravan guards often warn merchants to beef up the escort on a particular caravan, "else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown. Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him. |
13143 History of Halruaa: Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netherese, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then. Over the centuries, Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic-resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty thousand Dambraii attacked, and were stopped by five hundred Halruaans. More than two hundred Halruaan wizards, including Mycontil, died in the battle. The last attack upon Halruaa was less than one hundred years ago, through the Telath Pass by the power-hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruaans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed. Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netherese didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa. Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa. This constant raiding has made the Halruaans very defensive, warlike, and traditional. The people say that since wizards have always led them, wizards always will. |
13144 History of Luiren, Land of the Halflings: The halflings of Luiren claim that it is the original homeland of halflings in the realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago. Luiren's history is one of conquerors and subjugation. Throughout the centuries, the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped end the occupations. Currently, Luiren is enjoying unprecedented prosperity. The halflings are currently taking advantage of their relationship with the nation of Durpar; their biggest customer and greatest competitor. Also, through these close ties with Durpar, Luiren has protected itself against another Dambraii invasion. The rulers of Dambrath must know that if they begin to expand to the east, they will arouse the ire of Durpar, as well as Var and Estagund. The threat of a trade embargo and/or military consequences have kept this aggressive nation away from the Luireners. |
13145 History of Sembia: The land of Sembia was settled by humans coming to the Sea of Fallen Stars from the south, and was originally chosen for its stands of huge, high-quality iliyr-wood timber so prized in shipbuilding. However, as the forests were cleared over the years, the treecutters came into increasing conflict with elves who feared the loss of their entire wood. This would undoubtedly have occurred, had not the hastily gathered mercenary troops of the fledgling land been defeated by the elves at Singing Arrows (884 DR). This battle convinced distant Chondath to abandon its holdings in the region and allow the immigrant Sembians to establish their independence (though as little more than a collection of rival city-states, much like the Moonsea or Vast of today). It also set the stage for the appearance of the Raven. The young country grew strong as farms prospered in the newly cleared lands. Craftsmen arrived from the south to take advantage of this chance to acquire land and wealth, bringing their trades with them. Rauthauvyr the Raven unified the city-states and towns in the face of the continuing "elven menace," and insisted on maintaining a standing army, which he kept in practice by policing Sembia's borders and improving its roads. At this time (913 DR), Sembia became as a true nation. The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at about this time, and pressure began to grow for a trade road through the elven woods to make Sembia the world's gateway to all these riches. The Raven went alone as an envoy to the Elven Court. There, he asked the elders of their Council to approve a road, open to humans, linking Sembia to the shores of the Dragon Sea (an earlier road had been destroyed during the conflict and was now overgrown). Raven proposed that the elves choose the route and retain control of it and the woods around it, so that no woodcutting or human settlement would occur. The elves had earlier made similar arrangements with the Dalesmen and had no difficulty with the concept of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) refused the proposal, not wanting or needing such a road at that time (curious, since later a ruler of Harrowdale commissioned the disastrous Halfaxe Trail). The elves, not wishing to offend long-time allies, refused Raven's request. Rebuffed, the Raven then threatened to exterminate the isolated elves in Amothoi, the last embattled remnant of the elves in Sembia, if the Elven Court did not cooperate. If the road was built, however, they would be free to trade, or not trade, as they wished. The elves agreed under this pressure, and Sembia's financial future was secured. Hillsfar, on the shores of the Dragon Sea, became a commercial meeting ground between humankind and elves, as did Elventree. The route the elves chose ran past the base of the Standing Stone as a reminder of earlier, less-hostile dealings between humans and elves. Over the years the elves of Amothoi came north to join their brethren or slipped away to seek Evermeet, leaving their wood to gradually disappear. Sembia grew rich under merchant leaders of increasing wisdom, such as Saer (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as Selgaunt). Before his death, Rauthauvyr the Raven saw that these merchants had a strong standing council of merchant elders to advise them and to ensure that no ruler could hold onto power by force of arms. Then this farsighted man, creator of a nation, now halfblind and infirm from old war wounds, rode north into the elven woods and disappeared. None know what happened to him or where his bones lie, save perhaps some few elder elves. |
13146 History of Shadowdaleâ€â€The Fall of Azmaer, Last Drow Marshall of the Twisted Tower: The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshall of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; however, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives. |
13147 History of Shadowdaleâ€â€Ashaba Becomes First Lord of Shadowdale: Upon taking the Twisted Tower and removing the drowish yoke from the people, the Dalesmen had fully established the Dale of Shadowdale, with its seat of power in the tower itself. Its first lord was a water wizard who had aided in the final attack; Ashaba, who was great in age when he ascended, and ruled peacefully for 40 years thereafter. It is said that Ashaba realized he was dying and turned himself to water, merging with the river. Since that time, the river, the ford, and the Twisted Tower all bear his name. Before passing on, Ashaba chose one of his trusted lieutenants as the new lord of Shadowdale. Presented to the people of the Dale, he was made the new lord by acclamation. In an additional honor, the pendant worn by Ashaba was thereafter recognized as a symbol of the lordship in the Dalelands, and was possessed by each of the successive lords following. |
13148 History of Shadowdaleâ€â€Joadath and the Tyrist Massacre: The past hundred years have been an example of the best and worst of the lords of Shadowdale. All have been nonnative to the Dalelands, though all made the land their home. A century ago the lord of the Dales was one Joadath, a stiff-necked agnostic who denied the power of any god, good or evil, and used force to back up his beliefs. During this time there was a great deal of religious persecution, including a massacre of Tyrists on Watcher's Knoll. Joadath was eventually killed by a beast of the nether planes summoned by parties unknown, which then proceeded to rampage through the Dale. The beast was killed and Shadowdale rescued by the spellcasters Aumry and Sylune. Aumry was proclaimed lord by acclamation. |
13149 History of Shadowdaleâ€â€Aumry Rules in Peace: The longest period of peaceful rule was by Lord Aumry and his wife Sylune (better known as the Witch of Shadowdale). They ruled over the community for forty years, a period of extended peace with their neighboring dales, nations, and the elven peoples. It was this very peace and power which made the Dale the target for attacks and sabotage by the Black Network (Zhentarim). They sought (and still seek) to control the trade from the Moonsea to the Sword Coast, and desired to make Shadowdale a vassal state of Zhentil Keep. Lord Aumry's rule ended tragically when he was assassinated by Zhentish agents. |
13150 History of Shadowdaleâ€â€Jyordhan the False Lord: Lord Aumry was assassinated by Zhentarim agents, who in turn were captured and killed by the warrior Jyordhan. Jyordhan, with the Pendant of Ashaba in hand (the symbol of the lordship in the Dales), proceeded to present himself as the new lord, and was so acclaimed by the people. It was unknown to the people that Jyordhan was also an agent of the Zhentarim, and that the entire proceeding had actually been a ruse. Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle Krag east of Shadowdale. His court was soon overrun with agents of the Black Network. When the people eventually revolted, Zhentil Keep sent peace-keeping forces to maintain Jyordhan's rule. Sylune, Lord Aumry's widow, now aware of the deception but a firm pacifist, did her best to keep the Dale healthy and intact during Jyordhan's evil rule. |
13151 History of Shadowdaleâ€â€Khelben Kills Jyordhan: Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, also called the Blackstaff. The story at the time was that Jyordhan accepted an invitation from Khelben to visit Waterdeep, and there he took ill and died. In reality, Jyordhan ambushed Khelben as the mage was leaving Shadowdale, and the Blackstaff killed him. In either case, Khelben took hold of the Pendant of Ashaba (the symbol of the lordship in the Dales) and returned to Waterdeep with it, promising to send a suitable candidate for lordship to the Dales. Jyordhan had ruled for five years, and without his advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed. Jyordhan's previously chosen successor was a Melvauntan named Lyran, but without the Pendant this individual was considered a pretender to the throne. |
13152 History of Shadowdaleâ€â€Lords Accepted by Acclamation: This acclamation of the people has formed the basis for choosing the lord of Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff. Usually a predecessor will step down as opposed to dying in office, and his chosen successor will be approved by the populace at large. This system has had its drawbacks, as will be shown below, but in general, it has served the independent, self-willed people of the Dale very well. They have avoided the "genetic lottery of which good bureaucracies and bad kingships are made" (a quote from the venerable Elminster). The symbol of the lordship is the Pendant of Ashaba, a device owned by the original wizard, and used to determine the rightful lord of the Dale. |
13153 History of Shadowdaleâ€â€The Time of No Lords: During the period when Khelben Blackstaff held the Pendant of Ashaba (the symbol of the lordship in the Dales), Sylune (widow of the murdered Lord Aumry) was the de facto ruler of Shadowdale, though these years were known as the Time of No Lords. Sylune and an adventuring company known as Mane's Band were responsible for driving out the Zhentil Keep forces and keeping at bay the monsters in the area. The Twisted Tower, the traditional seat of leadership, remained uninhabited following its abandonment by the evil Lord Jyordhan, and neither Sylune nor the companions of Mane's Band wished to assume the mantle of leader. With time, Mane's Band passed on to other lands and adventures. |
13154 History of Shadowdaleâ€â€Doust Sulwood Becomes Lord of Shadowdale: Three winters following his defeat of the evil Lord Jyordhan, Khelben Blackstaff found a suitable candidate to assume leadership of the Dales, or rather a group of candidates. They were the Knights of Myth Drannor, so named to show their interest in the elven territories and their connection with the elven peoples, and Khelben gave them the Pendant of Ashaba (the symbol of the Lordship) in return for services rendered to himself and to Shadowdale. Their leader, the ranger Florin Falconhand, refused the honor of the lordship. It was therefore passed to Doust Sulwood, who was made the new lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), and apparently also the secret support of Khelben as well. Doust reoccupied the Twisted Tower, driving out the last agents of the Black Network. He also reinstituted many of Ashaba's democratic ideals, including the Lord's Court where all citizens may speak freely and air their grievances without threat of reprisal. Doust ruled for five years and proved to be a capable ruler, beloved by the people. The regular presence of the Knights of Myth Drannor did much to ensure the protection of the area, particularly against incursions by Lyran Nanther the Pretender. Lyran was to have been Jyordhan's named replacement, but with the Zhentarim routed there was little validity to the claim. |
13155 History of Shadowdaleâ€â€Elminster Moves to Shadowdale: It is of note that during the time that Doust Sulwood of the Knights of Myth Drannor assumed the role of Lord of Shadowdale, Elminster took up residence in the area. A semi-regular visitor up to that time, he took possession of a low, abandoned tower at the foot of the Old Skull, and declared himself to be officially in retirement. The nature of that retirement varies from active involvement in local affairs to long-term vacations on other planes. The natives of the Dale have come to the understanding that they cannot always count on the powerful mage being in residence in times of need or danger, but when he is present in these circumstances his aid is usually given. |
13156 History of Shadowdaleâ€â€Doust Chooses Mourngrym Amcathra to Succeed Him: Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled Shadowdale as lord for five years. "Seems like a millennium," he was oft known to have reported, and the tedium of court life and the lure of adventure eventually caused him to retire his position and rejoin the Knights of Myth Drannor in regular adventuring. He handed the Pendant of Ashaba (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian noble named Mourngrym Amcathra. Mourngrym had been dispatched by Khelben from Waterdeep for other purposes, but Doust liked both the young man's straightforward honesty and his willingness to shoulder the burden of protecting the small community from myriad dangers. Time has proven this choice a wise one. |
13157 History of Shadowdaleâ€â€Shaerl and Mourngrym Meet and Marry: The implications of Khelben "Blackstaff" Arunsun "choosing" the last two lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on the Dale's powerful neighbor to the south, Cormyr. An agent was sent northward to divine Mourngrym's true intentions and to guarantee the Dale's continued good relationship with the throne of the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all paperwork on this matter has been curiously incinerated in Suzail, so all is hearsay and tale). Shaerl discovered more than she intended and fell in love with young Mourngrym. The two married and became the lord and lady of Shadowdale. Shaerl's loyalty is now to her husband and to the land they co-rule. This was probably not the intention of the Cormyreans. |
13158 History of Shadowdaleâ€â€Mourngrym's Rule: Since being recommended to the position by outgoing Lord Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had hoped. The First Battle of Shadowdale occurred in the Year of the Prince (1357 DR), and involved Daleland forces routing those of Lyran the Pretender. Lyran has made repeated attempts to gain the Lordship, as was intended by the former Zhentish puppet, Lord Jyordhan. While significant, this battle pales when compared to the larger battle fought on the same site between Bane-led Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR). When the Battle of Shadowdale is referred to (without a number), it usually means this second battle. In addition, Mourngrym has had to deal with a large number of skirmishes, incursions, a possible invasion from below, explosions, and other sundry disasters. Mourngrym and Shaerl have one child, Scotti, who is now nine winters old. By the customs of the area, he is not considered the heir apparent, and another suitable warrior or mage may take the reins of power of the small community. Most feel that Mourngrym will hold the Pendant until his son has reached his maturity, then abdicate in young Scotti's favor once he takes his grown name. If this happens, it will be the first occasion of the lordship of Shadowdale passing down through a family. |
13159 History of Tethyr: For the past 1,500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne. Civil wars were brief, however, and once the fighting was over the system returned to normal (until the next major dispute in a few hundred years or so). The established reoccurring cycle was broken ten years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethyr by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change. It takes more than just a couple of lousy winters to depose a king however, it takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and an impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid siege to Castle Tethyr, it was too late for loyalists to help. As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy evidence of treachery; the general and the prince would emerge from the conflagration and announce a new, joint government. The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid. To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of valueâ€â€fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, and so on.- was either stolen, burned, or just ripped apart and stomped into the dust. As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding." The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr. One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon. |
13160 History of the Bell in the Depths: One of the great and mysterious sites in the Moonsea area, the Bell in the Depths, is connected with legendary Northkeep, an island kingdom that was the first great citadel of humankind in these cold lands. Northkeep was a great and magical city, and it was under the protection of these magics that humanity first began to press back the orc hordes and take command of the sea. The power of Northkeep made it an obvious target for orcs, giants, and other evil races. However, these creatures were not inclined towards sea actions, and Northkeep seemed safe until the day when (according to legend) 40,000 inhuman mages, shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea and began to chant, bringing the vengeance of their gods down upon the human interlopers. The gods (at least some of them) came and destroyed their priests for disturbing them, but also sank Northkeep beneath the waves. The upper reaches of Northkeepâ€â€its slender, now-broken spiresâ€â€can be seen beneath the water by boats that sail nearby. This is not attempted often, however, as the region is said to be haunted by the original defenders of Northkeep, seeking company in their watch over the Cold Lands. On fog-ridden nights the bells of the tallest towers, despite being submerged, can be heard as far away as Hillsfar. |
13161 History of the Chosen of Mystra: The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess's other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.) The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives. For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor. Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Syluné, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanué Laeral, Alassra Shentrantra (known today as the Simbul), and Erésseae Qilué. These siblings have become known in Realmsian lore as the Seven Sisters. Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; He had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shellâ€â€in essence a lich, clinging to life only because Mystra's power was within her. When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body. As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions. |
13162 History of the Dales and the Elven Court: The founding of the Dalelands long preceded the creation of any of the existing Dales by hundreds of years, and the year numbering system known as Dalereckoning is actually a commemoration of humankind being given permission to settle in the lands north and west of the Inner Sea. Most of the current Dales are relative newcomers, the older having been abandoned, destroyed, or overrun long ago. In those ancient days, when Suzail and Chondathan (now called Saerloon) were mere coastal trading posts, the elves who ruled this forest entertained a request from settlers from the East; refugees and farmers from far-off Impiltur and Damara. This request was to farm and settle the borders of the great forest Cormanthor, in particular the rich delves and dales along the rivers Arkhen and Ashaba. These newcomers did not wish to lumber or clear the inhabited forest, but only to settle on the rich territories on its edges, and unlike some other settlers (early Sembia comes to mind) were willing to ask permission. The lords of the Elven Court granted that request in retum for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Daleland's territory. The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales. Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation. The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR). |
13163 History of the Dead Three: "KNUCKLEBONES, SKULL BOWLING, AND THE EMPTY THRONE" In ages past there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and powers alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built his power into a kingdom unchallenged by any other god. Eventually, however, he grew tired of his duties for he knew them too well. Without challenge there is nothing, and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable. During this dark era, there arose three powerful mortalsâ€â€Bane, Bhaal, and Myrkulâ€â€who lusted after the power Jergal wielded. The trio forged an unholy pact, agreeing that they would dare to seek such ultimate power or die in the attempt. Over the length and breadth of the realms they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually the trio destroyed one of the Seven Lost Gods, and they each seized a portion of his divine essence for themselves. The trio then journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes or noncorporeal undead, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong questâ€â€the Bone Throne. "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you before you can raise a finger," threatened Bhaal the assassin. "And I shall imprison your essence for eternity," promised Myrkul the necromancer. Jergal arose from his throne with a weary expression and said, "The Throne is yours. I have grown weary of this empty power. Take it if you wishâ€â€I promise to serve and guide you as your seneschal until you grow comfortable with the position." Before the stunned trio could react, the Lord of the Dead continued, "who among you shall rule?" The trio immediately fell to fighting amongst themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened. "After all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office and engage in a game of skill for them?" asked Jergal. Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took the heads of his three most powerful liches and gave them to the trio that they would compete by bowling the skulls. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest. Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would get all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting as it was obvious their sport was ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide so you don't have to share with the Beast?" The trio agreed, and Jergal broke off his skeletal finger bones and gave them to the players. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones. Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom." Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all you are lord over, Bane, will eventually be mine. All things must dieâ€â€even gods." Bhaal, who finished third, demurred, "I choose death, and it is by my hand that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom Bane, by murdering your subjects, and I can starve your kingdom, Myrkul by staying my hand." Malar growled in frustration but could do nothing, and yet again only the beasts were left for him. And Jergal merely smiled, for he had been delivered. |
13164 History of the Dragon Coast: The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day. As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power. The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coastâ€â€corruption and treachery. It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated. |
13165 History of the Drow, The Descent: We know very little of the Ilythiiri, or "elves of the South," before this crucial event. Even then they were known as "dark elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them. Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race. |
13166 History of the Drow, The Dark Wars: The warlike drow nature did not change when they escaped their surface foes during the Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items and using them against the dwarvesâ€â€establishing an enmity that is still strong today. The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as the Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today. |
13167 History of the Fateful Coin: Old tales tell that luck plays a crucial role in each person's life. When each newborn baby enters into the realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the airâ€â€the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge onâ€â€and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves. |
13168 History of the Last March of the Giants: East of the Great Rift in the Eastern Shaar once stood a land of the titans. This empire rose at the dawn of time in Faerûn, and its lords thought to challenge the gods in their arrogance. In punishment, the powers cursed the reigning monarch of the land with fascination and his brethren with devotion. The powers then dropped a star onto the land. The impact of the fallen star created a huge valley later known as the Sea of Fallen Stars. Slowly picking up speed, the ball rolled through the titan nation and onward to the south. Unable to contain his curiosity, the titan king ran off after the bouncing sphere and his devoted followers dutifully followed his tracks. The meteorite rolled on and on until it reached the Great Sea and vanished into the depths. The monarch dove into the sea, and, lemminglike, the entire titan race dove in after him, never to be seen again. Ashamed at the destruction they had wrought, the powers vowed to keep both curiosity and loyalty firmly in check to avoid such disasters in the future. They have done so to this day, preventing both new ideas from being pursued with any speed and the intelligent races of Toril from ever fully cooperating. |
13169 History of the Moonsea: The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yûlash, Zhentil Keep, and Hillsfar. The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the Northâ€â€including not only Tethyamar, but the clans of the Cold Landsâ€â€who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region. So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yûlash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt. This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest citiesâ€â€Hillsfar, Mulmaster, and the impenetrable Zhentil Keepâ€â€are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality. |
13170 History of the Northâ€â€The First Flowering: For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities, they traded with emerging human nations like Netheril and Illusk and repulsed the attacks of the goblin races. Meanwhile, dwarven clans united as the nation of Delzoun, named for the dwarf who forged the union. The nation, existing primarily underground, extended from the Ice Mountains to the Nether Mountains. Silver Moon Pass was its western border and the Narrow Sea its eastern shore. Orcs came from north of the Spine of the World but were turned back in great slaughter by the elves. To this day, this is the homeland and stronghold for orcs and similar races. |
13171 History of the Northâ€â€The Crown Wars: Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other, with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Miyeritar, and when it faded away some months later, not an elf livedâ€â€nor were trees left, only an open, blasted moor: the High Moor. All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three placesâ€â€the Fallen Kingdoms and the cities of Silverymoon and Myth Drannorâ€â€they succeeded with shining grace. To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunderâ€â€a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over three thousand years, Netheril dominated the North, but even its legendary wizards were unable to stop their final doom. |
13172 History of the Northâ€â€Recent History of the North: In the waning summer months of 1367, an immense orc horde descended from the Spine of the World, intent on winding its way south into the trade lands of the North. This force of orcs, led by King Greneire, surged its way south between the Moonwood and the Cold Wood, stopping just outside the Citadel of Many Arrows. King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the prospect of another orc horde, despite the fact that he knew they should be working together against the humans of the North and the spawn of Hellgate Keep. His tribal shamans, however, had been predicting a treacherous fall of the citadelâ€â€and they'd told the king that he'd be disposed by other orcs. Thus, it was a dark day when King Greneire and his horde of 150,000 orcs appeared on the plains outside the Citadel of Many Arrows. King Obould announced to his followers that this horde had been sent to dislodge them from their home and send them out to be scavengers among the plains. He vowed that, as Gruumsh as his witness, the Citadel of Many Arrows would slaughter these treacherous orcs "like elves during a festival." For four months, the forty-thousand orcs within the citadel held their ground. Assault after assault was mounted against the high walls of the garrison, but the attacking orcs were losing far more than the defenders. Still, the living conditions within the wallsâ€â€never too good to begin withâ€â€created losses of their own. The battle for the Citadel of Many Arrows culminated during the first week of Uktar. As another light blanket of snow sought to bury the gathered orcs, King Greneire threw his entire remaining army at the citadel, bursting its gates and pitting orc against orc in a flurry of swords. As the two orc kings sought one another out along the ramparts, the citadel began to burn. The orcs that survive the battle still speak of the extraordinary prowess of the two kings as they battled one another before their troops. Finally, however, King Obould ran Greneire through with his long sword, but Obould was severely wounded by the time Greneire had breathed his last breath. The orcs erupted into battle once again, and no one is quite certain what became of King Obould. It was through the smoke and snow that the victors of the conflict emerged: the dwarves of Clan Warcrown along with a contingent of troops from Silverymoon. Charging in through the shattered gates, these new attackers quickly routed the exhausted orcs of the citadel, sending them scurrying off into the wilderness. King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves now call the city by its old name of Felbarr. Most in the North still tend to refer to the city as the Citadel, however, waiting to see if it can withstand the next orc horde. King Warcrown has put out a call for all dwarves to help defend the citadel, and news of a new vein of gold and silver is spreading rapidly through dwarven communities. |
13173 History of the Northâ€â€The Elven Exodus: This era left behind elven strongholds ripe for pillaging by humans and orcs. When elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark Eaerlann's passing. And yet it was not only the elves who would disappear from their long-held homes; the human nation of Netheril also stood on the brink of history. Doom for Netheril came in the form of a desert, devouring the Narrow Sea and spreading to fill its banks with dry dust and blowing sand. Legend states that when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began three thousand years ago and reached its conclusion fifteen hundred years later. Whatever the truth, wizards no longer dwelled in Netheril. To the north, the once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the orcs struck. Orcs have always been foes in the North, surging out of their holes every few tens of generations when their normal haunts can no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains, and stormed upward from the bowels of the High Moon Mountains. Never before or since has there been such an outpouring of orcs. Delzoun crumbled before this onslaught and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The Eaerlann elves alone withstood the onslaught and, with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more. In the east, Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril as Netherese followers built the town of Karse in the High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others wandered the mountains, hills, and moors north and west of the High Forest, becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and Sundabar. |
13174 History of the Northâ€â€The Spread of Humankind: The adaptable humans made use of magic they could seize or learn from the Proud Peoples to defeat all enemies, breaking (for a time) the power of giants and orcs. Waterdeep was founded. The last of the pureblood elves died out, a result of continued marriages with humans. In the far west, men also dwelledâ€â€wise, clever primitives called the Ice Hunters. They lived simple lives on the coast since time beyond reckoning, countless generations before Netheril's first founders set foot on the Narrow Sea's western shore. Yet this peaceful folk fell prey to another invasion from the south: crude longships that carried a tall, fair-haired, warlike race who displaced the Ice Hunters from their ancestral lands. This race, known as the Northmen, spread farms and villages along the coast from the banks of the Winding Water to the gorges of the Mirar. Northmen warriors drove the simple Ice Hunters farther and farther north, forced the goblinkin back into their mountain haunts, and instigated the last Council of Illefarn. Within five hundred years of the Northmen's arrival, Illefarn was no moreâ€â€its residents had migrated to Evermeet. From the Coast, Northmen sailed westward, claiming and establishing colonies on the major western islands of Ruathym and Gundarlun, eventually spreading to all the islands in the northern sea. Others migrated northward, past the Spine of the World, and became the truly savage barbarians of Icewind Dale. In the centuries that followed, Ascalhorn became Hellgate Keep when it fell into the hands of fiends, and Eaerlann collapsed under the attack of a new orc horde. The elves fled southeast, joining with Northmen, Netherese descendants, and dwarves to form what would later be known as the Fallen Kingdom. This realm was short-lived and collapsed under the next orcish invasionâ€â€though in dying, it dealt the goblin races a blow from which they have yet to recover. |
13175 History of the Northâ€â€The Might of Men: Along the coast, in what was once the elven community of Illefarn, humanity was once again rising in power. Merchants from the south, tribesmen from the North, and seafarers from western islands had created a village around a trading post on a deep-water harbor, first known as Nimoar's Hold after the Uthgardt chieftain whose tribe seized and fortified the ramshackle village. Nimoar and his successors, known as War Lords, led the men of Waterdeep (as it had become known to ship captains) in a slowly losing battle against the trolls. In a final, climactic battle, the trolls breached the aging palisade and all seemed lostâ€â€until the magic of Ahghairon of Silverymoon turned luck against the trolls, destroying and scattering them. Ahghairon, heir to the heritage and learning of Netheril, stayed in Waterdeep, and in his 112th year he again saved the cityâ€â€this time from itself. In so doing, he created the Lords of Waterdeep. The city grew into the greatest in the North, possibly in all Faerûn. With Waterdeep as a firm anchor, civilization forged cautiously into the wilderness. Illuskan (now Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, Secomber, and other towns were settled by pioneers from Waterdeep, sponsored by Waterdhavian merchant families. Though it's been centuries since the last orc invasion, there's still constant strife. Barbarians harass merchants, travelers, and towns, the seas swim with Northmen pirates, and wars have marred the land in recent years. Luskan, now a fierce merchant city known to harborâ€â€and supportâ€â€pirates, waged a war with the island realm of Ruathym over an act of piracy against one of the few legitimate Luskan merchant ships. The war raged for nearly a year, with Ruathym slowly losing ground. When it appeared Luskan would finally win the naval war and land on the island itself, the Lords' Alliance entered the fray. They threatened war against Luskan if the skirmishes didn't stop immediately. Unable to fight a two-front war efficiently, Luskan canceled its invasion plans. Tensions between Luskan and Ruathym are still high, and their ships are often seen taking potshots at each other as they pass, often just a wave or two away from each other. The government of Ruathym has recently been sending adventurers into the hills of its island realm, looking for mercenaries who are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still has a presence on the island, trying to win through subversion and terrorism what it could not accomplish through war. To the far north, the Ten Towns have finished rebuilding after being nearly destroyed by the monstrous forces of Akar Kessel. With help from the tundra barbarians living nearby, they've built and repaired their cities, replanted the sparse foliage, andâ€â€most importantlyâ€â€replenished the morale of their citizens. A recent trader who passed through the area carrying 17 wagons of rare oak lumber said that it was nearly impossible to determine who's a barbarian and who isn't. "They're living together!" he reported in amazement. |
13176 History of the Northâ€â€1368, Year of the Banner: As the dwarves settled in for the winter in their reclaimed city of Felbarr, a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's warriors descended into the ranks of the evil adventurers, teleportation magic spirited at least three of those responsibleâ€â€as well as a vast amount of treasure stolen from Elremâ€â€to safety. According to Themrin, the tribe's present shaman Elrem promised to "watch over the tribe in spirit now that my mortal form is destroyed." Despite the reassuring words of Elrem, the tribe suffered through an oppressive winter that included heavy snow, scarce game and low morale. Trusted visitors to the barbarian encampment report that Themrin and Gweshen "Ironhand" Talistars are wearing some form of armor made from the scales of Elrem. This use of their former shaman's body as "protection" was supposedly ordained through a dream vision. The armor appears as little more than a supple leather armor, but seems to deflect blows and protect as well as full plate armor. Nesme reported a drastic rise in the number of troll attacks in the Evermoors, and various sources confirm that something is driving the trolls out of the moors. Whatever is behind the trolls' exodus is destined to remain a mystery for the remainder of the year, as adventuring parties expend themselves against the never-ending supply of trolls that are fleeing the bog. In the most surprising move of the year, the Blue Bear Tribe, led by the shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of Hellgate Keep. While a brief struggle for political control of the city was reported by various sources, Tanta Hagara emerged as the new ruler of the city. |
13177 History of the Northâ€â€1369, Year of the Gauntlet: The tumultuous climate of Hellgate Keep continued to provide adventuring activity. A group of Harpers infiltrated the city using cloaking magic and revealed that Tanta Hagara was actually an annis. This revelation did nothing to hamper the Blue Bear's respect for their powerful chieftain however, and the city responded to the unmasking by attacking caravans en route to Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara informed her "loyal troops" that gates existed in these cities that could allow other tanar'ri to "join us in the glorious battles to come as we take control of all of the North!" Alustriel cast powerful magical spells in the defense of Silverymoon against the raiding tanar'ri, and the city itself suffered no damage from their attack. The Mistmaster of the Citadel of the Mists likewise aided in the defense of his citadel, though reports still rage about the assistance of the treants of the High Forest. Sundabar suffered from Hellgate Keep's attack, as the fiends broke through the walls and raised havoc along the city streets. While adventurers battled the fiends, Helm Dwarfriend led a large contingent of the city guard to drive the remainder from Sundabar. Still, the fiends from Hellgate Keep left the city with the satisfaction of knowing that it was burning in their wake. Within two days, however, the fires were extinguished, and Sundabar has since rebuilt from the attack. By mid Eleasias, rumors that Turlang, the powerful treant who resides in the northern High Forest, was actively defending the woodlands near the Citadel of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate Keep. News that Turlang was aiding the Mistmaster did not escape her notice, and the belief that the Citadel of the Mists was holding an extra-planar artifact only added to the hag's interest. Tanta assembled a large force consisting of more than one hundred tanar'ri and other fiends as well as five hundred members of the Blue Bear tribe to raze the Citadel of the Mists. But as the evil forces marched their way into the High Forest, the Mistmaster put his own plan into motion. Two Harper agents, a bard named Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with them part of an extra-planar artifact called the Gatekeeper's Crystal. The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that is made of onyx and an unknown metal that entwines itself through the gem. Each point of the star is a separate piece that can be combined together to create the artifact or separated to form three powerful magical items. While the crystal can be used in different manners, it was primarily created to bring down wards, including mythals and other powerful protections. According to legend, it was created by a powerful lich who used it to render clerics powerless, stripping them of their ability to turn undead and nullifying necromantic magic within a 50-mile radius. The Mistmaster had a different use for the Gatekeeper's Crystal, but he needed volunteers to aid him in placing two shards of the crystal at precise locations within the warded city of Hellgate Keep. In particular, he needed two people who would be willing to trade their lives to exterminate the fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the suicide mission. Holding the pieces of the crystal, the two Harpers waited for the Mistmaster to activate the magic with his third piece, initiating the magic that would tear Hellgate Keep asunder. When a blazing beam of purple energy illuminated the skies over the keep, no one within the fiend's stronghold had time to wonder what was happening. The power of the Gatekeeper's Crystal forced the wards to cascade upon the city, causing an implosion that shook the ground for more than one hundred miles. As quickly as the wards surrounding Hellgate Keep collapsed, the crystal released the magical energy in an explosion that leveled every building in the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep once stood. Not a living creature stirred in the remains; all was silent and lifeless. The force of tanar'ri from Hellgate Keep was unsure what had happened but had felt the tremor when the Gatekeeper's Crystal had been activated. They were fighting for their own lives, however, as the treants, korred, centaurs, satyrs, dryads, and other creatures of the High Forestâ€â€including defenders of the Citadel of the Mistsâ€â€battered them into the moist earth. One of the North's most notable rulers fell in the battle, however, but he took at least six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector of Triboar, fell alongside his troops near the conclusion of the conflict. Within weeks after the final battle with Hellgate Keep, treants blocked passage farther north at the joining of the Heart-blood and Delimbiyr rivers. While the treants care little for hunters and adventurers passing through the area, all caravans seeking passage north to Sundabar have been repulsedâ€â€and this is not a matter that the treants wish to negotiate. In another mishap blamed on Turlang, Turnstone Pass was blocked by a tremendous avalanche. This final calamity sealed the Upvale from any major force of men. Travel into the area formerly occupied by Hellgate Keep is now limited to adventurers and other brave travelers. The Mistmaster has been questioned repeatedly by some of the most powerful wizards in the realms, including Elminster of Shadowdale and Khelben Arunsun, about the current location of the Gatekeeper's Crystal. Most sources claim that the pieces of the crystal have been scattered amongst the planes again, but no one is certain. Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud giants have taken up residence in the moor, driving the trolls from the giants' new "homeland." While it's unknown how many giants have taken up residence in the High Moor, estimates range up to several hundred. A thick mist continually hangs in the air of the Evermoors now, even more persistent and thick than the mist before the giants' arrival. Many believe that these new mists are the work of the cloud giants, but none can be certain. Alustriel of Silverymoon sent a detachment of guards to investigate the eastern borders of the moor, and the guards returned with news that a gathering of around twenty fog giants who were "of good nature and quite friendly" had taken up residence in a formerly troll-infested area. Guards from neighboring Nesme were not so fortunate, however, running into a clan of violent, boulder-hurling fog and cloud giants who nearly decimated their unit. In addition, a group of adventurers crawled into Nesme with terrible burns, reporting that they had run into a black dragon at a fog giant encampment. Overall, it appears that both good and evil giants now call the moor their home. |
13178 History of the Northâ€â€Return of the Beast (1367- ?): Sages, philosophers, historians, and priests alike feel an ill-boding in the chill air. They predict a slow change over the next decade, but within the lifetime of men born on the first day of this age. They believe that the beasts that once ruled the land plan to return to claim what's rightfully theirs, imprisoning and enslaving the crowns. Where elves once reigned, men now rule, but their holdâ€â€as true for all civilizations beforeâ€â€is tenuous at best. |
13179 History of the Northâ€â€1370, Year of the Tankard: Even before spring has graced the Savage North, reports of treants massing in the High Forest have reached all of the northern cities. It seems that all of the creatures of the forest have mobilized to restore the High Forest after the fall of Hellgate Keep. Something must still reside below the ruins of Hellgate Keep, however, for the Company of the Jaded Heart never emerged from the depths below the city. The treants have since blocked entrance into the ruins, sealing whatever evil still lurks within far below the sight of man. But there is other activity in the North as well. Luskan still flirts with war, tempting neighboring cities and yet staying just below the wrath of Waterdeep. The barbarians still brew in the north, quick to take offense at innocent incursions into their sacred holdings. Rumors of Zhentarim agents scouring the Fallen Lands for powerful magic from long-lost Netheril continue to circulate. And adventurers still abound in the Savage Frontier. |
13180 History of the Red Ravens: One of the few long-standing mercenary companies that operate in Cormyr, the Red Ravens have a strength on paper of 110 swords, but can easily triple that number with new hires if they get a sufficiently large contract. They have been kept on retainer by the government of Cormyr with the stated purpose of cleaning out the Stonelands to the north. They have been moderately successful in this goal, but the Stonelands are still far from being a safe territory. The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde crusade. They are noted for their honesty and trustworthiness, as they do not wish to jeopardize their royal charter. Most of their troops are armed with studded leather and carry long swords. They charge 200 gold pieces per week for the services of their 110-being unit. Their symbol is a red raven amulet. |
13181 History of the Sisters of Light and Darkness: This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the Shadevariâ€â€whether they came from elsewhere or are children of the shadow itself, none can say. Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other; they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeir-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selûne, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but no heat or fire existed within it. Chauntea begged for warmth so that she could nurture life and living creatures upon the planets that were her body and limbs, and the two sisters-Who-Were-One become divided, as for the first time they were of two minds. Silvery Selûne contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder, and death, among others, were created from residues of the deific battle. At one point during the battle, Selûne seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selûne gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere. This essence entered Shar, ripped an equal portion of energy from her, and reformed behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selûne initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. The twin goddesses contested for eons as life struggled into existence on Toril and the other planets under Chauntea's watchful gaze. Shar remained powerful, but bitterly alone, while Selûne waxed and waned in power, often drawing strength from her allied Daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the realms seeking to meld light and dark into shadowy chaos once again. Shar's plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea's loving hands. |
13182 History of the Unicorn Run: Bards and sages pass down the tale that the headwaters of the Unicorn Run are, in truth, the Font of Life and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source and then traveled down the Unicorn Run to the outside world. Some say that a daughter of Chauntea resides at the river's source to usher the newborns into the world, while others claim that Shialla midwifes the process. Regardless of the truth, the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again. |
13183 History of the Valley of the Gods: It is said that even the powers must cavort and amuse themselves once in a great while. Far to the north of the Spine of the World is the Valley of the Gods. A paradise unequaled on this world or in the planes, this playground of the gods is not meant for mortals. Any mortal who reaches the Valley becomes a deity, for only deities may exist in the Valley. Far too many mortals with delusions of grandeur have thrown away the pleasures of this side of the Spine and their kingdoms in this world, only to break their backs searching for the legendary Valley of the Gods. |
13184 History of the Vast: Two millennia ago the Vast was Vastar, the orcish lands. These were the breeding grounds of the goblin hordes that would spill eastward and cross the Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown by invading dwarves, who established the Realm of the Glimmering Swords. It was during this time that the first humans came to the Vast, including the mage Maskyr. The rule of the dwarves occurred against a backdrop of constant war with the orcs, such that there were perhaps only 40 years of true peace for the Realm of the Glimmering Swords. The dwarves were overrun by the orcs, and they escaped extinction only through the aid of human and elven allies. The remaining dwarves left the region to the newly arriving humans and retreated to the east, to the south, and to isolated and hidden communities within the Vast. The most successful of the humans were the adventurers whose hunger was sated by gold and whose thirst was slaked by great deeds. This was the Time of the Glorious Fools, and there are those who will argue that it is still that age, as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs today are contained, if not conquered, and trade has grown up in the lands of the Vast. However, for many individuals with adventuring blood, it is still a wilderness in which one may prove one's worth. |
13185 History of the Western Heartlands: The history of the Western Heartlands is a history of endless battles and destroyed empires. In ancient times, these were the lands of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more recent history, the land has been fertilized with blood and bone as forces from the Empires of the Sands surged northward, the evil peoples within Dragonspear and the Goblin Marches spilled forth, and mercenary companies moved to and fro in the service of one petty warlord after another. Recent battles leveled the Way Inn and threatened Daggerford. Even the Time of Troubles did not leave this desolate land unmarkedâ€â€Bhaal himself perished at Boareskyr Bridge, and the waters it passes over have remained poisoned to this day. The cities of the Western Heartlands are strong, independent, and varied. They are also strongly motivated by trade and listen harder to the ringing of gold than the call of battle. But something else prospers in the open landâ€â€freedom and opportunity. No nation lays claim on the Western Heartlands to land beyond that which their armies can control, and no warlord can make demands beyond the swing of his axe. Small holds and castles regularly spring up, only to be knocked down by invading forces or abandoned after a generation or two. Lost dungeons and secret citadels lie scattered throughout the land, and this rugged frontier presents more than enough opportunities for adventurers. |
13186 History of the Zhentarim, Two Zhents' Worth: Much confusion exists in the realms regarding Zhentil Keep and the (not-so) secret society known as the Black Network or Zhentarim. The two are closely tied, such that a speaker may refer to one when meaning the other and still be clearly understood. In general, both mean trouble. Zhentil Keep is a walled, independent city on the western shores of the Moonsea. It is one of the most evil cities in the realms, a blight on the North, and a haven for Evil groups, plotting manipulators, dark religions, and foul practices. Its rulers seek to dominate the lands around it, including the Dragonspine Mountains, Yûlash, Voonlar, and the neighboring Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to make matters more confusing) have destroyed Teshendale, come close to destroying Daggerdale, and for a long time had an agent ruling Shadowdale. The Zhentarim is an organization of evil priests, wizards, and inhuman creatures bent on controlling all the trade and power between the Sword Coast (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the intervening lands of Cormyr and Anauroch). Its aims in the Moonsea area are the same as Zhentil Keep's, and the two factions work hand-in-glove, often sharing the same membership. The Zhentarim have a more far-reaching effect than Zhentil Keep, though, and have agents throughout the North. In addition, the Zhentarim are not limited to Zhentil Keep itself, and maintain a number of fortified outposts. Their rulership has spread with the passing years. In addition to being the dominant force in Zhentil Keep, the Zhentarim control the Citadel of the Raven and Darkhold, two important castle complexes. Over the years, more power has been moving away from Zhentil Keep (filled with a lot of unknown and untrustworthy flunkies) and into these more secure areas. Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, but in reality not every Keeper (yet another name for a native of Zhentil Keep) is of the Black Network, and not every agent of the Zhentarim is from Zhentil Keep. Adventurers should watch who they trust as a result. |
13187 History of Ulgarth: Ulgarth was settled by the great empire of Raurin, in the height of its power. When the empire was destroyed, it endured centuries of barbarism. Warchiefs united the country several times during this period. They fought many skirmishes with other barbarians, particularly those in Durpar and Var the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the forces of Mulhorand. In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied land. They settled down, and began raising children and crops. This new society in Ulgarth gradually grew in power, while its neighbors grew apace. But while Durpar grew as a result of its commerce and its philosophy of balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed a highly structured caste system of lords and peasants. In 1002 DR, the centuries' long skirmishes between Durpar and Ulgarth came to an end, as the two countries finally reached a balance of power. There were too many centuries of warfare between the countries for them to completely trust each other. With their mutual border well defended on both sides, both countries have given up on the idea of conquering the other. Trade between the Ulgarth and the Shining Lands has become a vital factor to both nations. Ulgarth produces many of the items that Durparians trade throughout the world. In return, Durpar trades many exotic items to Ulgarth. Of course, the Durparian merchants usually get the better of any trade. The current king, Drasna the Fortunate, has continued his predecessor's policy of non-aggression with the Durparians. |
13188 History of Waterdeep: Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof) was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper. Humankind and other races come from all over the realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city. |
13189 History of Waterdeepâ€â€Age 0, Trademoots and Pioneers: Few now know the true history of this great city, which had its beginnings over a thousand years ago, when the North was truly what Southerners still sneeringly call it: "the Savage North." In those days, most of the North was covered with vast, tall forests of ancient green, and inhabited by dwarves and goblinkind (in the most northern mountains and foothills) and elves (in widely scattered forest enclaves everywhere else). A few primitive human tribes lived along the Sword Coast, fishing, hunting and gathering in spring and fall to trade their furs with vessels sailing in from the south for merchant's jewelry, metal tools, and the occasionally-available weapon or two. In the spring, these vessels came primarily to cut and take huge trees for shipbuilding, trees being no longer available in such large sizes farther south. In the fall, the vessels came in to cut timber for their own repairs, or to take on a cargo of wood if the misfortunes of trading had left their holds low or empty. Most of these trademoots were at a certain place where there was a great natural deepwater harbor, protected from the sea by a rocky spur of land, an arm of an isolated coastal crag, or a rocky island beyond it. |
13190 History of Waterdeepâ€â€Age I, The Rise of the Warlords: Over the years, the forest was cut back farther and farther from the shore, and tribes began to stay most of the year there, farming the cleared land. The wiser among them claimed and controlled some of the timber in order to trade for more weaponry and tools. Such claims angered many who found the squatters rich from frequent trade, and brought attacks from land and sea, the more warlike tribes slaughtering the more sedentary settlers. Noted among these tribes was that led by Nimoar, a chieftain who ordered his people to seize the farms, crude wooden docks, trading sheds, and storage barns built up around the bay. They settled there themselves, and erected a log palisade within an earthen embankment to protect the holdings. After several abortive pirate and tribal raids, Nimoar's people thrived in their new home, a fledgling town referred to as "the town of Water-deep." Farther north, orc tribes had outgrown their mountain strongholds. Attempts to expand underground met with fierce dwarven resistance (although many small gnomish colonies were overwhelmed and wiped out), and the orcs spread out on the surface of the land, coming south and down out of the mountains, hurling their seemingly endless numbers against all who stood in their path. Here and there elven enclaves held out, but the push southward displaced many other northern inhabitants, including the "everlasting ones" (trolls), who came down into the newly-cleared lands northeast of Nimoar's Hold, those lands now known as the Trollmoors. Nimoar died of old age during this time of increasing danger. Younger War Lords led the men of Waterdeep (for so the ship-captains called the harbor) in battles against the trolls. There were many bloody struggles between men and trolls for a decade, until the magic of a Northem youth named Ahghairon turned the fortunes of war against the trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon rose slowly in skill and power with the passage of years, until he became a great mage. He discovered a supply of potions of longevity (or learned the art of making such), for he lived on, still physically a man in his prime, for decade upon decade. Fearing further attacks, the men of Waterdeep raised a small keep on the slopes of Mount Waterdeep above their farms, where fire arrows from on high could defend against attacking trolls. Many outlying tribes who had come to the settlement for safety from the trolls stayed, and expanded the walls with new farms several times. War Lords ruled the Free City of Waterdeep, holding it independent and increasingly wealthy as years passed. |
13191 History of Waterdeepâ€â€Age III, The Bloody Reign of the Guildmasters: There was great turmoil in the City as the Guildmasters argued amongst themselves as to who should govern the City, and more than one merchant of power was found murdered. Groups of liveried bodyguards appeared openly armed on the streets, accompanying their masters, and two very troubled months passed as they bickered and parleyed (and occasionally dueled in the streets). At last, they decided that all Masters should rule Waterdeep together, in a council. The lesser nobles and many townsfolk protested, saying that the Lords ruled by right and by the people's consent. The Guildmasters, however, said that the Lords had not been seen since Ahghairon's death, and that they must have been golems or zombies, controlled by Ahghairon to conceal his lone ruleâ€â€and indeed, the Lords were silent and unseen, and continued to be so. In truth, the Lords were real men and women whose identities had been compromised, over the years, by certain curious Guildmasters who had ordered them slain by their own closemouthed, loyal servants following Ahghairon's death. The only Lords still surviving (those who had remained secret) were Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords kept very quiet, and waited. The Guildmasters thought all the living Lords of the City had been eliminated, and took firm rule over Waterdeep. The Guildmasters ruled Waterdeep for only six years ere their self-interested squabbling led to bloodshed. Open quarrels and a few murders quickly erupted into a brief but vicious series of street fights and midnight attacks. This strife, oftimes termed "the Guildwars" by sages (although it was never as long-drawn-out or so formal as to be called a "war" when it was taking place), left all but two Guildmasters dead, most of the City's best minds stilled, and much of the City's gold wasted or plundered with the Guilds in disarray. The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm Zoar of the Gemcutters. These twoâ€â€ruthless manipulators bothâ€â€were well-matched and could not overcome each other, though their private armies clashed often in the streets. At length, they sickened of bloodshed, after many from both families were dead in the gutters, and agreed to rule together. Two thrones were set up in Castle Waterdeep, and from then the two argued bitterly over this and that, and the City was a place of tension and fear. All matters, including the recognition of new Guildmasters to rule the "headless" guilds, had to come before the Two Lords Magister, as Lhorar and Ehlemm were called. Few matters were settled. |
13192 History of Waterdeepâ€â€Age II, The Lords' Rule Begins: In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms to create a Northern empire, with Waterdeep its capital (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. Ahghairon magically struck aside all who sought to lay hands on him. In a fury Raurlor struck at the mage with his own blade. Ahghairon rose into the air, just out of reach, and, as the infuriated Warlord slashed repeatedly at his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel into a hissing serpent, which promptly bit him. The Warlord died of the venom before the shocked people assembled there. Ahghairon then gathered all the captains of Waterdeep's army, and all the seniors of the families of Waterdeep. While runners sought to bring them to the Castle, flames roared and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so that no one sat there. Then at a gesture from the mage, the flames were gone as though they had never been, leaving the chair unmarked. Ahghairon seated himself, then, and proclaimed himself the first Lord of Waterdeep, saying that henceforth wisdom and not armed might would rule in the city. He would gather some fewâ€â€in secretâ€â€to rule as Lords with him, masked and disguised when they appeared to the people, but equal to him in authority and free of coercion by any, himself included. These Lords were to be drawn from all walks of life in the city, and could serve as long as they wished. The people heard, and agreed, and for the next two hundred years, Ahghairon ruled Waterdeep with his unknown fellow Lords. Over the years, the masked Lords were a group of sometimes five, six, or seven, who appeared seldom and said little. Some whispered that they were Ahghairon's servants, or even magical automatons controlled by the Old Mage. Still, Ahghairon's justice was swift and fair, his laws good, his guardsmen polite and just as ready to help as apprehend, and the people approved. The years passed in peace and prosperity. The North was opened to humans. Roads built under Ahghairon's direction linked it together, from the ruins of "the Fallen Kingdom," which had been shattered by goblin races' attacks before men were numerous in the North, to the cities that would later become Amn. Waterdeep grew fivefold in size and wealth. From all over the realms, folk began to come to the "Crown of the North," drawn by moneyâ€â€and among them came those who rob, cheat, and steal. When word of doings extending beyond simple theft to deception-in-workmanship and the appearance of many fly-by-night impostor craftsmen reached Ahghairon's ears, he called together the senior merchants, "the Noble Ones," and suggested that they form guilds as was done in the far South to police the unscrupulous of their own professions. Some resisted, or were furious, but most saw the advantages of such an arrangement, particularly if they were free to set matters up themselves, and not have less favorable arrangements forced upon them. The Guilds were created forthwith. Twice more the city walls were expanded, as Waterdeep continued to grow in size and prosperity. Its merchants traveled the world over, bringing back exotic goods from afar, and spreading word of the city's wealth to remote lands. In the South, some listened with an eye to conquest or at least plunder, but swords were already out in those southern lands in a time of widespread strife, and no invaders came. Ahghairon's health eventually failed and he died. He was buried with ceremony in his tower, which was secured against thieves and fools. Those who learned the arts arcane from the Old Mage cast the most potent protective magics known upon his home and resting-place (which, many believe, remains inviolate today). |
13193 History of Waterdeepâ€â€Age lV, The Return of the Lords: One day to the Courts of the Lord Magister came two people masked and robed as the Lords of Waterdeep of old. Where they came from no one knew, but they appeared in the Castle's Great Hall where the Courts were, and commanded the Lords Magister to leave the city forthwith. Laughing, the Lords Magister refused, whereupon the shorter of the masked intruders (the lady Shilam, apprentice to Ahghairon and his undeclared heir as first Lord of the City) blasted them with lightning and fire, and their very thrones were shattered and toppled. The taller of the two intruders (Baeron) then called for the heads of the noble houses to come to them, or leave the city forthwith and forever, if they cared not to come by nightfall. All in the Courts heard, and the news was cried in the streets. The surviving nobles came, reluctantly and with bodyguards, expecting such a summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk that had also come, saying, "this must not happen again." If Waterdeep was to be safe once more, he told them, all must support what he and his fellow Lord now planned, as they had supported Ahghairon in the past. The two would choose others to be Lords as before, he said, and they would rule in secret, as beforeâ€â€save for himself. He removed his mask, and said, "I am Baeron. I would be Lord as Ahghairon was before. I would be safe in this my city again." And the folk of Waterdeep there agreed. Shilarn, still masked, commanded that the houses of the Two Lords Magister be Outcast. There was protest, and she raised her hands that had blasted the thrones, and it was still again. And the house of Gildeggh and of Zoar were outcast. Peace returned to the city, and Waterdhavians to their labors. To inhibit discovery of who the Lords were, Baeron selected certain men of character whom he knew well, and appointed them Magisters ("Black Robes," they were soon called, from their robes of office) under the Lords, to judge and apply the laws of Waterdeep in daily affairs. These Magisters he paid well, to raise them from temptation, and gave lodgings to those who feared for safety to dwell among the people. To so serve, he told the city, was a burden, not a proud misuse of authority, and if any wished to no longer serve, or were found wanting, they were not to be vilified, but accorded respect. And over the Magisters the Lords sat in their Court, to correct and overrule the judgments of the Magisters. Baeron told the people that none were to decry or belittle any judgments of Magisters that the Lord saw fit to alter or cast aside. If any thought ill of the offices or those who held them they could turn back to the rule of sword and whim, and perish as had those before them. Before the Lord's Court Baeron encouraged people to speak freely for the length of a short candle's burning, without fear of chastisement or reproach from the Lords for anything said, as long as they spoke openly and answered questions or opposing views put to them by any there. Thus, he held, just grievances of folk would be heard, no matter how small the matter or lowly the speaker. And so it was. Slow to take hold, until people knew it for careful justice, but enduring beyond Baeron's time, and beyond Shilarn's time, and beyond the time of their daughter Lhestyn "The Masked Lady," who wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as Ahghairon did. And as the years have passed, Waterdeep has grown in size and variety, flourishing with good trade under the tolerance and protection of strong defenders and good government. The years passed not without troubles, varying from the Godswar (when Waterdeep played host to gods dying and ascending) to such occurrences as a green dragon assailing the Field of Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' Rule), but the city and her peoples survived and prevailed against all strife. The Lords' Alliance provides continued safety for all the settlements of the northern Sword Coast and those inland, with Waterdeep as the heart of the alliance. Though it can be matched in size or commerce, there is no city the realms over that compares to the sheer variety of life and experiences found in fair Waterdeep, Crown of the North. |
13194 History of Sembia |
13195 Letter |
13196 History of Waterdeep I |
13197 History of Waterdeep II |
13198 History of Waterdeep III |
13199 History of Waterdeep IV |
13200 History of Waterdeep V |
13201 History of Waterdeep VI |
13202 [ALDETH POST] I don't think that I have anything to say to you! Why don't you leave me be?! |
13203 [AMNISH SOLDIER HOSTILE] I'll box your ears if you step an inch closer! |
13204 [AMNISH SOLDIER 2 HOSTILE] I'll box your ears if you step an inch closer! |
13205 [AMNISH SOLDIER 3 HOSTILE] Approach me not! I'll rough you up, I will! |
13206 [AMNISH SOLDIER 4 HOSTILE] You've come back to speak with me? Fool! You'll get nothing but the point of my sword! |
13207 [AMNISH SOLDIER ENFORCERS HOSTILE] You have commited an assault against me! You'll pay with your life! |
13208 [BANDITS/ARDENOR CRUSH HOSTILE] You would return here after assaulting me so?! I will kill you for it! |
13209 [BANDITS/CAMP BANDIT, TEVEN HOSTILE] You've outstayed your welcome! |
13210 [BANDITS/CAMP RUMOURS HOSTILE] I wouldn't trust you as far as I can spit! |
13211 [BANDITS/CARAVAN MERCHANT HOSTILE] Why not just go charm some help, because you'll get none from me! |
13212 [BANDITS/CATTACK HOSTILE] You die for what you do! DIE! |
13213 [BANDITS/RAIKEN HOSTILE] No talking and no deals! Death is all that you have left! |
13214 [BANDITS/TAURGOSZ KHOSANN POST] Don't bother me, little men. |
13215 [BANDITS/TAURGOSZ KHOSANN HOSTILE] I will serve you to the Chill on a platter! To my sides, men! |
13216 [BANDITS/TAZOK HOSTILE] You've outstayed your welcome! |
13217 [BANDITS/TEVEN HOSTILE] No talking and no deals! Death is all that you have left! |
13218 [BEGGAR OF NASHKEL HOSTILE] You've made no friends here! Move along! |
13219 [BEGGAR OF BALDUR'S GATE HOSTILE] You've made no friends here! Move along! |
13220 [BENTAN THE PRIEST POST] I am sorry, but I don't have time to stop and chat. I still have to spread the faith. |
13221 [BENTAN THE PRIEST HOSTILE] I suppose it is appropriate for my faith that I must suffer your company. I'll not prolong it though. |
13222 [BORK, BLUSHING MERMAID HOSTILE] You've made no friends here! Move along! |
13223 [BOY OF BALDUR'S GATE 1 HOSTILE] Leave me alone! You're mean! |
13224 [BOY OF BALDUR'S GATE 2 HOSTILE] Leave me alone! You're mean! |
13225 [BOY OF BALDUR'S GATE 3 HOSTILE] Leave me alone! You're mean! |
13226 [BOY OF BEREGOST 1 HOSTILE] Leave me alone! You're mean! |
13227 [BOY OF BEREGOST 2 HOSTILE] Leave me alone! You're mean! |
13228 [BRANDILAR POST] It is good to see you all again. I'm very busy at the moment, so perhaps we can talk later. |
13229 [BRANDILAR HOSTILE] Lost your chance with me, you did! Get lost! |
13230 [BRANWEN POST] I have nothing to say to any of you. |
13231 [BRIELBARA POST] I must thank you again for the service you have done. |
13232 [BRIELBARA HOSTILE] I'll not speak a word after what you did! |
13233 [BRILLA HOSTILE] Lost your chance with me, you did! Get lost! |
13234 [BRUNOS HOSTILE] You'll get a boot in yer backside for what you've done! |
13235 [CALDO POST] Git lost, we don't wanna talk to you. |
13236 [CAPTIVENYMPH/RAMAZITH POST] I have no time to waste with you right now, so could you kindly be on your way? |
13237 [CHARLESTON NIB HOSTILE] I have no time to waste with you right now, so could you kindly be on your way? |
13238 [CHICKEN/MELICAMP POST] I've a lot to learn, but at least I'll live to learn it. |
13239 [CHICKEN/MELICAMP HOSTILE] You've made no friends here! Move along! |
13240 [CHICKEN/THALANTYR HOSTILE] Get out of my sight! I'll do nothing for you! |
13241 [CHILDREN OF NASHKEL POST] You guys are those heroes! I wanna be just like you when I grow up. |
13242 [CHILDREN OF NASHKEL HOSTILE] Leave me alone! You're mean! |
13243 [CORAN POST] Can't stick around to talk, I have some wyverns to kill. |
13244 [CORAN HOSTILE] I'll not speak a word after what you did! |
13245 [CYRDEMAC HOSTILE] You shouldn't have come back here! Now you'll never leave! |
13246 [DABRON SASHENSTAR HOSTILE] Get away from me! |
13247 [DAVAEORN HOSTILE] You should have left when you had the chance! Now we will bury your lifeless corpses in the bottommost caves! |
13248 [DEAGAN HOSTILE] I'll not speak a word after what you did! |
13249 [DELTHYR POST] I don't really have much more to say to you. |
13250 [DELTHYR HOSTILE] Not to be rude, but I'd rather you left immediately. |
13251 [DEMO/GIMP/UTOR POST] I no wanna talk now. I go sit wit' my pretties. |
13252 [DEMO/GUARD/PIQUE POST] I leave this accursed place; I have no time to speak with you. |
13253 [DEMO/GUARD/SHELTON POST] I cannot be seen speaking with such as you. Go away! |
13254 [DEMO/GUARD/SHELTON HOSTILE] I'll not speak a word after what you did! |
13255 [DEMO/MONK/AVERY POST] I have many duties to perform, as do you. Please leave me be. |
13256 [DEMO/MONK/HASTENBACK POST] I hope your investigation goes well. |
13257 [DEMO/MONK/HASTENBACK HOSTILE] Not to be rude, but I'd rather you left immediately. |
13258 [DEMO/MONK/LENORE POST] I... I cannot speak to you. I just... wish to be left alone. |
13259 [DEMO/MONK/LENORE HOSTILE] Get out of my sight! I'll do nothing for you! |
13260 [DEMO/MONK/RANDOMEXTRA HOSTILE] I'll not speak a word after what you did! |
13261 [DEMO/MONK/SATOS HOSTILE] You have proven untrustworthy, though I still have no other options. Please find my fellows. |
13262 [DIGGERS HOSTILE] Get out of my sight! I'll do nothing for you! |
13263 [DILLAR POST] It is a continuing annoyance to me that, because ANYONE is welcome in the Undercellar, they think anyone is welcome in my personal office. Were that so, I would not be bracketed by the beef you see before you. I ask you again to leave. |
13264 [DILLAR HOSTILE] You've outstayed your welcome! |
13265 [DRIZZT HOSTILE] I'll not spend another minute in the presence of such as you. |
13266 [DRUIDS OF CLOAKWOOD POST] Our grove is sacred, and we wish it to remain private. Please leave before we must force you to leave. |
13267 [DRUIDS OF CLOAKWOOD HOSTILE] Get out of my sight! I'll do nothing for you! |
13268 [DRUIDS OF CLOAKWOOD 2 HOSTILE] Get out of my sight! I'll do nothing for you! |
13269 [DRUNK HOSTILE] Get away from me! |
13270 [DUKE ELTAN POST] What are you still doing here? You have much to do, hurry! |
13271 [DUNKIN HOSTILE] I'll box your ears if you step an inch closer! |
13272 [ELDOTH POST] Please don't bother me, you ignorant savages. |
13273 [EMERSON POST 1] I hope yer mine explorin' goes well. |
13274 [EMERSON POST 2] You've... done real well. I wish ya the best luck on yer coming journeys. |
13275 [EMERSON HOSTILE] You've made no friends here! Move along! |
13276 [ENTAR SILVERSHIELD HOSTILE] My doors are no longer open to the likes of you! |
13277 [FALDORN POST] Get away, I don't wish to talk to you. |
13278 [FARMER 2 POST] I heard the mines are operating again. |
13279 [FARMER 2 HOSTILE] Get out of my sight! I'll do nothing for you! |
13280 [FARMER 3 HOSTILE] Get out of my sight! I'll do nothing for you! |
13281 [FARMER 4 HOSTILE] Get out of my sight! I'll do nothing for you! |
13282 [FARMER 5 POST] Sorry, I have to get a move on. My wife's probably missing me already. |
13283 [FARMER 5 HOSTILE] Get out of my sight! I'll do nothing for you! |
13284 [FARMER BRUN HOSTILE] I don't want no help from the likes of you. |
13285 [FARMER/BEREGOST HOSTILE] Get out of my sight! I'll do nothing for you! |
13286 [FEMALE COOK HOSTILE] Get out or be thrown out! |
13287 [FEMALE COOK 2 HOSTILE] Get out or be thrown out! |
13288 [FEMALE COOK 3 POST] Sorry, no food fer ya right now. |
13289 [FEMALE COOK 3 HOSTILE] Get out or be thrown out! |
13290 [FEMALE TOWNSFOLK OF BALDUR'S GATE 3 POST] Pah! Gambling fools. Learn to heft a sword and you'll never go hungry. Especially in the Gate, where the alleys are always full of prey. |
13291 [FEMALE TOWNSFOLK OF BALDUR'S GATE 3 HOSTILE] Get out of my sight! I'll do nothing for you! |
13292 [FEMALE TOWNSFOLK OF BALDUR'S GATE 4 HOSTILE] I'll not speak a word after what you did! |
13293 [FEMALE TOWNSFOLK OF BALDUR'S GATE 5 HOSTILE] I'll not speak a word after what you did! |
13294 df |
13295 [FEMALE TOWNSFOLK OF BALDUR'S GATE 6 HOSTILE] I'll not speak a word after what you did! |
13296 [FEMALE TOWNSFOLK OF BALDUR'S GATE 7 HOSTILE] I'll not speak a word after what you did! |
13297 [FEMALE TOWNSFOLK OF NASHKEL HOSTILE] I'll not speak a word after what you did! |
13298 [FEMALE TOWNSFOLK OF NASHKEL 2 POST] Please do not bother me. I am mourning the loss of my husband. |
13299 Golden Pantaloons |
13300 Samuel |
13301 [FEMALE TOWNSFOLK OF NASHKEL 2 HOSTILE] I'll not speak a word after what you did! |
13302 Golden Pantaloons |
13303 Samuel |
13304 [FEMALE TOWNSFOLK OF NASHKEL 3 HOSTILE] I'll not speak a word after what you did! |
13305 [FEMALE TOWNSFOLK OF NASHKEL 4 HOSTILE] I'll not speak a word after what you did! |
13306 [FISHERPLOT/JEBADOH HOSTILE] I'll box your ears if you step an inch closer! |
13307 [FISHERPLOT/SONNER HOSTILE] I'll box your ears if you step an inch closer! |
13308 [FISHERPLOT/TELMAN HOSTILE] Leave me alone! |
13309 [FLAMING FIST BARRACK GUARDS HOSTILE] You're not welcome here! |
13310 [FLAMING FIST GATE GUARDS/BALDUR'S GATE HOSTILE] You're not welcome here! |
13311 [FLAMING FIST MERCENARIES 10 HOSTILE] You're not welcome here! |
13312 [FLAMING FIST MERCENARIES 7 HOSTILE] You're not welcome here! |
13313 [FLAMING FIST MERCENARY 11 HOSTILE] You're not welcome here! |
13314 [FLAMING FIST MERCENARY 2 HOSTILE] You're not welcome here! |
13315 [FLAMING FIST MERCENARY 4 HOSTILE] You're not welcome here! |
13316 [FLAMING FIST MERCENARY 5 HOSTILE] You're not welcome here! |
13317 [FLAMING FIST MERCENARY 8 HOSTILE] You're not welcome here! |
13318 [FLAMING FIST MERCENARY 9 HOSTILE] You're not welcome here! |
13319 [FLAMING FIST MERCENARY ENFORCER HOSTILE] You're not welcome here! |
13320 [FLAMING FIST SOLDIER 6 HOSTILE] You're not welcome here! |
13321 [FLAMING FIST SOLDIERS/ALDETH HOSTILE] You'll stand for your crimes, or die here! |
13322 [FLAMING FIST SOLDIERS/CHAPTER 7 HOSITLE] You're not welcome here! |
13323 [FRIENDLY ARM INN GUARDS (CPT. BILSHIRE) HOSTILE] You've made no friends here! Move along! |
13324 [FRIENDLY ARM/BARTENDER/BENTLY POST] Things haven't been very busy of late, with all the troubles in the south. I've heard, though, that the mines at Nashkel have been reopened. Some heroic folk dealt with whatever was plaguing the mine. |
13325 [FRIENDLY ARM/SERVING WENCHES HOSTILE] Get away from me! |
13326 [GALLOR HOSTILE] I'll not speak a word after what you did! I'll get that fool artifact and sell it on my own. |
13327 [GAMESMAN 2 POST] Step up and play, ladies and gents! It's an honest house, and everyone has a chance at striking it rich! Anyone that says otherwise is advised to have a chat with the bartender's axe! |
13328 [GATEWARDEN POST] I apologize, young one. I would love to stay and chat, but I have many things on my duty roster this day. |
13329 [GIRL OF BALDUR'S GATE 1 HOSTILE] Leave me alone! You're mean! |
13330 [GIRL OF BALDUR'S GATE 2 HOSTILE] Leave me alone! You're mean! |
13331 [GIRL OF BALDUR'S GATE 3 HOSTILE] Leave me alone! You're mean! |
13332 [GIRL OF BEREGOST HOSTILE] Leave me alone! You're mean! |
13333 [GNARL POST] You wait too long, now we kill you anyway! |
13334 [GREYWOLF HOSTILE] I'll take your head for what you've done! |
13335 [GUARDS, BEREGOST HOSTILE] You're not welcome here! |
13336 [GUARDS/MANOR HOUSE/CANDLEKEEP HOSTILE] You're not welcome here! |
13337 [GULLYKIN/GANDOLAR LUCKYFOOT POST] I trust you have found the populous of our little village to be amiable? We do so like to welcome strangers. |
13338 [GULLYKIN/GANDOLAR LUCKYFOOT HOSTILE CHARM] I would just as soon forget that I have ever met you! This way I can meet you again as though for the first time. It will save me having to dislike you. |
13339 [GULLYKIN/GANDOLAR LUCKYFOOT HOSTILE VIOLENCE] Not to be rude, but I'd rather you left immediately. You have not proven to be trustworthy. |
13340 [HAIRTOOTH POST] You shoulda ran when we gave you chance. Now we take yer money. |
13341 [HALFLING FEMALE OF GULLYKIN POST HIGH CHAR.] Good to see you again. I am pleased you are more or less still alive. Often we see an adventurer twice, but he is decidedly less talkative the second time around. Dying will do that to you. A hazard of the lifestyle, I guess. |
13342 [HALFLING FEMALE OF GULLYKIN POST LOW CHAR.] You are still alive! Err, no offense meant. It's just that more often than not we never see an adventurer twice, unless he be boxed and burial bound. It's no comment on your abilities, but I never expected to make your acquaintance again. I wish you luck on your further travels. |
13343 [HALFLING FEMALE OF GULLYKIN HOSTILE] You've outstayed your welcome! |
13344 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) POST HIGH CHAR.] Welcome again. I would have thought you had moved on by now. It's a pleasure you have not, though. |
13345 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) POST LOW CHAR.] I am surprised to see you again. Has not the wanderer's call seized your logic once again? By Dallillia, I hope none of the children follow when you go. |
13346 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) HOSTILE] You've outstayed your welcome! |
13347 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) POST HIGH CHAR.] Hello again. A pleasure as it was before. |
13348 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) POST LOW CHAR.] I see you have returned. I trust you will stay no longer than last we met? |
13349 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13350 [HALFLING MALE OF GULLYKIN 3(FARTHENDELL) Again we meet. I do so enjoy our little chats. |
13351 [FARMER/BEREGOST HOSTILE] Get out of my sight! I'll do nothing for you! |
13352 [FEMALE COOK 2 HOSTILE] Get out or be thrown out! |
13353 [FEMALE COOK 3 HOSTILE] Get out or be thrown out! |
13354 [FEMALE COOK 3 POST] Sorry, no food fer ya right now. |
13355 [FEMALE COOK HOSTILE] Get out or be thrown out! |
13356 [FEMALE TOWNSFOLK OF BALDUR'S GATE 3 HOSTILE] Get out of my sight! I'll do nothing for you! |
13357 [FEMALE TOWNSFOLK OF BALDUR'S GATE 3 POST] Pah! Gambling fools. Learn to heft a sword and you'll never go hungry. Especially in the Gate, where the alleys are always full of prey. |
13358 [FEMALE TOWNSFOLK OF BALDUR'S GATE 4 HOSTILE] I'll not speak a word after what you did! |
13359 [FEMALE TOWNSFOLK OF BALDUR'S GATE 5 HOSTILE] I'll not speak a word after what you did! |
13360 [FEMALE TOWNSFOLK OF BALDUR'S GATE 7 HOSTILE] I'll not speak a word after what you did! |
13361 [FEMALE TOWNSFOLK OF BALDUR'S GATE 6 HOSTILE] I'll not speak a word after what you did! |
13362 [FEMALE TOWNSFOLK OF NASHKEL HOSTILE] I'll not speak a word after what you did! |
13363 [FEMALE TOWNSFOLK OF NASHKEL 2 POST] Please do not bother me. I am mourning the loss of my husband. |
13364 [FEMALE TOWNSFOLK OF NASHKEL 2 HOSTILE] I'll not speak a word after what you did! |
13365 [FEMALE TOWNSFOLK OF NASHKEL 3 HOSTILE] I'll not speak a word after what you did! |
13366 [FEMALE TOWNSFOLK OF NASHKEL 4 HOSTILE] I'll not speak a word after what you did! |
13367 [FISHERPLOT/JEBADOH HOSTILE] I'll box your ears if you step an inch closer! |
13368 [FISHERPLOT/SONNER HOSTILE] I'll box your ears if you step an inch closer! |
13369 [FISHERPLOT/TELMAN HOSTILE] Leave me alone! |
13370 [FLAMING FIST BARRACK GUARDS HOSTILE] You're not welcome here! |
13371 [FLAMING FIST GATE GUARDS/BALDUR'S GATE HOSTILE] You're not welcome here! |
13372 [FLAMING FIST MERCENARIES 10 HOSTILE] You're not welcome here! |
13373 [FLAMING FIST MERCENARIES 7 HOSTILE] You're not welcome here! |
13374 [FLAMING FIST MERCENARY 11 HOSTILE] You're not welcome here! |
13375 [FLAMING FIST MERCENARY 2 HOSTILE] You're not welcome here! |
13376 [FLAMING FIST MERCENARY 4 HOSTILE] You're not welcome here! |
13377 [FLAMING FIST MERCENARY 5 HOSTILE] You're not welcome here! |
13378 [FLAMING FIST MERCENARY 8 HOSTILE] You're not welcome here! |
13379 [FLAMING FIST MERCENARY 9 HOSTILE] You're not welcome here! |
13380 [FLAMING FIST MERCENARY ENFORCER HOSTILE] You're not welcome here! |
13381 [FLAMING FIST SOLDIER 6 HOSTILE] You're not welcome here! |
13382 [FLAMING FIST SOLDIERS/ALDETH HOSTILE] You'll stand for your crimes, or die here! |
13383 [FLAMING FIST SOLDIERS/CHAPTER 7 HOSITLE] You're not welcome here! |
13384 [FRIENDLY ARM INN GUARDS (CPT. BILSHIRE) HOSTILE] You've made no friends here! Move along! |
13385 [FRIENDLY ARM/BARTENDER/BENTLY POST] Things haven't been very busy of late, with all the troubles in the south. I've heard, though, that the mines at Nashkel have been reopened. Some heroic folk dealt with whatever was plaguing the mine. |
13386 [FRIENDLY ARM/SERVING WENCHES HOSTILE] Get away from me! |
13387 [GALLOR HOSTILE] I'll not speak a word after what you did! I'll get that fool artifact and sell it on my own. |
13388 [GAMESMAN 2 POST] Step up and play, ladies and gents! It's an honest house, and everyone has a chance at striking it rich! Anyone that says otherwise is advised to have a chat with the bartender's axe! |
13389 [GIRL OF BALDUR'S GATE 1 HOSTILE] Leave me alone! You're mean! |
13390 [GATEWARDEN POST] I apologize, young one. I would love to stay and chat, but I have many things on my duty roster this day. |
13391 [GIRL OF BALDUR'S GATE 2 HOSTILE] Leave me alone! You're mean! |
13392 [GIRL OF BALDUR'S GATE 3 HOSTILE] Leave me alone! You're mean! |
13393 [GIRL OF BEREGOST HOSTILE] Leave me alone! You're mean! |
13394 [GNARL POST] You wait too long, now we kill you anyway! |
13395 [GREYWOLF HOSTILE] I'll take your head for what you've done! |
13396 [GUARDS, BEREGOST HOSTILE] You're not welcome here! |
13397 [GUARDS/MANOR HOUSE/CANDLEKEEP HOSTILE] You're not welcome here! |
13398 [GULLYKIN/GANDOLAR LUCKYFOOT POST] I trust you have found the populous of our little village to be amiable? We do so like to welcome strangers. |
13399 [GULLYKIN/GANDOLAR LUCKYFOOT HOSTILE CHARM] I would just as soon forget that I have ever met you! This way I can meet you again as though for the first time. It will save me having to dislike you. |
13400 [GULLYKIN/GANDOLAR LUCKYFOOT HOSTILE VIOLENCE] Not to be rude, but I'd rather you left immediately. You have not proven to be trustworthy. |
13401 [HAIRTOOTH POST] You shoulda ran when we gave you chance. Now we take yer money. |
13402 [HALFLING FEMALE OF GULLYKIN POST HIGH CHAR.] Good to see you again. I am pleased you are more or less still alive. Often we see an adventurer twice, but he is decidedly less talkative the second time around. Dying will do that to you. A hazard of the lifestyle, I guess. |
13403 [HALFLING FEMALE OF GULLYKIN POST LOW CHAR.] You are still alive! Err, no offense meant. It's just that more often than not we never see an adventurer twice, unless he be boxed and burial bound. It's no comment on your abilities, but I never expected to make your acquaintance again. I wish you luck on your further travels. |
13404 [HALFLING FEMALE OF GULLYKIN HOSTILE] You've outstayed your welcome! |
13405 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) POST HIGH CHAR.] Welcome again. I would have thought you had moved on by now. It's a pleasure you have not, though. |
13406 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) POST LOW CHAR.] I am surprised to see you again. Has not the wanderer's call seized your logic once again? By Dallillia, I hope none of the children follow when you go. |
13407 [HALFLING FEMALE OF GULLYKIN 2(MABLEDALE) HOSTILE] You've outstayed your welcome! |
13408 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) POST HIGH CHAR.] Hello again. A pleasure as it was before. |
13409 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) POST LOW CHAR.] I see you have returned. I trust you will stay no longer than last we met? |
13410 [HALFLING MALE OF GULLYKIN 2 (BUNSEN) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13411 [HALFLING MALE OF GULLYKIN 3(FARTHENDELL) POST HIGH CHAR.] Again we meet. I do so enjoy our little chats. |
13412 [HALFLING MALE OF GULLYKIN 3(FARTHENDELL) POST LOW CHAR.] Once again I find you in mine home. If you retain your manners you are welcome. |
13413 [HALFLING MALE OF GULLYKIN 3(FARTHENDELL) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13414 [HALFLING MALE OF GULLYKIN 4 (ARLOND) POST HIGH CHAR.] Hi again! Better be quiet, 'cause Nanna doesn't want you makin' me leave. |
13415 [HALFLING MALE OF GULLYKIN 4 (ARLOND) POST LOW CHAR.] You go away! I'll show you an' everybody soon enough! |
13416 [HALFLING MALE OF GULLYKIN 4 (ARLOND) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13417 [HALFLING MALE OF GULLYKIN 5 (JOLDENAN) POST HIGH CHAR.] It is good to see you still alive, though I'll thank you to keep your stay in my home brief. |
13418 [HALFLING MALE OF GULLYKIN 5 (JOLDENAN) POST LOW CHAR.] You are a continuing ill wind in my home. I do not wish to make you unwelcome... but you are. |
13419 [HALFLING MALE OF GULLYKIN 5 (JOLDENAN) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13420 [HALFLING MALE OF GULLYKIN 6 POST HIGH CHAR.] Back again? I am surprised you have not gone on to grand new places instead of returning to this humble home. You are welcome while you stay, but I know it won't be long before you move on. |
13421 [HALFLING MALE OF GULLYKIN 6 POST LOW CHAR.] Ahh, I see you have gone another day without a knife in your gullet. Perhaps you have learned to control your wayward wit... Or perhaps not, and you are just quick-footed. Luck be yours on your travels, young one. |
13422 [HALFLING MALE OF GULLYKIN 6 HOSTILE] Not to be rude, but I'd rather you left immediately. |
13423 [HALFLING TRADER HOSTILE] Not to be rude, but I'd rather you left immediately. |
13424 [HALFLINGS OF GULLYKIN HOSTILE] Not to be rude, but I'd rather you left immediately. |
13425 [HALLOFWONDER/BE'LAND HOSTILE] Get out or be thrown out! |
13426 [HALLOFWONDER/BRATHLEN POST] Sorry, but I have a job to do. I just don't have the time to chat right now. |
13427 [HALLOFWONDER/BRATHLEN HOSTILE] Get out or be thrown out! |
13428 [HALLOFWONDER/BREVLIK POST] Get out or be thrown out! |
13429 [HALLOFWONDER/BREVLIK HOSTILE] Lost your chance with me, you did! Get lost! |
13430 [HARBORMASTER POST] I'm really busy now, so I'm gonna have to ask ya ta come back some time later. |
13431 [HARBORMASTER POST ELTAN] You guys shouldn't be hanging 'round here. Ya might bring attention to Duke Eltan. |
13432 [HARBORMASTER HOSTILE] You've made no friends here! Get off my docks! |
13433 [HENTOLD HOSTILE] Leave me to my misery! |
13434 [HOBGOBLIN 05 POST] Leave me be! |
13435 [HOUSEHOLD GUARD 3 HOSTILE] You're not welcome here! Get out or be thrown out! |
13436 [HOUSEHOLD GUARD 4 POST] Get outta my face. |
13437 [HOUSEHOLD GUARD 4 HOSTILE] You're not welcome here! Get out or be thrown out! |
13438 [HOUSEHOLD GUARD 5 HOSTILE] You're not welcome here! Get out or be thrown out! |
13439 [HOUSEHOLD GUARD 6 HOSTILE] You're not welcome here! Get out or be thrown out! |
13440 [HOUSEHOLD GUARD ENFORCER HOSTILE] You're not welcome here! Get out or be thrown out! |
13441 [HOUSEHOLD GUARD, 1 (CARL) HOSTILE] You're not welcome here! Get out or be thrown out! |
13442 [HOUSEHOLD GUARD, 2 (JURGEN) HOSTILE] You're not welcome here! Get out or be thrown out! |
13443 [HUNTER POST] Sorry, but I have to be gittin' back to my wife and children. |
13444 [HUNTER HOSTILE] Get away from me! I wouldn't trust you as far as I can spit! |
13445 [INNKEEPER 2 (WINTHROP) POST] As good to see ye again as any other I could have laid eyes on. Make yourself as comfortable as you will. |
13446 [IRON THRONE GUARD HOSTILE] You're not welcome here! You'll pay with your life! |
13447 [IRON THRONE GUARD 11 HOSTILE] You're not welcome here! You'll pay with your life! |
13448 [IRON THRONE GUARD 12 HOSTILE] You're not welcome here! You'll pay with your life! |
13449 [IRON THRONE GUARD 10 HOSTILE] You're not welcome here! You'll pay with your life! |
13450 [IRON THRONE GUARD 13 HOSTILE] You're not welcome here! You'll pay with your life! |
13451 [IRON THRONE GUARD 14 HOSTILE] You're not welcome here! You'll pay with your life! |
13452 [IRON THRONE GUARD 2 HOSTILE] You're not welcome here! You'll pay with your life! |
13453 [IRON THRONE GUARD 3 HOSTILE] You're not welcome here! You'll pay with your life! |
13454 [IRON THRONE GUARD 4 HOSTILE] You're not welcome here! You'll pay with your life! |
13455 [IRON THRONE GUARD 5 HOSTILE] You're not welcome here! You'll pay with your life! |
13456 [IRON THRONE GUARD 6 HOSTILE] You're not welcome here! You'll pay with your life! |
13457 [IRON THRONE GUARD 7 HOSTILE] You're not welcome here! You'll pay with your life! |
13458 [IRON THRONE GUARD 8 HOSTILE] You're not welcome here! You'll pay with your life! |
13459 [IRON THRONE GUARD 9 HOSTILE] You're not welcome here! You'll pay with your life! |
13460 [IRON THRONE HOUSEHOLD GUARD HOSTILE] You're not welcome here! You'll pay with your life! |
13461 [IRON THRONE MERCHANT 3 HOSTILE] You're not welcome here! Get out or be thrown out! |
13462 [IRON THRONE MERCHANT 4 POST] Do you mind? I'm a very busy man, and I don't need these constant interruptions. |
13463 [IRON THRONE MERCHANTS HOSTILE] You've made no friends here! Move along! |
13464 [IRON THRONE MERCHANTS 2 HOSTILE] Get away from me! I wouldn't trust you as far as I can spit! |
13465 [ITHTYL CALANTRYN POST] I must ask you not to disturb me, as I have many financial matters that now occupy my attention. |
13466 [ITHTYL CALANTRYN HOSTILE] I should make my stay brief, if I were you. |
13467 [JHASSO HOSTILE] You're barely better than my captors! Leave me! |
13468 [KAGAIN POST] Get outta my store! You're not wanted here. |
13469 [KOLVAR HOSTILE] Get away from me! I wouldn't trust you as far as I can spit! |
13470 [LADY ALYTH, ELFSONG POST LOW CHAR.] I do not wish to seem inhospitable, but I choose not to share your company. Leave me to my business. |
13471 [LADY ALYTH, ELFSONG POST HIGH CHAR.] Hello again. I trust you are finding my tavern to your liking? I do endeavor to sculpt it to the needs of all who frequent it. |
13472 [LADY ALYTH, ELFSONG HOSTILE] I find you distasteful. Leave me! |
13473 [LENA POST] Just leave me be. |
13474 [LOBAR, LOW LANTERN POST LOW CHAR.] I trust everything is satisfactory? Please don't hesitate to leave if it is not. |
13475 [LOBAR, LOW LANTERN POST HIGH CHAR.] Hello again. A pleasure having you here, to be sure. |
13476 [LOBAR, LOW LANTERN HOSTILE] You've made no friends here! Move along! |
13477 [LOW LANTERN GUARD HOSTILE] You've made no friends here! Move along! |
13478 [MALE COOK HOSTILE] I wouldn't trust you as far as I can spit! |
13479 [MALE COOK 2 POST] Hey, clear out. I don't need you meatheads roaming through my kitchen! *sigh* I wanna work somewhere where beer and blood aren't seasonings. |
13480 [MALE COOK 3 HOSTILE] Get out of my sight! I'll do nothing for you! |
13481 [MALE COOK 4 HOSTILE] Out! And never darken my door again! |
13482 [MALE COOK 5 POST] It's you again. By the claws of Umberlee, I can't take these interruptions much longer. Get out of my kitchen, and stay out. |
13483 [MALE COOK 5 HOSTILE] Out! And never darken my door again! |
13484 [MALE COOK 6 HOSTILE] My doors are no longer open to the likes of you! |
13485 [MALE TOWNSFOLK OF BALDUR'S GATE 10 HOSTILE] My doors are no longer open to the likes of you! |
13486 [MALE TOWNSFOLK OF BALDUR'S GATE 2 POST] Hope ye're havin' a great evening. I sure am. |
13487 [MALE TOWNSFOLK OF BALDUR'S GATE 2 HOSTILE] Get out of my sight! I'll do nothing for you! |
13488 [MALE TOWNSFOLK OF BALDUR'S GATE 3 HOSTILE] I'll not speak a word after what you did! |
13489 [MALE TOWNSFOLK OF BALDUR'S GATE 4 HOSTILE] I'll box your ears if you step an inch closer! |
13490 [MALE TOWNSFOLK OF BALDUR'S GATE 5 POST] Put a cork in that blasted bard before I done plug his hole with my boot! |
13491 [MALE TOWNSFOLK OF BALDUR'S GATE 5 HOSTILE] I'll box your ears if you step an inch closer! |
13492 [MALE TOWNSFOLK OF BALDUR'S GATE 6 POST] Don't go pokin' folk about the table, young 'un. You're liable to catch a nasty backhand. |
13493 [MALE TOWNSFOLK OF BALDUR'S GATE 6 HOSTILE] Leave me! You've outstayed your welcome! |
13494 [MALE TOWNSFOLK OF BALDUR'S GATE 7 HOSTILE] Leave me! You've outstayed your welcome! |
13495 [MALE TOWNSFOLK OF BALDUR'S GATE 8 HOSTILE] Leave me! You've outstayed your welcome! |
13496 [MALE TOWNSFOLK OF BALDUR'S GATE 9 HOSTILE] Leave me! You've outstayed your welcome! |
13497 [MALE TOWNSFOLK OF NASHKEL HOSTILE] Get out of my sight! I'll do nothing for you! |
13498 [MALE TOWNSFOLK OF NASHKEL 2 HOSTILE] Get out of my sight! I'll do nothing for you! |
13499 [MALE TOWNSFOLK OF NASHKEL 4 HOSTILE] Get out of my sight! I'll do nothing for you! |
13500 [MALE TOWNSFOLK OF NASHKEL 5 HOSTILE] Get away from me! I wouldn't trust you as far as I can spit! |
13501 [MALE TOWNSFOLK, FRIENDLY ARM 2 (SHERMAN) POST] Back again? Please leave me alone. |
13502 [MALE TOWNSFOLK, FRIENDLY ARM 2 (SHERMAN) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13503 [MAREK HOSTILE] I'll have your skull for what you've done! |
13504 [MERCHANT HOSTILE] I wouldn't trust you as far as I can spit! |
13505 [MERCHANT 2 HOSTILE] I wouldn't trust you as far as I can spit! |
13506 [MERCHANT 3 HOSTILE] I wouldn't trust you as far as I can spit! |
13507 [MERCHANT LEAGUE GUARD POST] Nothing to see here, <SIRMAAM>! |
13508 [MERCHANT LEAGUE GUARD HOSTILE] You're not welcome here! |
13509 [MERCHANT LEAGUE MERCHANT POST] Please don't bother me, I have a lot on my mind. |
13510 [MERCHANT LEAGUE MERCHANT HOSTILE] Lost your chance with me, you did! Get lost! |
13511 [MERCHANTS/SILKE POST] We thank you for stopping the evil witch before she killed us. Here, take this as a token of our appreciation. |
13512 [MERCHANTS/SILKE HOSTILE] Lost your chance with me, you did! Get lost! |
13513 [MINER OF CLOAKWOOD HOSTILE] Get away from me! I feel no safer with you than my captors! |
13514 [MINER OF CLOAKWOOD 2 HOSTILE] Get away from me! I feel no safer with you than my captors! |
13515 [MINER OF CLOAKWOOD 3 HOSTILE] Get away from me! I feel no safer with you than my captors! |
13516 [MINER OF CLOAKWOOD 4 HOSTILE] I'll not speak a word after what you did! |
13517 [MINER OF CLOAKWOOD 5 HOSTILE] Get away from me! |
13518 [MINERS, NASHKEL HOSTILE] Get away from me! |
13519 [MONK ENFORCERS HOSTILE] You've made no friends here! Move along! |
13520 [MULAHEY HOSTILE] I'll have your skulls for coming here! You'll ruin everything! |
13521 [NANTRIN BELLOWGLYN HOSTILE] You've outstayed your welcome! Out with you! |
13522 [NEB POST] Ye're boring. Don't talk to me no more. |
13523 [NILA POST LOW CHAR.] You're still here? Fun's fun, but you should go quickly now. |
13524 [NILA POST HIGH CHAR.] That party still going on? It's a wonder they haven't all fallen asleep where they stand. |
13525 [NILA HOSTILE] I'll not speak a word after what you did! |
13526 [NOBLE HUNTERS/CLOAKWOOD HOSTILE] You are little better than the animals I hunt! Get away from me! |
13527 [NOBLEMAN 10, BEREGOST (MR. HALIMSTAD) POST HIGH CHAR.] You visit again? It is not unwelcome, even though Carl and Jurgen may make it seem so. Do not overstay your welcome though, as I am unaccustomed to long visits. |
13528 [NOBLEMAN 10, BEREGOST (MR. HALIMSTAD) POST LOW CHAR.] You are definitely one of the more persistent pests I have had to my home. Again I must ask you to leave, lest you be "escorted" out. |
13529 [NOBLEMAN 10, BEREGOST (MR. HALIMSTAD) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13530 [NOBLEMAN 11 HOSTILE] Get out of my sight! I'll do nothing for you! |
13531 [NOBLEMAN 12 POST] Certainly you could have put more effort into your appearance before coming here. This is the event of the year, and you look as though you wrestled the guard to get in. Shameful. |
13532 [NOBLEMAN 12 HOSTILE] Get out of my sight! I'll do nothing for you! |
13533 [NOBLEMAN 13 POST] This is a somber occasion. Kindly refrain from acting the boor. |
13534 [NOBLEMAN 13 HOSTILE] Away with you! |
13535 [NOBLEMAN 14 POST] Ooo, you look to be an entire theme party all to yourselves. I'll have to come back when I can afford you all. |
13536 [NOBLEMAN 14 HOSTILE] Approach me not! I'll ruffle you up, I will! |
13537 [NOBLEMAN 15 HOSTILE] Approach me not! I'll ruffle you up, I will! |
13538 [NOBLEMAN 2 HOSTILE] I'll not speak a word after what you did! |
13539 [NOBLEMAN 3 HOSTILE] I'll not speak a word after what you did! |
13540 [NOBLEMAN 4 (CANDLEKEEP, THURSTON) HOSTILE] I think you should be going before you end up scaring the missus. |
13541 [NOBLEMAN 5 (CANDLEKEEP, QUINCY) POST] You have returned?! Why do you not just attack the guard if you are in such a hurry to cause trouble? Leave at once lest I call out the alarm. |
13542 [NOBLEMAN 5 (CANDLEKEEP, QUINCY) POST POST] Um, I find it odd for you to have mistaken my room for yours yet again. Kindly leave. |
13543 [NOBLEMAN 5 (CANDLEKEEP, QUINCY) HOSTILE] I'll not speak a word after what you did! |
13544 [NOBLEMAN 6 (CANDLEKEEP, CHRISTIAN) POST] You once again? I should appreciate it if you would remove your company until I sought it. Good day. |
13545 [NOBLEMAN 6 (CANDLEKEEP, CHRISTIAN) HOSTILE] I'll not speak a word after what you did! |
13546 [NOBLEMAN 7 - FRIENDLY ARM INN (MARLON) POST] I have told you previously to leave me alone. Do as I ask lest we both regret the consequences. |
13547 [NOBLEMAN 7 - FRIENDLY ARM INN (MARLON) HOSTILE] I'll not speak a word after what you did! |
13548 [NOBLEMAN 8, FRIENDLY ARM POST] Again you disturb me? You are determined to make trouble for yourself, aren't you? Fortunately for you, I am determined to ignore you. |
13549 [NOBLEMAN/BALDUR'S GATE HOSTILE] Approach me not! I'll ruffle you up, I will! |
13550 [NOBLEWOMAN 2 HOSTILE] I'll not have you near me! |
13551 [NOBLEWOMAN 3 HOSTILE] I'll not have you near me! |
13552 [NOBLEWOMAN 4 HOSTILE] I'd much prefer it if you would leave me be! |
13553 [NOBLEWOMAN 5 POST] I had thought this function was invitation only. Who let rabble such as you in? |
13554 [NOBLEWOMAN 5 HOSTILE] I'll not have you near me! |
13555 [NOBLEWOMAN 6 POST] Something... something is amiss with that large man. Perhaps I have just caught a touch of a fever, but there is something... |
13556 [NOBLEWOMAN 6 HOSTILE] I'll not have you near me! |
13557 [NOBLEWOMAN 7 HOSTILE] I'll not have you near me! |
13558 [NOBLEWOMAN 8 (LADY AREANA) HOSTILE] I'll not have you near me! I should know better than to slum with the likes of you! |
13559 [NOBLEWOMAN 9 POST] Hello again. |
13560 [NOBLEWOMAN 9 HOSTILE] I'll not have you near me! |
13561 [NOBLEWOMAN/BALDUR'S GATE HOSTILE] I'll not have you near me! |
13562 [OBERAN HOSTILE] You're not welcome here! Get out or be thrown out! |
13563 [OBERONESTATE/DELORNA HOSTILE] What you've done is wrong! You'll pay! |
13564 [OBERONESTATE/GLANMARIE HOSTILE] I've no clue why we hired such as you! Get out of my sight! |
13565 [OBERONESTATE/HELSHARA HOSTILE] What you've done is wrong! You'll pay! |
13566 [OBERONESTATE/ITHMEERA HOSTILE] What you've done is wrong! You'll pay! |
13567 [OUBLEK POST] I apologize, but I have many matters at hand. |
13568 [OUBLEK HOSTILE] My doors are no longer open to the likes of you! |
13569 [PERFORMERS OF NASHKEL HOSTILE] Get out of my sight! I'll do nothing for you! |
13570 [POE THE BARD POST] I must apologize if I seem rude, but I must ask for privacy. I must finish these changes to my epic poem. |
13571 [POE THE BARD HOSTILE] My words are likely lost on such thick skulls as yours. Leave me. |
13572 [PRAT HOSTILE] I'll not speak a word after what you did! |
13573 [PRIEST OF OGHMA 2 HOSTILE] It would be wise for you to leave. Now. |
13574 [PRIEST OF OGHMA 3 HOSTILE] It would be wise for you to leave. Now. |
13575 [PRIEST OF OGHMA 4 POST] I am very busy with my patients; I'll have to ask that you give me some room. |
13576 [PRIEST OF OGHMA 4 HOSTILE] It would be wise for you to leave. Now. |
13577 [PRIEST OF OGHMA 5 HOSTILE] It would be wise for you to leave. Now. |
13578 [PRIEST OF OGHMA 7 HOSTILE] It would be wise for you to leave. Now. |
13579 [PRIEST OF UMBERLEE HOSTILE] You've outstayed your welcome! |
13580 [PROSTITUTE OF BALDUR'S GATE 2 HOSTILE] You'll get nothing from me! |
13581 [PROSTITUTE OF BALDUR'S GATE 3 HOSTILE] You'll get nothing from me! |
13582 [PROSTITUTE OF BALDUR'S GATE 4 HOSTILE] Get near me again and I'll have your nethers on a platter! |
13583 [PROSTITUTE OF BALDUR'S GATE 5 POST] I told ye I was busy! Now leave! |
13584 [PROSTITUTE OF BALDUR'S GATE 5 HOSTILE] Get near me again and I'll have your nethers on a platter! |
13585 [PROSTITUTE OF BALDUR'S GATE 6 POST] Bugger off, I don't want yer uppity self 'round here. |
13586 [PROSTITUTE OF BALDUR'S GATE 6 HOSTILE] Get near me again and I'll have your nethers on a platter! |
13587 Gold |
13588 [PROSTITUTE OF BALDUR'S GATE 7 POST] Don't ye go messin' wit' these other hedge dollies. They don't know the business like I do. |
13589 [PROSTITUTE OF BALDUR'S GATE 7 HOSTILE] Get near me again and I'll have your nethers on a platter! |
13590 [PROSTITUTE OF BALDUR'S GATE 8 POST] Why do I get the feeling that where you're from, "bumping uglies" meant a headbutting contest? Out of my way, I've a moneygrubbing manager to pay off. |
13591 [PROSTITUTE OF BALDUR'S GATE 8 HOSTILE] Get near me again and I'll have your nethers on a platter! |
13592 [QUAYLE POST] Bumbling simpletons, get out of my way! |
13593 [READER 2 HOSTILE] I'll not speak a word after what you did! |
13594 [READER 3 HOSTILE] I'll not speak a word after what you did! |
13595 [READER 4 HOSTILE] I'll not speak a word after what you did! |
13596 [RIELTAR HOSTILE] You'll pay for what you've done! |
13597 [SANCTUARY/REDEDGE POST] Eh, wot? Sorry, but I rather little time for noshing words just now. I'm off to better climes. |
13598 [SANCTUARY/REDEDGE HOSTILE] I rather think that you should avoid me. I've taken a rather strong dislike towards you, and I'm not called "Rededge" because of a gum disorder. |
13599 [SANCTUARY/SILENCE HOSTILE] Lost your chance with me, you did! Get lost! I'll have you quartered and halved if you're not gone soon enough! |
13600 [SANCTUARY/THIEF HOSTILE] Get away from me or you'll be dead by morn! |
13601 [SANCTUARY/UTILITY THIEF HOSTILE] Get away from me or you'll be dead by morn! |
13602 [SENIYAD POST] Greetings. I am Seniyad. I warn you now, these are my protected lands. If you disturb the balance, the repercussions will be severe. Consider yourself warned. |
13603 [SENIYAD HOSTILE] I'll not speak a word after what you did! |
13604 [SERVANT POST] Excuse me, but I have many duties to perform. |
13605 [SERVANT 2 HOSTILE] Not to be rude, but I'd rather you left immediately. |
13606 [SERVANT HOSTILE] Not to be rude, but I'd rather you left immediately. |
13607 [SERVING WENCH, ELFSONG TAVERN POST] Ye drop another careless hand near me and I swears you'll lose it! Order up at the bar. |
13608 [SENIYAD POST] Greetings. I am Seniyad. I warn you now, these are my protected lands, if you disturb the balance the repercussions will be severe. Consider yourself warned. |
13609 [SENIYAD HOSTILE] I'll not speak a word after what you did! |
13610 [SERVANT POST] Excuse me, but I have many duties to perform. |
13611 [SERVANT HOSTILE] Not to be rude, but I'd rather you left immediately. |
13612 [SERVANT 2 HOSTILE] Not to be rude, but I'd rather you left immediately. |
13613 [SERVING WENCH, ELFSONG TAVERN POST] Ye drop another careless hand near me and I swears you'll lose it! Order up at the bar. |
13614 [SERVING WENCH, ELFSONG TAVERN HOSTILE] Get away, you nobbish plonker! |
13615 [SEVEN SUNS GUARDS HOSTILE] Get out or be thrown out! |
13616 [SEWER CLEANER HOSTILE] I hobe the monsterbs downd here get youb! |
13617 [SHADOW THIEVES HOSTILE] Get out of my sight! I'll do nothing for you! |
13618 [SILKE POST] You must excuse me, but I'm terribly busy right now. |
13619 [SILVERSHIELD HOUSEHOLD GUARD HOSTILE] You're not welcome here! Get out or be thrown out! |
13620 [SLAVE HOSTILE] Get away from me! |
13621 [SLAVE 2 HOSTILE] Get away from me! |
13622 [SLAVE 3 HOSTILE] Get away from me! |
13623 [SLAVE 4 HOSTILE] Get away from me! |
13624 [SLAVE 5 HOSTILE] Get away from me! |
13625 [SLAVE 6 HOSTILE] Get away from me! |
13626 [SMITH POST LOW CHAR.] I trust you have learned some manners since we last met? If not, there is the door. |
13627 [SMITH POST HIGH CHAR.] Welcome back. Hopefully we can be of assistance. |
13628 [SMITH HOSTILE] I wouldn't trust you as far as I can spit! |
13629 [SMUGGLERS/BALDUR'S GATE HOSTILE] You've made no friends here! Move along! |
13630 [THALDORN HOSTILE] Leave me be or you'll regret it! |
13631 [THIEVESGUILD/Gantolandan HOSTILE] I'll learn you some respect! You'll not leave here walking! |
13632 [THIEVESGUILD/NARLEN HOSTILE] Cullin' petty snatcherbrats! Get well away from me footspace lest you get an eye-full o' blade! |
13633 [THIEVESGUILD/NIKLOS HOSTILE] You've made no friends here! Move along! |
13634 [THIEVESGUILD/RESAR HOSTILE] I shall enjoy your demise! |
13635 [THIEVESGUILD/WATCHMAN HOSTILE] Miscreant! I'll have your neck! |
13636 [TOR LOBO HOSTILE] I smack you now! Get what you deserve! |
13637 [TOWNSFOLK, FEMALE, BEREGOST 2 (KAITLIN) POST] I told you before. I don't want you here! Now git! |
13638 [TOWNSFOLK, FEMALE, BEREGOST 2 (KAITLIN) HOSTILE] You've outstayed your welcome! |
13639 [TOWNSFOLK, FEMALE, BEREGOST 3 (MALICIA) POST] I'm no more patient now than when you first burgled in here. Turn and leave, lest you regret it for the rest of your very short life! |
13640 [TOWNSFOLK, FEMALE, BEREGOST 3 (MALICIA) HOSTILE] Lost your chance with me, you did! Get lost! |
13641 [TOWNSFOLK, FEMALE, BEREGOST 4 (HENRETTE) HOSTILE] Get away from me! |
13642 [TOWNSFOLK, FEMALE, BEREGOST 5 HOSTILE] Get away from me! |
13643 [TOWNSFOLK, FEMALE, BEREGOST 6 POST] I wouldn't stick around if I were you. Mother can be quite the hellion when she's roused. |
13644 [TOWNSFOLK, FEMALE, BEREGOST 6 HOSTILE] Get away from me! |
13645 [TOWNSFOLK, FEMALE, BEREGOST 7 HOSTILE] You're not welcome here! |
13646 [TOWNSFOLK, FEMALE, BEREGOST 8 POST] If you don't leave at once I shall call for someone to "help" you. |
13647 [TOWNSFOLK, FEMALE, BEREGOST 8 HOSTILE] You're not welcome here! |
13648 [TOWNSFOLK, FEMALE, BEREGOST 9 (SARI) HOSTILE] You're not welcome here! |
13649 [TOWNSFOLK, FEMALE/BEREGOST HOSTILE] You'll get nothing from me! |
13650 [TOWNSFOLK, FEMALE/FRIENDLY ARM HOSTILE] Leave me! |
13651 [TOWNSFOLK, MALE, BEREGOST 10 HOSTILE] You've made no friends here! Move along! |
13652 [TOWNSFOLK, MALE, BEREGOST 11 POST HAVE NOT] Hello? Oh, 'tis you again. If you please, I am rather not in the mood for speaking right now. Leave me. |
13653 [TOWNSFOLK, MALE, BEREGOST 11 POST GIVE NOT] You again?! You tempt the very fates by daring to come into MY house again! I'll not suffer your presence a second more than I have to! Begone! |
13654 [TOWNSFOLK, MALE, BEREGOST 11 HOSTILE] Get out or be thrown out! |
13655 [TOWNSFOLK, MALE, BEREGOST 7 (DAVIS) HOSTILE] Lost your chance with me, you did! Get lost! |
13656 [TOWNSFOLK, MALE, BEREGOST 2 (BERDEN) HOSTILE] You've outstayed your welcome! |
13657 [TOWNSFOLK, MALE, BEREGOST 3 (DATH) HOSTILE] You've outstayed your welcome! |
13658 [TOWNSFOLK, MALE, BEREGOST 4 (SOLGEN) HOSTILE] What you've done is wrong! Leave! |
13659 [TOWNSFOLK, MALE, BEREGOST 5 (BORLAND) POST HIGH CHAR.] Hello again. I trust you are enjoying Beregost in all its meager splendor? |
13660 [TOWNSFOLK, MALE, BEREGOST 5 (BORLAND) POST LOW CHAR.] You are unwelcome in my house. It's a phrase I am unused to saying, but nevertheless, it is true. Please leave. |
13661 [TOWNSFOLK, MALE, BEREGOST 5 (BORLAND) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13662 [TOWNSFOLK, MALE, BEREGOST 8 POST] Don't bother me; I'm busy packing. |
13663 [TOWNSFOLK, MALE, BEREGOST 8 HOSTILE] Lost your chance with me, you did! Get lost! |
13664 [TOWNSFOLK, MALE, BEREGOST 9 HOSTILE] Get out of my sight! I'll do nothing for you! |
13665 [TOWNSFOLK, MALE, BEREGOST 6 HOSTILE] Get out of my sight! I'll do nothing for you! |
13666 [TOWNSFOLK, MALE/BALDUR'S GATE HOSTILE] I'll box your ears if you step an inch closer! |
13667 [TOWNSFOLK, MALE/BEREGOST HOSTILE] I'll box your ears if you step an inch closer! |
13668 [TOWNSFOLK, MALE/FRIENDLY ARM HOSTILE] I'll box your ears if you step an inch closer! |
13669 [TOWNSFOLK/TOWN CRIER/BEREGOST HOSTILE] Get away from me! I've work to do! |
13670 [TRANZIG HOSTILE] Get out of my sight! I'll do nothing for you! |
13671 [TRAVELER - FRIENDLY ARM INN (WADE) POST HIGH CHAR.] And so I sesh to the guy, "But if that's you shister, where'sh my WIFE?" HAW! Oh sorry, did I just spit on you? Oh, it's my friend back again! Just trying to drink enough courage to head back on that dusty trail. Perhaps I shall stay a touch longer, though; the sky is clear, but my own head is cloudy. |
13672 [TRAVELER - FRIENDLY ARM INN (WADE) POST LOW CHAR.] Well, how's that for a surprise kick in the head? The sourpuss hast returned to the land of merrymakers. I trust you will be a little more amiable? |
13673 [TRAVELER - FRIENDLY ARM INN (WADE) HOSTILE] Not to be rude, but I'd rather you left immediately. |
13674 [TRAVELER 2 HOSTILE] Not to be rude, but I'd rather you left immediately. |
13675 [VICONIA POST] Get away from me, surface scum! |
13676 [VOLO'S SERVING WENCH HOSTILE] Lost your chance with me, you did! Get lost! |
13677 [WAITER HOSTILE] Get out of my sight! I'll do nothing for you! |
13678 [WATCHER 2 HOSTILE] I'll not have you near me after what you've done! |
13679 [WILTON POST] Sorry, young 'un, but I gotta lot of farming to do. |
13680 [WILTON HOSTILE] Leave me be. I got nothin' for you. |
13681 [XAN POST] I apologize if I seem abrupt, but I must be leaving, and quickly. |
13682 [YAGO POST] Haven't you bothered me enough?! |
13683 [YAGO HOSTILE] Get out of my sight! I'll do nothing for you! |
13684 [YESLICK POST] Fancy meeting the bunch of you again. Well, I better git going, I have heads to bust up. |
13685 swap mouse buttons |
13686 command sounds |
13687 scroll speed |
13688 marker feedback |
13689 footsteps |
13690 always |
13691 never |
13692 slow |
13693 fast |
13694 least |
13695 most |
13696 Options |
13697 dither always |
13698 chapter |
13699 game |
13700 Store |
13701 store |
13702 group |
13703 buy |
13704 sell |
13705 cost |
13706 price |
13707 Information |
13708 Potion of Power |
13709 Buckler |
13710 Buckler |
13711 Chat: |
13712 Bird |
13713 Vulture |
13714 Seagull |
13715 Squirrel |
13716 Rat |
13717 Chicken |
13718 Bird |
13719 Vulture |
13720 Seagull |
13721 Squirrel |
13722 Rat |
13723 Chicken |
13724 CHOOSE AMOUNT |
13725 Furret |
13726 COMMANDS |
13727 cancel |
13728 new game |
13729 load game |
13730 save game |
13731 quit game |
13732 [KROTAN 1] What?! Well, I guess me have visitors. Me Krotan-Rock. Do come in. |
13733 [KROTAN 2] |
13734 [KROTAN 3] KILL THEM! KILL THEM AND THE KEEP BE OURS! |
13735 [KROTAN 4] |
13736 [KROTAN 5] Die here, you will! |
13737 [KROTAN 6] None stand in Krotan's way! |
13738 [KROTAN 7] You will fall before me! |
13739 [KROTAN 8] |
13740 [KROTAN 9] |
13741 [SATOS 1] This way, good <SIRMAAM>! Over here! |
13742 [SATOS 2] I am a man of peace! Leave us be! |
13743 â€â€NOTEXT |
13744 [SATOS 3] |
13745 [SATOS 4] Try to keep things as quiet as possible. |
13746 [SATOS 5] Forgive me, but I have meditations to attend to. |
13747 [SATOS 6] Ahead... many of them... must be stopped... |
13748 [SATOS 7] Take this... end it for... |
13749 [SATOS 8] |
13750 [SATOS 9] |
13751 Heh, my reputation's probably calmed down by now anyways. See ya around, ya lumps. |
13752 You've got hardy hides, folk. If you ever need a little more dwarven muscle around, you've got it. |
13753 A party of women, is it? Well met. Hey, if you ever happen to have a man tagging along with you, bring him down this way. I'd love to rub his nose in it, a little. |
13754 Ah, I'm finally released from this infernal duty! I swear by every god in a million pantheons that I will NEVER lose a duel to another overly masculine thug in my life. |
13755 Damn it, you lose one well-fought duel to an oafish lout of a man and you get attached. I almost hate to say it but you've earned my respect. |
13756 You have been very kind to me in this strange and lighted world. Perhaps you are right, though. The drow were meant to be a race apart... Take care of yourselves, all right? |
13757 [AVERY 1] Heathen outsiders. |
13758 [AVERY 2] |
13759 [AVERY 3] I should expect no better from the likes of you! |
13760 [AVERY 4] What need ye from me? |
13761 [AVERY 5] Hopefully, this shall all be over soon. |
13762 [AVERY 6] Begone, and do what ye must. |
13763 [AVERY 7] I take no comfort from your presence. |
13764 [AVERY 8] |
13765 [AVERY 9] |
13766 [UTOR 1] Oh, I am not much help for you. I'll just sit with me pretties and... watch them sparkle. Ho ho... |
13767 [UTOR 2] HELLLLLP! |
13768 [UTOR 3] |
13769 [UTOR 4] I sad, but sparkle makes for happy. |
13770 [UTOR 5] I not like sad talk. I go sit wit' me pretties. |
13771 [UTOR 6] I once had shinies piled up to da sky! I don' remember where day are though. |
13772 [UTOR 7] You find me friends, okay? |
13773 [UTOR 8] |
13774 [UTOR 9] |
13775 [HASTENBACK 1] Can I be helpin' you? |
13776 [HASTENBACK 2] Ahh! This is insane! |
13777 [HASTENBACK 3] This is insane! We've no need to fight each other! |
13778 [HASTENBACK 4] Fiend! He is but a child! Help! |
13779 [HASTENBACK 5] I have little more to say. |
13780 [HASTENBACK 6] You've heard my stories. Nothing has changed since we talked last. |
13781 [HASTENBACK 7] Leave me! I would be alone! |
13782 [HASTENBACK 8] |
13783 [HASTENBACK 9] |
13784 [PIQUE 1] 'Ere there... pssst! This way. |
13785 [PIQUE 2] I've done had enough of this! |
13786 [PIQUE 3] My blade will cut ye down to size! |
13787 [PIQUE 4] 'Tis something most unnatural here and I want no part of it. |
13788 [PIQUE 5] I told ya 'twas Eldoth that done the deeds. I knows nothing more, so leave me to go. |
13789 [PIQUE 6] Getting out alive I am. 'Tis nothing for me 'ere now. |
13790 [PIQUE 7] Good on you if ye save the day. I care not, for I am gone! |
13791 [PIQUE 8] |
13792 [PIQUE 9] |
13793 [SHELTAN 1] 'Ere there. Not all the guard resent your coming as Eldoth does. |
13794 [SHELTAN 2] The fight is lost! I must escape! |
13795 [SHELTAN 3] An enemy I can see! 'Tis about time! |
13796 [SHELTAN 4] I have said too much already. I must go. |
13797 [SHELTAN 5] I have spake my mind. The rest is your affair. |
13798 [SHELTAN 6] I can help ye no further lest I risk treason. |
13799 [SHELTAN 7] Good luck on your mission. Tyr guide thy blade. |
13800 [SHELTAN 8] |
13801 [SHELTAN 9] |
13802 [LENORE 1] By Ilmater, please, send him home. |
13803 [LENORE 2] 'Tis too much! I can't bear it! |
13804 [LENORE 3] Filthy creatures! You will harm no more! |
13805 [LENORE 8] Me? I shall guide us well. |
13806 [LENORE 17] How can I help? |
13807 [LENORE 18] What must I do? |
13808 [LENORE 19] Just point the way. |
13809 [LENORE 20] Ilmater protect us. |
13810 [LENORE 21] Certainly. |
13811 [LENORE 22] As well as I can. |
13812 [LENORE 27] That body, it looks like... no... NO! |
13813 [LENORE 28] My Montgomery. My sweet! |
13814 [LENORE 29] Well, 'tis... 'tis little I can do here. Onward... |
13815 [LENORE 30] You caused all this?! Then you will DIE! DIE AND ROT! |
13816 [LENORE 31] Destroyer of beauty! I swear that YOU... WILL... DIE! |
13817 [LENORE 38] |
13818 [LENORE 39] |
13819 [LENORE 40] No! How many more must die?! |
13820 [LENORE 41] May all Nine Hells have at thee. |
13821 You're a fool if you believe I would trust your benevolence. Step aside and you and your lackeys will be unhurt. |
13822 You're perceptive for an old man. You know why I'm here. Hand over your ward and no one will be hurt. If you resist, it shall be a waste of your life. |
13823 I'm sorry that you feel that way, old man. |
13824 Miner |
13825 Bandit |
13826 Miner |
13827 Druid |
13828 Druid |
13829 Drunk |
13830 Drunk |
13831 Female Cook |
13832 Female Cook |
13833 Flaming Fist Enforcer |
13834 Flesh Golem |
13835 Flaming Fist Enforcer |
13836 Rufie |
13837 Rufie |
13838 Bandit |
13839 Halfling Man |
13840 Halfling Woman |
13841 Halfling Enforcer |
13842 Halfling Man |
13843 Halfling Woman |
13844 Halfling Enforcer |
13845 Furret |
13846 Harbor Master |
13847 Harbor Master |
13848 Hastenback |
13849 Hastenback |
13850 Hentold |
13851 Hentold |
13852 Household Guard |
13853 Household Guard |
13854 Iron Throne Household Guard |
13855 Iron Throne Household Guard |
13856 Iron Throne Merchant |
13857 Iron Throne Merchant |
13858 Male Cook |
13859 Male Cook |
13860 Merchant League Guard |
13861 Merchant League Guard |
13862 Monk Enforcer |
13863 Monk Enforcer |
13864 Prostitute |
13865 Prostitute |
13866 Guard Enforcer |
13867 Guard Enforcer |
13868 Priest of Gond |
13869 Priest of Gond |
13870 Priestess of Umberlee |
13871 Priestess of Umberlee |
13872 Prostitute |
13873 Prostitute |
13874 Scribe |
13875 Scribe |
13876 Seeker |
13877 Seeker |
13878 Servant |
13879 Servant |
13880 Serving Wench |
13881 Serving Wench |
13882 Sewer Cleaner |
13883 Sewer Cleaner |
13884 Slave |
13885 Slave |
13886 Smuggler |
13887 Smuggler |
13888 Storekeep |
13889 Thief |
13890 Thief |
13891 Waiter |
13892 Waiter |
13893 'Tis certainly good to see a face possessed of fewer teeth than my captors. I am Dynaheir, and I welcome thine aid. |
13894 How did you come to be trapped in such a place? You do not look as though you are helpless. |
13895 My aid is not without its price. What have you to offer for my services? |
13896 I came only to vanquish these creatures. Rescuing you was fortunate, but none of my concern. Scuttle back home while I collect what treasure these animals had. |
13897 I fear I was separated from my guardian, Minsc. I know not his fate, for we were ambushed in the night. Doubtless he is alive and looking for me, though the blow to the head he suffered cannot have further helped his wits. He is a good and noble warrior, though less gifted in matters of judgment. Mayhaps I could travel with thee until I find him? |
13898 Excuse me, but I must ask that you leave me be. I am waiting for someone and do not wish to be distracted. |
13899 'Tis dark times indeed when such as thee would talk to me thus. If thou wouldst decline the company of an established mage, perhaps thine own head bears examining even moreso than my bodyguard's. I take my leave of thee. |
13900 Here they are now: Feldepost's thugs. Strike when I tell you to. |
13901 Player Permissions |
13902 Character Arbitration |
13903 Connection |
13904 session password (optional) |
13905 options |
13906 logout |
13907 ready |
13908 go |
13909 OPTIONS |
13910 listen to join requests |
13911 difficulty |
13912 yes |
13913 no |
13914 statistics, experience, items |
13915 statistics, experience |
13916 statistics |
13917 My rescue was timely and appreciated. I suppose some manner of payment might be warranted, though I have little other than mine own skills to give. Wouldst thou accept the company of one practiced in the magical arts as reward? I could do with an escort as well, at least until I locate my bodyguard, Minsc. |
13918 I welcome your company in my group, and I'm sure we'll meet this Minsc of yours sooner or later. |
13919 I neither want, nor require your company. Off with you, if that is all you have to offer. |
13920 I neither want, nor require your company. Off with you, if that is all you have to offer. |
13921 I welcome your company in my group, and I'm sure we'll meet this Minsc of yours sooner or later. |
13922 My aid is not without its price. What have you to offer for my services? |
13923 GAH! By the gods o' all the depths, you scared the livin' bejeezers outta me! Leave us to get back to work, will ya! We gotta meet our quota or they send us down to the lower levels. Last crew lost five men down there. |
13924 I'm here breakin' my back to feed my family. What's your excuse? Lookin' for "adventure"? You'll find it below if you're fool enough. The dead walk beneath the earth. |
13925 Don't be bothering me! The sooner I get my job done, the sooner I get my sorry arse out of this deathtrap. It's safe up here, but down below... not even the ore stays pure down there. It ain't natural. |
13926 I got no time for chatter. We're working double shifts, but we don't produce no more usable ore. Miners don't go below unless forced, and what we do bring up is... tainted. |
13927 Emerson say we gots a problem with mongrel dogs below, but I ain't never seen no dog with a sword! I swear it's true, but they keep me quiet. |
13928 You really want adventure, struggle, and treasures? Try earning an honest living for a change. My daughter shines brighter than any jewel you'll ever take from the beasties below. Some day you'll settle. Then you'll know. |
13929 I don't mind diggin' if there's a point to it, but all we bring up is plagued anyway. Found some tracks and a glass vial too, so it ain't no accident. Wish someone would stick a sword up the tenders of whoever's behind it. |
13930 Don't try to threaten me! I won't be easy prey for you to beat on, I've brought friends! |
13931 Shut up! There'll be no weaseling out of this one. STRIKE NOW! Kill them all! |
13932 They're as good as dead! |
13933 Stop this madness. We won't murder those who are obviously innocent men. |
13934 Don't let even one of them live! |
13935 Our deal is off! In any case, you're probably too cowardly to be any good in a fight. I'll deal with them myself, after I deal with you! |
13936 Your sniveling altruism has always made me sick, Garrick. Shut up and stay out of my way. |
13937 Boo, do my eyes deceive me? Dynaheir! Who are these knaves that would dare to stand so close to you?! If they are the ones that took you from me I shall tear their skins off! |
13938 Stand easy, Minsc. They are to be trusted, for it was their valor that rescued me. |
13939 Then I am truly shamed. I could not prevent your capture, and strangers were your saviors. I present my head for the taking. |
13940 Now, Minsc, that thick head is best left where it is, regardless of how little it is used. Thou shalt continue to accompany me as previously assigned. No doubt our new friends would welcome a warrior of thy... perseverance. |
13941 I am sorry, but I have space for Dynaheir alone. |
13942 If I have my choice, I should prefer to take Minsc on his own. |
13943 You are both welcome additions. |
13944 Sorry, but I should prefer it if both of you went on your way. |
13945 Wondrous! Introductions are formally in order then. I am Minsc, and I am the sworn protector of the fair Dynaheir. Boo is my faithful animal companion, and more than he seems. My friend since the h-h-head wound, he is the only miniature giant space hamster you are ever likely to meet. We have a bond, we do. Onward! Onward to adventure! |
13946 Pay him little mind. Minsc must make his dajemma by seeking adventure, while I must prove my worth to my... sisters in much the same manner. 'Tis an interesting time for the realms, with great things foretold for the Sword Coast. Hopefully we shall all find what we seek. |
13947 I should watch your step amidst the mine guards. They're just itchin' for an enemy they can see. Tired o' this accursed cat 'n mouse with whoever is below. |
13948 You make one move that be suspicious, and I swear your head will leave the mines before your neck. |
13949 Don't know what's been happening to the ore, and I don't rightly care. I'm here to protect the miners, and that DON'T include poking around in the depths. |
13950 Some of the younger guards may be nervous because of what's been going on, but I've been around a bit. Kobold tracks down there. Lots of 'em. |
13951 Smelled a kobold the other day and chased him down as far as I dared. Let 'em have their dank holes if they want. Nothin' but a nuisance on their own, anyway. Too stupid to be behind what's going on. |
13952 I was on deep patrol yesterday. Saw the body of one of the miners that was lost weeks ago. Scary thing was... it saw ME too. |
13953 I canna believe I'm reduced to wearing this shoddy armor. Between you and me, I smuggled out some ore for a blacksmith friend to use. Even that was plagued like the rest. |
13954 create |
13955 import |
13956 export |
13957 delete |
13958 Easy |
13959 Hard |
13960 Well, that was pathetic, but then, men are the weaker sex. Thanks for the easy cash. |
13961 You're the most sickly group of adventurers I've ever laid eyes on. Get out of my sight before I throw up. |
13962 protocol |
13963 create game |
13964 join game |
13965 connection |
13966 Protocol |
13967 ipx |
13968 tcp/ip |
13969 Beamdog.net |
13970 serial |
13971 SESSIONS |
13972 Modem Devices |
13973 phone number |
13974 Serial |
13975 port |
13976 speed |
13977 TCP/IP |
13978 Buy and Sell |
13979 Session Name |
13980 Player |
13981 Steal |
13982 Player Name |
13983 I'm not fat, I'm big-boned! Enormously boned, actually. Fantastically huge bones the likes of which have never before been seen on creatures without a trunk or a blowhole. |
13984 I wish I could help you friend, but I've not been able to collect my thoughts since I missed breakfast this morning. Practically wasting away, I am. |
13985 Away with you, or the guard will have you boiled in oil! Or perhaps... fricasseed in oil... with a lovely salmon, white wine sauce and those little bread sticks that are just sooo good. Yum. |
13986 There's a thin person inside me just screaming to get out. Serves him right, though. Shouldn't have stood so close to the buffet. |
13988 Oh, this iron shortage is TERRIBLE! If it weren't for SILVERware I don't know how I'd survive. |
13989 I'd love to stay and chitchat the day away, but I'll lose my youthful exuberance if I miss lunch. |
13990 Such boorish manners! It's nearly enough to put a person off her food... nearly. |
13991 I'm afraid I've very little information for you, though we MUST do lunch sometime. I don't know why we haven't before. |
13992 I may be a touch overweight, but you are little more than a pointed stick. Careful I don't lodge you somewhere. |
13993 Mind your manners with the patrons. Everybody is just here to relax. So, would you like a drink? |
13994 Careful you have too much of the drink. You don't want to be stumbling through Baldur's Gate without your wits in good order. So, would you like a drink? |
13995 As long as you're buying, you're welcome here. So, would you like a drink? |
13996 I help run a clean establishment here. Don't go messin' it up. So, would you like a drink? |
13997 Whatever your poison, you're sure to find it somewhere in Baldur's Gate. So, would you like a drink? |
13998 If you've complaints about the service, there's a wall out back that'll be glad to hear 'em. So, would you like a drink? |
13999 Hit Point Modification |
14000 Slow |
14001 Sleep |
14002 Silence |
14003 Save vs. Spell |
14004 Save vs. Breath Weapon |
14005 Save vs. Polymorph |
14006 Save vs. Wand |
14007 Panic |
14008 Lore |
14009 Save vs. Death |
14010 Resurrect |
14011 Resist Magic |
14012 Resist Fire |
14013 Resist Electricity |
14014 Resist Cold |
14015 Resist Acid |
14016 Remove Curse |
14017 Poison |
14018 Morale Modification |
14019 Luck |
14020 Invisible |
14021 Intelligence Modification |
14022 Healed |
14023 Hasted |
14024 Dexterity Modification |
14025 Defrost |
14026 Death |
14027 Damage Taken |
14028 Cure Poison |
14029 Constitution Modification |
14030 Color Glow Pulse |
14031 Color Glow Solid |
14032 Color Change |
14033 Charm |
14034 Charisma Modification |
14035 Calm |
14036 Berserk |
14037 Awaken |
14038 Rate of Fire |
14039 Sparkle |
14040 Spell Memorization Mage |
14041 Stone To Flesh |
14042 Strength Modification |
14043 Stun |
14044 Unstun |
14045 Visible |
14046 Vocalize |
14047 Wisdom Modification |
14048 Single Color Pulse All |
14049 Color Tint Solid |
14050 Color Light Solid |
14051 Animation Change |
14052 THAC0 Modification |
14053 Slay |
14054 Alignment Reversal |
14055 Alignment Change |
14056 Dispel Effects |
14057 Skill Stealth |
14058 Casting Failure Probability |
14059 Spell Memorization Cleric |
14060 Infravision |
14061 Infravision Disabled |
14062 Blur |
14063 Translucent |
14064 Summon |
14065 Unsummoned |
14066 Non detection |
14067 End Non-Detection |
14068 Sex Change |
14069 AI Change |
14070 Damage Modifier |
14071 Blindness |
14072 Cure Blindness |
14073 Deafness |
14074 Cure Deafness |
14075 Set AI Script |
14076 Immunity to Projectile |
14077 Resist Magic Fire |
14078 Resist Magic Cold |
14079 Resist Slashing |
14080 Resist Crushing |
14081 Resist Piercing |
14082 Resist Missile |
14083 Skill Lock Picking |
14084 Skill Traps |
14085 Skill Pick Pocket |
14086 Fatigue |
14087 Intoxication |
14088 Skill Tracking |
14089 Level |
14090 Strength Extra Modification |
14091 Regeneration |
14092 Spell Duration Modification |
14093 Protection From Creature |
14094 Immunity To Effect |
14095 Immunity to Spell Level |
14096 Name |
14097 XP |
14098 Gold |
14099 Morale Break |
14100 Portrait |
14101 Reputation |
14102 Held |
14103 Retreat From |
14104 Create Weapon |
14105 Destroy Weapon |
14106 Equip Weapon |
14107 Dither |
14108 Detect Alignment |
14109 Dispel Invisible |
14110 Show Area |
14111 Show Creatures |
14112 Mirror Image |
14113 Immunity to Weapon |
14114 Visual Animation Effect |
14115 Create Item |
14116 Destroy Item |
14117 Teleport |
14118 Knock |
14119 Movement Rate |
14120 Random Summon |
14121 Confusion |
14122 Aid |
14123 Bless |
14124 Chant |
14125 Draw Upon Holy Might |
14126 Luck |
14127 Petrification |
14128 Polymorph |
14129 Force Visible |
14130 Chant (reversed effect) |
14131 Set Sequence |
14132 item |
14133 identify |
14134 Morale Failure |
14135 Take your business elsewhere! I need nothing from the likes of you! |
14136 A good question, young man. I would guess that we are the first people to walk this room in nearly five thousand years. The very gods of Netheril would have been young at that time. |
14137 Now we'll get some real information about what these peoples were truly like! |
14138 Business been a little slow in the "Gate" lately. Good to see fresh faces in town. |
14139 You think the "Gate" is busy now? She's a ghost town compared to before the iron shortage. |
14140 It don't matter what you need, you'll find it in Baldur's Gate. |
14141 Have I seen you 'round here before? Not too many new faces come through, what with the troubles lately. |
14142 A pity you couldn't have seen Baldur's Gate before the current troubles arrived. The amount of commerce was staggering. |
14144 Rumors |
14145 Colors |
14147 24 |
14148 Yes, yes, the all-seeing Tiax thinks that his leaving would be best. He must finalize his stratagems and consult in secret with Cyric. You shall, of course, meet the Great Tiax again, at which point I will make my grand ascension and appoint you to your rightful place as whipper of the slaves and faithless. |
14149 Winter Wine |
14150 32 |
14151 Windows must be running in High Color or True Color mode in order to run Baldur's Gate in a window. |
14152 Lock of Nymph's Hair |
14153 Wyvern Head |
14154 Wyvern Head |
14155 Lock of Nymph's Hair |
14156 Broken Weapon |
14157 Temple of Oghma |
14158 Broken Weapon |
14159 â€â€NOTEXT |
14160 Ooo love. You're a cheeky monkey, aren't you? |
14161 I love a fighter in full plate. They just look so... hard. |
14162 I generally avoid temptation unless I can't resist it. |
14163 I'm no angel, but I've spread my wings a bit. |
14164 It is better to be looked over than overlooked. |
14165 The curve is more powerful than the sword. |
14166 Too many girls follow the line of least resistance, but a good line is hard to resist. |
14167 Anything worth doing is worth doing slowly. |
14168 Melicamp |
14169 Melicamp |
14170 Pickin' pockets ain't as profitable as it once was. It's nearly enough to drive a man to honest work. |
14171 Rogue |
14172 Rogue |
14173 Warehouse Worker |
14174 Warehouse Worker |
14175 Administrative Worker |
14176 Administrative Worker |
14177 Rooms |
14178 Healing |
14179 steal |
14180 Broken Shield |
14181 Thunderhammer Smithy |
14182 Broken Shield |
14183 â€â€NOTEXT |
14184 hi |
14185 Shut up, Jim. |
14186 hey |
14187 You shut up. |
14188 ya, hey. |
14189 Shut up, Jim. |
14190 I got no time for your flim flams and jawings. Leave me to my pickings. |
14191 Locals don't have the scratch to feed my fingers like the merchants from afar. You'd think the routing banditry would have some professional courtesy for their city-sinning cousins and let a mark or two through. |
14192 Normally I don't give the hairs on a sweet rat's patoot about local concerns, but now I canna even buy a new set of picks because of the iron shortage. |
14193 You've an unfamiliar mug, so ye must be new to town, eh? Well, take a long walk sea-wise! T'ain't enough lootings for the sneaksmen already here, so keep yer hands in your own pockets and we'll get along just spanky dandy. |
14194 I swears she dropped her purse an' I just picked it up for her! I never di... wait a sec. You're no guard, just a nosy ne'er-do-well interrupting my pickings! Off! Lest I pin you floor-wise! |
14195 'Ere, friend, you'll put me off my game interrupting me like this. I've nothing to tell you that you can't learn for yourself, so leave me to my sneaking. |
14196 I've no interest in talkin' to the likes of you, unless you loosen the strings of your purse a bit. Then I'll be happy to chat, and to lighten the heavy load you are burdened with. |
14197 'Twould be good if you tithed a few coins now and then. The favor of gods is worth a few gold. |
14198 'Twould be good if you tithed a few coins now and then. The favor of gods is worth a few gold. |
14199 Ahh! I can't fight ya, but I'll call the guard, I will! Rather be in jail than dead from you! Help! Nasty mean and evil! |
14200 Help! Nasty mean and evil! |
14201 Ahh! I can't fight ya, but I'll call the guard, I will! Rather be in jail than dead from you! Help! Nasty mean and evil! |
14202 Heh, hot day, aren't it? Only fools go 'round all bundled up in leather an' steel like that, I always say. |
14203 Just the happy price of being an adventurer, my good man. |
14204 I'd be careful where you lay that tongue of yours, peasant. Someone's liable to cut it off. |
14205 Indeed, this is a world of fools and you are the wisest among us. |
14206 Just the happy price of being an adventurer, my good man. |
14207 Grumpy ones are ya? Heh, be gone, then. I've got me fields to tend to. |
14208 Adventurers, are ya? Heh, I'll give ya an adventure ya won't soon forget... for a few golders, mind ya. |
14209 The heat's gone to yer steel-clad brains, then. Take yer madness elsewhere as I've got me fields to tend to. |
14210 10 golders? Nay, metal-head, this one's worth at least 30. |
14211 Heh heh. Sure, sure. Ya see that farm just west of here? That there's ol' man Hendrick's farm. His daughter was a tom-fool tin-head just like you... Died young just this past season, ya hear me? Not long after, a bunch of other tin-heads came lookin' for her, said she had somethin' of theirs. Heh, ol' Hendrick just took 'em outside an' pointed to her grave marker and told 'em to get the hell off his land 'cause they had somethin' of his, too... So that night I heard a ruckus in his henhouse. Looked out the window an' there he was tryin' to stuff somethin' down the gullet of one of them chickens he keeps out back. Draw yer own conclusions, friend, but I'm thinkin' there's somethin' a tin-head like yerself might like buried deep in the gizzard of one of them cluckers, heh heh. Now clear off, afore ya bake in them there ovens of honor ya got on ya. |
14212 Heh, that's some nice lookin' armor ya got there, friend. Prob'ly worth as much as ol' man Hendrick's chicken feed on that farm just west of here. Ya never know what ya'll find on butcherin' day over there, if ya catch my meanin', heh heh. |
14213 Clear off, ya addle-brained tin-heads. I han't caused ya no harm. |
14214 Ye're just another muck-raking tin-head, causin' trouble where she ain't needed. I was a damn fool even talkin' to ya. Now clear off, I ain't never seen ya. |
14215 No offense, but you don't look like the type who would have an adventure worth buying, friend. |
14216 Golders is it? Will 10 gold pieces be enough for you? |
14217 30 gold pieces, is it? This had better be quite the adventure, friend. |
14218 You're a thief, not a farmer! I'll save my money for something other than your goose chases. |
14219 You'd think I was buying iron. Will 20 gold pieces satisfy your penny-lust, old man? |
14220 Shoo! Them aren't yer chickens! Erlin! Erlin, someone's after the chickens! |
14221 Leave 'em be, Enna. They know what they're lookin' for, and there ain't no room on this farm for secrets anyways. |
14222 By Beshaba's curse, what have you done to my Enna! |
14223 What do you want? |
14224 Can you tell me how to get to Beregost? |
14225 How much are you asking for those chickens? |
14226 Who owns that farm just east of here? |
14227 Never been there. |
14228 They aren't for sale. |
14229 Why, that's Jeb's place. Nothing good ever came of that scoundrel. Not since his wife died, at any rate. |
14230 Please leave us be. There've been too many deaths here as it is. |
14231 I don't know what you might be interested in, friend. You'd best talk to Erlin. |
14232 This is private land. We don't encourage no pokin' around. |
14233 If ye're lookin' for trouble, you found it, stranger. Talos! Myrkul! Malar! Sic 'em, boys! |
14234 You look like you could use a chicken. Here, friend, this one's on the house. |
14235 You don't hear well, do you...? I said this is private land. |
14236 How's the adventure comin'? Heh, thanks for the extra golders by the way. |
14237 Heh, you again, is it? |
14238 Shaella sees through the mists of the Lady that you are strong and worthy adventurers. |
14239 It is Shaella, Most High Middling Priestess of the Mistshadow, who is here before you, speaking through the mists of Leira. |
14240 What insolence from one so young. Shaella sees not clearly but dimly, ever peering through the mists of Leira. |
14241 We are ever passing through the mists of Leira, our hulls brushing against the reefs of knowledge but we never run aground, the winds of truth tear us not asunder. Travel well, then, safe in the calm of ignorance. |
14242 Stare deep into the Mistshadow, and mark your devotion to Leira, Mistress of Mists and Lady of the Unknowing. Stare into it and know that knowledge is unknowable. |
14243 Leira, Lady of Mists, Mother of All Illusion, the Guardian of Deception, the Mistshadow. Some say she died in the Time of Troubles, killed by Cyric, betrayed by Mask. Some say she loved Mask and loves him still. Some say gods can die. Some say gods can be born. Some say gods can live. Some say gods are an illusion we create for our own contentment. Some say gods are an illusion we create to disguise our fear of living, our fear of dying, our fear of being. If gods are a disguise, if gods are an illusion, then perhaps Leira is the only beacon of truth in our entire pantheon of lies. But if gods are real and true and all-knowing, then Leira cannot be a god and must be dead if indeed she ever lived at all. |
14244 More or less precisely my point. |
14245 The mists of Leira are ever-present. Should you need a haven from knowledge, an escape from what is real, perhaps Shaella will be here for you. |
14246 Shaella says what Shaella has said, does she not? |
14247 Ah, then you are truly one of us, you are truly with Shaella in the Mists of Leira. May Shaella grace you with a quest from the Lady? |
14248 Insolence! Begone, all who seek to dispel the mists of Leira! |
14249 Ah, indeed. You walk well with Shaella in the mists of Leira. Forgotten deep in the library of Candlekeep lies the Great Book of the Unknowing. Bound with the chameleon's hide, it too walks in the mists of Leira, changing always, as does Shaella. Ask no one there of it for all who have touched it are blessed with the ignorance it grants. But you can always find it somewhere in the inner rooms, wreathed in the mists of Leira. Go to it, make your pilgrimage, and you too may be blessed with unknowing. |
14250 Walk well in the mists of Leira. |
14251 Perhaps I have. Perhaps a thousand times. |
14252 Elnaedra sees through the mists of the Lady that you are strong and worthy adventurers. |
14253 Elnaedra knows not of whom you speak and you are but strangers to her. |
14254 Then the Lady has been kind to you for you have found it. Walk well in the mists of Leira. |
14255 May the mists of Leira enshroud you at your burial. |
14256 Shaella sees clearly, indeed. |
14257 No, we're just passing through, ma'am. |
14258 Who is Shaella? |
14259 Leira? Who's that? |
14260 I don't see any mist. |
14261 Leira? Who's that? |
14262 I don't see any mist. |
14263 If knowledge is unknowable, then how can I know that in the first place? |
14264 Leira? Who's that? |
14265 I'm sorry, I don't have the time for this right now. Perhaps another day. |
14266 But how can you worship what you cannot know? |
14267 Oh my, look at the time! |
14268 I don't want to know other people's opinions. What do you say about Leira? |
14269 But I don't understand. |
14270 I see. |
14271 This is all really too much theology for one day. Perhaps I'll talk to you another time. |
14272 My head hurts. I think it would be best if I just went and found a place to lay down for a while. |
14273 I'm afraid I really don't understand. |
14274 Aha! That clarifies everything! |
14275 Certainly. |
14276 I'm not sure. |
14277 Thank you, Shaella. You follow a most interesting faith but I'm afraid I seek a solid image, not a blur. |
14278 Thank you, Shaella, for this gift of the Unknowing. Perhaps, as you suggest, I shall seek it out and, in finding it, shall lose it for all time. Walk well in the mists of Leira. |
14279 Have you ever seen the Great Book of the Unknowing? |
14280 Elnaedra? What happened to Shaella? |
14281 I have searched every inch of Candlekeep and cannot find the Great Book of the Unknowing which is said to be housed there. |
14282 Elnaedra, I have found the Great Book of the Unknowing and have tasted of its wonders! |
14283 Strangers? But Shaella, we spoke at length. Don't you remember? |
14284 I have searched every inch of Candlekeep and cannot find the Great Book of the Unknowing which is said to be housed there. |
14285 Elnaedra, I have seen the Great Book of the Unknowing and have tasted of its wonders! |
14286 drink |
14287 Rooms |
14288 Buy and Sell |
14289 Drinks |
14290 Drinks |
14291 Steal |
14292 Identify |
14293 rent |
14294 peasant |
14295 merchant |
14296 noble |
14297 royal |
14298 You have decided to remove a character from the party. Which party member do you wish to remove? |
14299 Kivan |
14300 Kivan |
14301 Alora |
14302 Alora |
14303 Minsc |
14304 Minsc |
14305 Dynaheir |
14306 Dynaheir |
14307 Yeslick |
14308 Yeslick |
14309 Coran |
14310 Coran |
14311 Coran |
14312 Ajantis |
14313 Ajantis |
14314 Khalid |
14315 Khalid |
14316 Jaheira |
14317 Jaheira |
14318 Garrick |
14319 Garrick |
14320 Safana |
14321 Safana |
14322 Faldorn |
14323 Faldorn |
14324 Branwen |
14325 Branwen |
14326 Quayle |
14327 Quayle |
14328 Xan |
14329 Xan |
14330 Skie |
14331 Skie |
14332 Eldoth |
14333 Eldoth |
14334 Xzar |
14335 Xzar |
14336 Montaron |
14337 Montaron |
14338 Tiax |
14339 Tiax |
14340 Kagain |
14341 Kagain |
14342 Shar-Teel |
14343 Shar-Teel |
14344 Edwin |
14345 No, thanks. |
14346 Sure, what do you have? |
14347 Nothing for me, thank you. |
14348 Sure, what do you have? |
14349 Nothing for me right now. |
14350 Edwin |
14351 Viconia |
14352 Viconia |
14353 Yes, what do you have? |
14354 No, I don't want a room. |
14355 No, thank you. |
14356 Yes, tell me what you have. |
14357 Well, it was good speaking with you. |
14358 If that's the way you want it, then fine, I'll leave! *sniff*... |
14359 I don't wanna go, but if ye're gonna force me, then I guess I'll just mope around here till you come back to your senses and come back for me. |
14360 I know your secrets, you old hag. Maybe there's something down your gullet as well! |
14361 This is between us and the chickens, ma'am, and I'm going to ask real nicely that you stay out of it. |
14362 It is a good time for us to go our separate ways. Perhaps we shall meet again. |
14363 I am glad to rid myself of such burdensome companions. |
14364 Discard such a buff companion as myself, not to mention the brainy leadership of worthy Boo. You cause Boo much distress, and that's something I cannot tolerate. Rrrraaaghh! |
14365 Dynaheir... no, WAIT! We were wrong in trying to have you leave, Minsc. Please forgive us. |
14366 If you no longer want me and Boo, then I'll be taking Dynaheir and we'll be on our way! |
14367 Goodbye to both of you. |
14368 Boo forgives you. |
14369 They obviously no longer wish our companionship, Minsc. Let us be on our way. |
14370 We'll be on our way then. Though I do not understand why thou wouldst place such little value on the abilities of Minsc and me. |
14371 Perhaps we were a bit harsh. If it's not too late, we've changed our minds. Please stay with the party. |
14372 Sometimes people do things that make no sense. |
14373 Of course we'll stay. |
14374 Let's be on our way, Dynaheir. Boo doesn't like the smell of our old companions. |
14375 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. |
14376 Get off my farm, you louts! |
14377 BLOOD QUIETS! |
14378 KOZAH A PLET 'DAR CASS TOGLAH! KOZAH! |
14379 Q' AL TE-PAH KOZAH! SHE CAL KOZAH! |
14380 I see. Good day then. |
14381 Trap Sprung |
14382 You need not have a hissy fit. |
14383 Thank you so much for sparing my life! |
14384 I'll be good! I'll shut up. You can count on me to be quiet as a mouse. YES, <SIRMAAM>, no sound coming from this mouth. I'm gonna shut my mouth so tight you'd have to pry it open with a crowbar. |
14385 We're not taking you in alive, murdering swine! |
14386 Eldoth, could you stand away from me? The stench is somewhat unnerving. |
14387 Perhaps Eldoth, you could be a little more polite to our companions? |
14388 You could do us all a favor, Eldoth, by getting killed in the next battle. |
14389 Have you ever wondered how hollow your convictions sound, Ajantis? |
14390 It seems our resident suicide monger, Ajantis, lives in a black and white world. |
14391 Oh, come on, Montaron, lighten up. Must you be so moody all the time? |
14392 If you don't mind, I've nobles to mark and lighten. |
14393 You'll be face to fist if you get in the way of me earning my rightful take on the street today! |
14394 I've made a bit o' extra scratch from the pedestrian prey today, but I don't think I've much to say that you haven't heard before. |
14396 Yeslick, shut your lousy mouth and get out of my face. |
14397 Yeslick, shut your lousy mouth and get out of my face. |
14398 Your actions fly in the face of everything Helm holds sacred! |
14399 There is naught but good and evil. I suspect you are of the latter. |
14400 Evil must be purged wherever it is found, even among companions. |
14401 The stench of evil clings to you in the most vile manner. |
14402 I can bear no more. Raise your weapon and defend yourself! |
14403 So you're a mage? I knew a mage once but he was pretty stuffy. You're not like that. |
14404 Smile more often, Edwin. It looks good on you. |
14405 Well, everyone is basically decent, once you get them to unwrinkle their faces. |
14406 Play your song again, Garrick. That one I like. Please? |
14407 Awww! It's just the cutest little hamsty-wamsty! Who's a fuzzy Boo? |
14408 Her company is refreshing but I am surprised I find it so. |
14409 Shar-Teel seems to have more spine than a lot of the men in this party. |
14410 You are valiant of action, Shar-Teel. A pity your spirit is mismatched. |
14411 Stay well clear of me, you foul speakin' heretic! |
14412 Tempus would guide your wayward soul, if you let him. |
14413 May Tempus someday show you the error of your ways. |
14414 Safana, you are full of such subtle wit and charm. |
14415 Sometimes, Safana, I find myself attracted to you... despite your shallow, spiteful demeanor. |
14416 You've been dominating my thoughts recently, Safana. It's distracting my work. |
14417 If you weren't such a self-serving wench, I... don't think I'd find you half as attractive. |
14418 Admit it Safana, you sometimes find me to your liking. |
14419 Must thou keep that rodent so close? 'Tis surely unclean. |
14420 Stand easy, Minsc, thy needs not be so motherly. |
14421 Evil to thy cause? Perhaps. However, those of decent nature know otherwise. |
14422 Any protection would be courtesy, not necessity. My power is no less than thine! |
14423 Thou shalt not question my will once I present thy neck to the othlor! |
14424 This witch deceives you with her lies! I tell you she is evil! |
14425 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14426 There is no protection if you goad me further, witch! |
14427 Her power is nothing without the will to use it! Step from behind your excuses and let us end this here! |
14428 'Tis welcome you find no fault with one such as I. |
14429 Her company is refreshing but I am surprised I find it so. |
14430 Skie, my little angel, a woman should know her place. |
14431 Skie, don't bother me right now. |
14432 Be silent, Skie, it's not like your opinion is worth anything. |
14433 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14434 Stop your whining, wench. |
14435 You are a fool, Jaheira, to think that man can live with nature and not destroy it. |
14436 You dilute our order with your compassionate attitude. |
14437 One day, woman, you and I will settle our differences. |
14438 Jaheira, your choice of a mate suits your weakling nature. |
14439 It's time that I rid our fellowship of your unwholesome influence. |
14440 Perhaps you'd care to hear my music, Skie. It's very different and somewhat better than Eldoth's. |
14441 Why do you stay with Eldoth, Skie? Can't you see he's just using you? |
14442 Don't speak to Skie that way, Eldoth. She deserves better. |
14443 My music is superior to yours, Eldoth, I was taught at the college in Berdusk. |
14444 A girl of beauty is a joy forever. |
14445 Khalid, my dear, 'twould take a sailor to untie that tongue. |
14446 Insufferable? |
14447 Beautiful? |
14448 Do you claim to fight evil while you are diabolic yourself? |
14449 I know not your goals, but you are nearly Zhentish in spirit. 'Tis disgusting. |
14450 You're the stupidest dwarf I've ever met, you're an embarrassment to dwarves everywhere. |
14451 Yeslick, your stupid mine is what started all this trouble. |
14452 Yeslick, shut your lousy mouth and get out of my face. |
14453 You're an imbecile, Yeslick! If you piss me off one more time, I'm gonna rip your head off. |
14454 Ya lousy excuse for a dwarf, I'm gonna rip you a new arse. |
14455 P-please, Jaheira, you needn't be so... so... oh... |
14456 Yes, that's definitely it! |
14457 Ye... no, no, no, no! Stay beautiful. Despite yourself. |
14458 Usually everyone proves themselves, but there is something... disturbing about you. |
14459 I had thought none could be so b-b-beyond the bounds ofâ€â€of goodness. Certainly you need h-help. |
14460 Stay away from me, dark elf. |
14461 How are we to trust one who venerates the Spider Queen? |
14462 Your evil ways will bring your ruin, dark elf. |
14463 Don't make me warn you again, drow. Your next slip will be your last. |
14464 You dark-hearted bitch! You'll die for that! |
14465 It is as you would have it. 'Tis my sworn vow to ensure your every need is catered to. |
14466 Where Dynaheir goes, so goes my blade. |
14467 Lay a finger on what I protect and forevermore ye will answer nature's call with a hook! |
14468 Stand you not too close! Dynaheir is under my protection! |
14469 Play on, bard! 'Tis sweet music to my furry friend. |
14470 *sigh* That mad wizard is off on one of his "spells" again. |
14471 My "equal" is a talent of many men; all of them fools. |
14472 Do ye truly want yer last words to be so stupid? |
14473 Do not make light of me! My purpose is greater than you can imagine! |
14474 I've suffered yer company as long as I'm going to! Ye could be Harpers, the way ye irritate me so! |
14475 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14476 Indeed you grow "grander" by the moment. Though how a fat head will help, I do not know. |
14477 Oh yeah?! Well, I've got more smarts in my little finger, than you've got in your little finger! No... wait a minute. |
14478 Violence is a trademark of low intelligence! |
14479 Mind not what others say. The intelligent enjoy your music regardless. |
14480 I assume, Coran, that you think your elven charms are considerable. Let me enlighten you: They aren't. |
14481 You have about as much appeal as a rutting owlbear. |
14482 You think I'd surrender myself to the likes of you? That's a laugh. |
14483 Watch what you say, elf. |
14484 I might find you attractive, Coran, if you weren't so irritating. |
14485 Say another word, Eldoth, and I'll cut out your tongue. |
14486 Your impudence will one day get you killed, Eldoth. |
14487 Eldoth, you're an impotent, degenerate lout who has delusions of male superiority. |
14488 Watch your mouth, Eldoth, or I'll end your life where you stand. |
14489 You were warned, Eldoth! Now reap the consequences. |
14490 Eldoth, why do you treat our companions so badly? |
14491 I love you, Eldoth. |
14492 Why do you always have to make fun of me?! I hate you! Get away from me! |
14493 I'd love to hear your music, Garrick. |
14494 Eldoth is a kind man. He cares about me, Garrick. |
14495 Where will your learning get you when Tiax rules? Duke of manure at best! |
14496 Sure you be smart, but none are grander than Tiax! |
14497 Thou wouldst mock me? Ye stiff-rumped foole! |
14498 All the world will tremble beneath the feet of Tiax! |
14499 Tiax and his greatness shall squash you as a bug, you... you... insolent BUG! |
14500 Greetings, darthiir. I know that you look upon me as an enemy, but perhaps we could ignore our differences. |
14501 Iblith! If that is how you want things, then so be it. |
14502 I worship Lolth no longer. |
14503 Don't threaten me, Kivan, it shall only lead to your death. |
14504 If you wish to die, I am pleased to assist. |
14505 Tell us a story, Monty. Something with bears and gold. |
14506 HaHAR there, Montaron! Quite the fight, eh, chum? |
14507 Oh, come on, Montaron, lighten up. Must you be so moody all the time? |
14508 Why must you goad us into other people's concerns? Can you not just let us mind our own enterprise? |
14509 I begin to see your true nature, and 'tis as I expected. None are as insufferably righteous as Harpers! |
14510 The mines were there for anyone who looked! I'll not be blamed for what the Throne does with 'em! |
14511 'Twould be good if you tithed a few coins now and then. The favor of gods is worth a few gold. |
14512 You've sold your mores for the love of gold. All dwarves are kin, but I'll not call YOU family. |
14513 Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
14514 I've been through enough without suffering you as well. Begone. |
14515 Stay well clear of me, you foul speakin' heretic! |
14516 I take no offense from your comments. You just don't understand the bond I have with Boo. |
14517 You've been dominating my thoughts recently, Safana. It's distracting my work. |
14518 If you weren't such a self-serving wench, I... don't think I'd find you half as attractive. |
14519 Admit it Safana, you sometimes find me to your liking. |
14520 Admit it Safana, you sometimes find me to your liking. |
14521 I might find you attractive, Coran, if you weren't so irritating. |
14522 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14523 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14524 This witch deceives you with her lies! I tell you she is evil! |
14525 There is no protection if you goad me further, witch! |
14526 Her power is nothing without the will to use it! Step from behind your excuses and let us end this here! |
14527 Evil to thy cause? Perhaps. However, those of decent nature know otherwise. |
14528 Any protection would be courtesy, not necessity. My power is no less than thine! |
14529 Thou shalt not question my will once I present thy neck to the othlor! |
14530 This witch deceives you with her lies! I tell you she is evil! |
14531 Evil to thy cause? Perhaps. However, those of decent nature know otherwise. |
14532 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14533 This witch deceives you with her lies! I tell you she is evil! |
14534 Evil to thy cause? Perhaps. However, those of decent nature know otherwise. |
14535 There is no protection if you goad me further, witch! |
14536 Any protection would be courtesy, not necessity. My power is no less than thine! |
14537 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14538 This witch deceives you with her lies! I tell you she is evil! |
14539 Lay a finger on what I protect and forevermore ye will answer nature's call with a hook! |
14540 I should keep an eye towards Edwin. One can only expect treachery from his kind. |
14541 This witch deceives you with her lies! I tell you she is evil! |
14542 Well, everyone is basically decent, once you get them to unwrinkle their faces. |
14543 'Tis welcome you find no fault with one such as I. |
14544 Smile more often, Edwin. It looks good on you. |
14545 Her company is refreshing but I am surprised I find it so. |
14546 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14547 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14548 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14549 Stop your whining, wench. |
14550 Stop your whining, wench. |
14551 Say another word, Eldoth, and I'll cut out your tongue. |
14552 Perhaps you'd care to hear my music, Skie. It's very different and somewhat better than Eldoth's. |
14553 A girl of beauty is a joy forever. |
14554 A girl of beauty is a joy forever. |
14555 I'd love to hear your music, Garrick. |
14556 I'd love to hear your music, Garrick. |
14557 I'd love to hear your music, Garrick. |
14558 I'd love to hear your music, Garrick. |
14559 Be silent, Skie, it's not like your opinion is worth anything. |
14560 Be silent, Skie, it's not like your opinion is worth anything. |
14561 Khalid, my dear, 'twould take a sailor to untie that tongue. |
14562 P-please, Jaheira, you needn't be so... so... oh... |
14563 Do you claim to fight evil while you are diabolic yourself? |
14564 Why must you goad us into other people's concerns? Can you not just let us mind our own enterprise? |
14565 Yeslick, shut your lousy mouth and get out of my face. |
14566 Yeslick, shut your lousy mouth and get out of my face. |
14567 Yeslick, shut your lousy mouth and get out of my face. |
14568 Yeslick, shut your lousy mouth and get out of my face. |
14569 You're the stupidest dwarf I've ever met, you're an embarrassment to dwarves everywhere. |
14570 You're the stupidest dwarf I've ever met, you're an embarrassment to dwarves everywhere. |
14571 'Twould be good if you tithed a few coins now and then. The favor of gods is worth a few gold. |
14572 Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
14573 You've sold your mores for the love of gold. All dwarves are kin, but I'll not call YOU family. |
14574 You've sold your mores for the love of gold. All dwarves are kin, but I'll not call YOU family. |
14575 P-please, Jaheira, you needn't be so... so... oh... |
14576 P-please, Jaheira, you needn't be so... so... oh... |
14577 Usually everyone proves themselves, but there is something... disturbing about you. |
14578 Usually everyone proves themselves, but there is something... disturbing about you. |
14579 Usually everyone proves themselves, but there is something... disturbing about you. |
14580 I had thought none could be so b-b-beyond the bounds ofâ€â€of goodness. Certainly you need h-help. |
14581 Do not make light of me! My purpose is greater than you can imagine! |
14582 Why must you goad us into other people's concerns? Can you not just let us mind our own enterprise? |
14583 Why must you goad us into other people's concerns? Can you not just let us mind our own enterprise? |
14584 Stay away from me, dark elf. |
14585 How are we to trust one who venerates the Spider Queen? |
14586 How are we to trust one who venerates the Spider Queen? |
14587 Iblith! If that is how you want things, then so be it. |
14588 I worship Lolth no longer. |
14589 I worship Lolth no longer. |
14590 Your evil ways will bring your ruin, dark elf. |
14591 Greetings, darthiir. I know that you look upon me as an enemy, but perhaps we could ignore our differences. |
14592 Greetings, darthiir. I know that you look upon me as an enemy, but perhaps we could ignore our differences. |
14593 Greetings, darthiir. I know that you look upon me as an enemy, but perhaps we could ignore our differences. |
14594 Your evil ways will bring your ruin, dark elf. |
14595 Your evil ways will bring your ruin, dark elf. |
14596 Don't make me warn you again, drow. Your next slip will be your last. |
14597 Don't threaten me, Kivan. It shall only lead to your death. |
14598 Don't threaten me, Kivan, it shall only lead to your death. |
14599 Stand you not too close! Dynaheir is under my protection! |
14600 Stand easy, Minsc, thy needs not be so motherly. |
14601 Stand you not too close! Dynaheir is under my protection! |
14602 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14603 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14604 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14605 Sure you be smart, but none are grander than Tiax! |
14606 Your impudence will one day get you killed, Eldoth. |
14607 Your impudence will one day get you killed, Eldoth. |
14608 Your impudence will one day get you killed, Eldoth. |
14609 Your impudence will one day get you killed, Eldoth. |
14610 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14611 Shar-Teel, your lot in life is to bake cookies and bear children. Now shut up. |
14612 Eldoth, you're an impotent, degenerate lout who has delusions of male superiority. |
14613 Say another word, Eldoth, and I'll cut out your tongue. |
14614 Stop your whining, wench. |
14615 Eldoth, why do you treat our companions so badly? |
14616 Eldoth, why do you treat our companions so badly? |
14617 Be silent, Skie, it's not like your opinion is worth anything. |
14618 Stop your whining, wench. |
14619 Where will your learning get you when Tiax rules? Duke of manure at best! |
14620 Where will your learning get you when Tiax rules? Duke of manure at best! |
14621 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14622 Ruler of the world, hmm? Only if chosen by virtue of an uncluttered mind. |
14623 Thou wouldst mock me? Ye stiff-rumped foole! |
14624 All the world will tremble beneath the feet of Tiax! |
14625 All the world will tremble beneath the feet of Tiax! |
14626 All the world will tremble beneath the feet of Tiax! |
14627 All the world will tremble beneath the feet of Tiax! |
14628 May Tempus someday show you the error of your ways. |
14629 Stay well clear of me, you foul speakin' heretic! |
14630 Thou wouldst mock me? Ye stiff-rumped foole! |
14631 If you are quite through drawing attention to me, I should like to make for some shadows now. Hard to blend with an unsuspecting crowd when the likes of you come barging up. |
14632 Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
14633 Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
14634 You're an imbecile, Yeslick! If you piss me off one more time, I'm gonna rip your head off. |
14635 Friendships last when gold is long gone. Perhaps you should be a little nicer to the group. |
14636 Yeslick, your stupid mine is what started all this trouble. |
14637 Yeslick, your stupid mine is what started all this trouble. |
14638 The mines were there for anyone who looked! I'll not be blamed for what the Throne does with 'em! |
14639 The mines were there for anyone who looked! I'll not be blamed for what the Throne does with 'em! |
14640 You're the stupidest dwarf I've ever met, you're an embarrassment to dwarves everywhere. |
14641 You've sold your mores for the love of gold. All dwarves are kin, but I'll not call YOU family. |
14642 This program Needs to run in Direct Draw Exclusive Mode Please restart after closing other Direct Draw programs. |
14643 Attack Roll |
14644 You'd think I was buying iron. Will 20 gold pieces satisfy your penny-lust, old man? |
14645 Heh, no one ever told you that farmers don't bargain, did they... When I say 30 golders, metal-melon, I mean 30 golders. |
14646 All right, all right, you pirate. 30 gold pieces it is. |
14647 Enough of your foolishness. I have work to do. |
14648 Area Map |
14649 Fine, I'll be leaving the likes of you, then. This party's been just another prison for me. |
14650 Paralyzed |
14651 You've been good to me, friends. Bust some heads, will you? |
14652 Beware the woods to the west friend, for I hear tell of ogres and madmen. |
14653 Business is on the wane today, what with the fair just east of town. |
14654 I hear relations haven't been going too good 'tween the two powers in this region. The Grand Dukes supposedly accused Amn of all the raiding that's been happening along the roads. Not a good thing to go accusin' the most powerful country in the western world. |
14655 I hear some units of the Flaming Fist have been sent to Beregost. Seems like the Grand Dukes are getting real paranoid about Amn. |
14656 If the mine production slows any more, we'll all be in the poorhouse. |
14657 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. |
14658 Lot o' the people here in town are scared. The mines to the east haven't been doing too well. Some good men have died in 'em, left some really sad widows. Some say there's some sort of monstrous infestation in dem mines. |
14659 That arrogant bastard! You hear 'bout the mayor of Beregost? Kelddath came down here and told us we better stop shipping such bad iron. As if we can do anything about it! |
14660 It is too hard to be stealthy with a group like this. I should have known not to have joined you in the first place. |
14661 Volo's blasted review cut my business in half! I'll take him for a chat out back when next I see him! |
14662 Poisoned |
14663 Tired |
14664 Dead |
14665 Petrified |
14666 Frightened |
14667 Hasted |
14668 Slowed |
14669 AI on |
14670 I heard there's some sort o' trouble in Nashkel. Somethin' sinister has been moving about in the mines. If I was you, I'd not go traveling until everything settles down. Of course, I'm not you. |
14671 AI off |
14672 Charmed |
14673 Slept |
14674 Blinded |
14675 Did you hear about the assassinations at Candlekeep? Seems that the leaders of the Iron Throne went and got themselves killed. Those same people who helped the folks down in Nashkel did the deed. They were Amnian agents, I hear. Anyhow, one of the dead guys' sons is now the leader, Sarevok is his name I think. |
14676 Silenced |
14677 Armor |
14678 Gaze Reflection |
14679 Ah well, even the best things pass away. Your company was enjoyable while it lasted. Perhaps we shall meet again. |
14680 Hear about the heroes of Nashkel? Some good folkâ€â€mercenaries, it's saidâ€â€came down and solved all that town's problems. I'd sure like to shake their hands, I would. Fat chance I'll ever meet them though. |
14681 I hear relations haven't been going too good 'tween the two powers in this region. The Grand Dukes supposedly accused Amn of all the raiding that's been happening along the roads. Not a good thing to go accusin' the most powerful country in the western world. |
14682 I wonder where those bandits come from? They seem to know exactly how to escape the Fist. Where do they hide? Must be somewhere in the woods. |
14683 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. Keep an eye on your weapons and tools. They're getting expensive to replace. |
14684 It's been really slow of late. With all the raiders making the roads so dangerous, no one's willing to travel anymore. I wish the Flaming Fist would do something about those bandits. |
14685 It's been really weird these past few months. Iron's been going bad, falling apart almost if it were rustin' for no particular reason. From what I hear, most o' this "bad iron" comes from the mines at Nashkel. Can't trust those Amnian miners; probably some scheme they've come up with. |
14686 Lots of trouble down in Nashkel. Monsters or some such are said to be killing the workers at the Nashkel mines. I don't know what to believe. It could all just be a plot cooked up by Amn. |
14687 Our smith in town, Taerom, he's been raging 'bout the iron he gets from the Nashkel mines. Seems like the stuff ain't very good. Almost like it's corrupted or some such. |
14688 Seems like the iron problem down in Nashkel's solved. A group of mercenaries went into the mines and cleared up what's been causin' all the trouble. Brave folk to go fightin' whatever was down there. |
14689 Some farmers who came in a little while back. They said that something that moved through the ground was eating all their cattle! Some huge insect beast. |
14690 Some guy came in yesterday. Said he was part of a caravan coming from Amn to Baldur's Gate. Said his caravan got wiped out, raiders in the night so it seems. There were humans and hobgoblins attacking together he said. Can you believe that?! Human folk working with goblin scum: What has this world come to? |
14691 That Tranzig fellow, he's a strange one. Always leaving town in the middle of the night and coming back in the morning. He thinks no one notices, but come on! With everyone so paranoid, it's impossible to go 'bout unnoticed. |
14692 The Midsummer fair's being held down in Nashkel. I don't know how well it'll do with all the troubles that have been 'bout these regions of late. People can't risk traveling for a simple little carnival. |
14693 The raiding has been getting worse. Those damn bandits have made it impossible to travel the roads anymore, especially if ye're an iron caravan. They gut you quicker than you can say Jack Sprat. |
14694 There's a big price on the heads of those folks who offed the Iron Throne's leaders. 5,000 gold or more I think. Every bounty hunter for leagues around will be on their tails. |
14695 There's been a big influx of Flaming Fist into town lately. I don't know what all the extra troops are here for, but it puts me on edge. Certainly it does. |
14696 Things have been gettin' tense between Baldur's Gate and Amn. Seems like the Gate's Grand Dukes think Amn's been behind all the raiding, and the iron shortage too. |
14697 Those damn bandits! Just heard from my wife. They've struck again, slaughtered the men who were guarding the caravan, including two boys from here in Beregost. Such a sad thing. |
14698 With iron being so scarce, I don't see how the Flaming Fist is gonna continue to be an effective police force. No new weapons and no new armor, not a good thing. |
14699 You hear of the Midsummer fair down in Nashkel? I hear it's doing quite well, despite all the trouble that town's had recently. I'm surprised people actually risk traveling to it. |
14700 You heard 'bout the 5,000 gold piece price on that priest's head? His name's Bassilus, and I guess he's been about these regions causing all sorts of havoc. Him and a horde of undead. Scares me just to think about it. |
14701 I keep on hearing a lot about a military buildup. Angelo, the new commander of the Fist, has been sending a lot of the Fist down south to Beregost. I fear a war might be brewing. |
14702 In the coming election, I think that that Sarevok lad is gonna take it. He has a lot of support from the nobility, and they're the ones with the clout. |
14703 Did you hear about the assassinations at Candlekeep? Seems that the leaders of the Iron Throne went and got themselves killed. Those same people who helped the folks down in Nashkel did the deed. They were Amnian agents, I hear. Anyhow, one of the dead guys' son is now the leader, Sarevok is his name I think. |
14704 Ever since the Iron Throne moved into that mansion in the southwest, strange things have been afoot. I don't know what it is about that building, but it gives me the creeps. |
14705 Everyone seems to be dropping dead these days. First Entar Silvershield, then Eltan gets sick, and now Scar's dead. Something's brewing, and it's nothin' good. |
14706 Hear about the heroes of Nashkel? Some good folkâ€â€mercenaries, it's saidâ€â€came down and solved all that town's problems. |
14707 I hear some units of the Flaming Fist have been sent to Beregost. Seems like the Grand Dukes are getting real paranoid about Amn. |
14708 I hear that Amn's behind all those bandits in the south. People 'round here have been talking about how Amn and the Zhents are in league together. It makes me worry about what kinda things they could be scheming. |
14709 I hear there's rumors of Shadow Thieves here in Baldur's Gate. I dunno if it's true, but if it is, I betcha they're here to scout out for an Amnian invasion. |
14710 I heard that the Merchants' League Estate is having a lot of trouble. Seems that the three owners are squabbling about how to run the place. The Iron Throne's been taking advantage of that situation. If things continue as they are, the Throne soon won't have any competition. Kinda strange considering they only moved into the city a couple of years back. |
14711 I still can't believe that Entar Silvershield was killed. From what's been being said, all the evidence points to the Shadow Thieves, and thus to Amn itself. Tymora help us all. |
14712 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. |
14713 It's been really weird these past few months. Iron's been going bad, falling apart almost if it were rustin' for no particular reason. From what I hear, most o' this "bad iron" comes from the mines at Nashkel. Can't trust those Amnian miners, probably some scheme they've come up with. |
14714 It's really sad about Eltan. I hope he recovers from his illness. He was the most beloved of the Grand Dukes. |
14715 Seems like the iron problem down in Nashkel's solved. A group of mercenaries went into the mines and cleared up what's been causin' all the trouble. Brave folk to go fightin' whatever was down there. |
14716 The Seven Suns has been acting very strange of late. The company seems to be intent on losing money. Even a simple bartender like myself can see the foolishness of some of their decisions. I doubt the Iron throne is crying about it though, they're making a lot of inroads because of the Suns mistakes. |
14717 There's a big price on the heads of those folks who offed the Iron Throne's leaders. 5,000 gold or more I think. |
14718 With Entar Silvershield dead, they're going to have to elect a new Grand Duke. Seems like a lot of people think it'll be the new leader of the Iron Throne, Sarevok. |
14719 With iron being so scarce, I don't see how the Flaming Fist is gonna continue to be an effective police force. No new weapons and no new armor, not a good thing. |
14720 I heard there's some sort o' trouble in Nashkel. Somethin' sinister has been moving about in the mines. I only heard secondhand though. Somebody ought to find out for sure. |
14721 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. |
14722 It's been really weird these past few months. Iron's been going bad, falling apart almost if it were rustin' for no particular reason. From what I hear, most o' this "bad iron" comes from the mines at Nashkel. Can't trust those Amnian miners; probably some scheme they've come up with. |
14723 Lots of trouble down in Nashkel. Monsters or some such are said to be killing the workers at the Nashkel mines. Bad news for smiths, or anyone that needs tools to make a living. |
14724 Associating myself with you was beneath my honor. Now excuse me, as I must cleanse myself of this entire experience. |
14725 I heard there's some sort o' trouble in Nashkel. Somethin' sinister has been moving about in the Nashkel mines. Nobody seems to know for sure. Too busy coping with the bandit raids and such. |
14726 Did you hear about the assassinations at Candlekeep? Seems that the leaders of the Iron Throne went and got themselves killed. Those same people who helped the folks down in Nashkel did the deed. They were Amnian agents, I hear. Anyhow, one of the dead guys' son is now the leader, Sarevok is his name I think. |
14727 Hear about the heroes of Nashkel? Some good folkâ€â€mercenaries, it's saidâ€â€came down and solved all that town's problems. I hope they weren't helping just because of the money. |
14728 I hear relations haven't been going too good 'tween the two powers in this region. The Grand Dukes supposedly accused Amn of all the raiding that's been happening along the roads. Not a good thing to go accusin' the most powerful country in the western world. |
14729 I hear some units of the Flaming Fist have been sent to Beregost. Seems like the Grand Dukes are getting real paranoid about Amn. Lots of people think that Amn might be behind the iron shortage. Could be a prelude to war. |
14730 But... but... we were a team, we were bound by... by honor! *sigh* Why is everything always so complicated? |
14731 Iron's so scarce these days, you'd think it was as valuable as gold. Not a good thing, not a good thing at all. Ain't going to be long before no one can afford to be well equipped. What will the guards do then? |
14732 It's been really weird these past few months. Iron's been going bad, falling apart almost if it were rustin' for no particular reason. From what I hear, most o' this "bad iron" comes from the mines at Nashkel. Can't trust those Amnian miners; probably some scheme they've come up with. |
14733 Lots of trouble down in Nashkel. Monsters or some such are said to be killing the workers at the Nashkel mines. |
14734 You hear of the Midsummer fair down in Nashkel? I hear it's actually doing quite well, despite all the trouble that town's had recently. |
14735 You're no better than Ms. Silke! It will catch up with you someday, mark my words. |
14736 Ah well, I suppose it will give me the opportunity to work on this new ballad I've been thinking of... I bet you'll never guess who the protagonists are! |
14737 Hmm, the men in this part of the world are fine specimens, aren't they? They grow them bigger here than where I come from. If you find any fighting ready men on your travels, could you send them my way? I have need of able bodied men for a treasure hunt of sorts. |
14738 I seek adventure, sisters, but what adventure can be had without a strong, young male along to toy with? |
14739 Hmm, it seems that northern men are as mindless as they are impotent. Leave as you wish, I have my own agenda. |
14740 Can I not stay with you, even a little longer? Our time together has been... quite enjoyable. Ah well, perhaps we shall meet again. |
14741 I have no patience for your weaknesses. If I want action, I guess I'll have to make my own. |
14742 Very well, but do not forget what I have taught you, friends: Walk with rage against all who threaten the Great Mother. |
14743 You are no more honorable than the Loki spawn I left behind. |
14744 We have fought well, and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday. |
14745 Hmph! You are superfluous to my well-being and I can't say I'll miss being confronted with your orcish face and troll-like breath each morning! Good riddance to stupid rubbish! |
14746 Please don't leave me out here! Do you hear buzzards? I hear buzzards. |
14747 This whole mission has been a dismal failure from the very start. Consider my debt repaid, friends, as I certainly do. |
14748 While my stay with you was admittedly fruitless, it has, at least, been fun. I might even enjoy sharing another ill-fated adventure with you, should you ever require the use of my considerable talents. |
14749 What?! You galley-whipped short-knickers! Tiax the Grand will not stand to be cast aside! He shall ascend without your bumbling sneakery! The Great Tiax, betrayed on all sides by those seeking to undermine his coming rule, casts aside the refuse he once called his slaves! Mindless fools! Breathe deep and fill your ill-fated lungs with the salty airs of your sorry destiny! |
14750 Bitter Black Ale |
14751 Dragon's Breath Beer |
14752 Golden Sands Brews |
14753 Elminster's Choice Beer |
14754 Iriaeboran North Brew Ale |
14755 Luiren's Best Ale |
14756 Old One Eye Beer |
14757 Shadowdark Ale |
14758 Suz-ale |
14759 Tanagyr's Stout Ale |
14760 Arabellan Dry Wine |
14761 Berduskan Dark Wine |
14762 Blood Wine |
14763 Evermead |
14764 Firewine |
14765 Mead |
14766 Saerloonian Topaz Wine |
14767 Alurlyath Wine |
14768 Westgate Ruby Wine |
14769 Protected from Evil |
14770 Protected from Good |
14771 Shielded |
14772 Blurred |
14773 Invisible |
14774 Mirror Imaged |
14775 Ghoul Touched |
14776 Vocalized |
14777 Non-detected |
14778 Protected from Normal Missiles |
14779 Wraithformed |
14780 Dire charmed |
14781 Ghost armor |
14782 Confused |
14783 Improved Invisibility |
14784 Minor Globe of Invulnerability |
14785 Bark Skin |
14786 Resist Fire |
14787 Draw upon Holy Might |
14788 Negative Plane Protection |
14789 Protected from Fire |
14790 Miscast magic |
14791 Rigid Thinking |
14792 Random Casualty |
14793 Strength of One |
14794 Free Action |
14795 Hit |
14796 Spell Disrupted |
14797 Made Saving Throw versus Poison |
14798 Made Saving Throw versus breath weapon |
14799 Made Saving Throw versus Spells |
14800 Made Saving Throw versus Petrification |
14801 Made Saving Throw vs. Rod, Staff, and Wand |
14802 Hullo. You wouldn't 'ave happened to see a big loutish guy with a dog's 'ead on him around here, have you? |
14803 You 'eard me. A dog's 'ead. And breath that could peel paint, too. |
14804 Yeah, yeah, pick on the little 'alfling. You're funnier than a bag-o-whistles, but looks aren't everything, you dumb creep. |
14805 Yeah, yeah. |
14806 The 'alfling's askin'! Who's answering?! Hullo? Hullo? The name's Perdue, dumb-arse, now get outta here. |
14807 Yeah, a gnoll. There's one 'oled up in the hills due west of 'ere, close to the High Hedge. Damn thievin' ball-o-fur stole my short sword two days back. |
14808 Dumb-arse lout doesn't even know <HISHER> monsters. Move on, you're no help to me or anyone. |
14809 Yeah, yeah. Lay off the short-guy jokes, they're older than your grandmother's uncle. The damn blade ain't worth nothing. It's a pride thing. I'll give ya 50 gold pieces if ya wipe 'is arse with it. |
14810 Bah, the sword ain't worth the tin she's made from. I'll give ya 75 gold pieces just to seal that yappin' mouth of 'is for good. |
14811 Why does everyone insist on picking on me?! |
14812 I feel so insecure. Nobody 'ere really likes me. They're always bullying me and pushing me around. My therapist says it's because I still 'ave some unresolved issues with my father. I just don't have the heart to tell her that 'e was killed in a bizarre fishing accident when I was only three. *sigh* I just wish people would stop picking on me, you know? |
14813 Don't tell me the stinkin' thief took your weapons, too! Lookit, just get my sword back from those dumb-louts an' leave me alone, ya hear? |
14814 Hmph. Tougher than 'e looked though, weren't 'e. |
14815 Hmph. Tougher than 'e looked though, weren't 'e. |
14816 Hmph. Figured maybe he'd eaten it by now. I hope you ran 'im through once or twice to get it, at least. Now take your 50 gold and be gone. |
14817 Thanks for the blade, ya dumb oafs, now get out there and wax that gnoll's hairy arse. Just 'cause I'm an 'alfling don't mean I can't tell one piece-o-tin sword from another. |
14818 A dog's head? |
14819 Yeah, he's behind you right now. Har, har, har. |
14820 Uh, can't say that I have... |
14821 Who's asking? |
14822 Oh, a worg! |
14823 Oh, a gnoll! |
14824 Oh, a gibberling! |
14825 Dumb halfling doesn't even know his monsters. Har, har, har. |
14826 Uh, heh, that's a good one, kiddo. Bye now. |
14827 Never liked them myself. How much would that blade be worth to a runty guy like you? |
14828 Well, Zhurlong is making progress in our ongoing joint therapy sessions. He has confessed his kleptomanic tendencies and has even gone so far as to return the gold that he has stolen from me thus far. Most surprising, however, has been his offer of 100 gold pieces above and beyond what was actually due. Sadly, he referred to it as a down payment on my pocket... Nevertheless, with time, I still hold out hope that he may be cured. |
14829 A gnoll did that? How about I, uh... just go down to the store and buy you a new one. |
14830 You're takin' up space, you big slouch. Get outta here. |
14831 Why do you insist on bothering me? |
14832 My condolences, little guy. Hope things pick up for you. |
14833 You've got yourself a deal. |
14834 For 50 gold that gnoll can wipe his own arse. Hey, did you hear the one about the halfling who climbed into the ale keg to lick up the last drop? |
14835 If your word's as good as your tongue, you have yourself a deal. |
14836 Having to share airspace with a gnoll is worth more than 75 gold pieces and a halfling's sword. Fight your own battles, short stuff. |
14837 You murdering bastard! The Flaming Fist will deal with you! |
14838 You cannot increase this ability any further. |
14839 Nah, that gnoll is gno more, my friend. |
14840 You cannot decrease this ability any further. |
14841 You cannot increase this skill any further. |
14842 You cannot decrease this skill any further. |
14843 Ah, I sense rogues. As a member of the Most Noble Order of the Radiant Heart, it is my duty to clear the wilderness of such as you. Raise your weapons, and let us do battle! |
14844 Ah, travelers, this wilderness is too expansive to keep clear of monsters all on my own. Many gibberlings pass through this very spot day and night. Will you stay here and help fend them off? |
14845 Ah, I sense a party of adventurers that seeks to do good in the world. How would you like to fend off a herd of gibberlings? |
14846 Wonderful. The gibberlings should be coming soon. You should prepare yourselves. |
14847 Aye, you are right. I have held them off nightly for two weeks straight now. Have a safe journey, friends. |
14848 I have held off swarms of gibberlings and have uprooted dens of evil all my life. You are little match for me, friends. |
14849 I can tell you little beyond what you must already know: There is something evil in this land and it is growing. |
14850 Gibberlings are a plague that must be wiped from the Sword Coast. Perhaps we will meet again. |
14851 *sob*... *sob*... |
14852 *sob*... Pixie, my cat, she was playing close to the waterfall and slipped... *sniff*... I hope she's all right. |
14853 You killed Pixie! *sob* *sob* *sob* |
14854 *sniff*... She didn't make it, did she... At least I can give her a proper funeral, though. Here, this is the last of my allowance but you can have it for finding Pixie. |
14855 It's all right, she's done this before. I guess Daddy will just have to raise her again. Here, you can have this scroll Daddy gave me. I can't read the words yet anyways. |
14856 I'm just a little girl. Mommy says if you ever need to know something important, you should ask an adult. |
14857 Daddy! Someone's going to kill me again! |
14858 Thanks for finding Pixie in that waterfall. That was real kind of you. |
14859 Come one, come all! Step right up and place your bet on the pecking order, right here at Velvet's! Come now, don't be a chicken! |
14860 I'll place my money on the black one. |
14861 I'll place my money on the brown one. |
14862 Sorry, I don't gamble. |
14863 Double or nothing! How much would you like to wager? |
14864 35 gold pieces. |
14865 65 gold pieces. |
14866 100 gold pieces. |
14867 Whoah, changed my mind! |
14868 You're either a chicken or paladin. To be perfectly frank, I prefer chickens. |
14869 Harrumph! Here's your 35 gold pieces plus the 30 I owe ya. The extra 5 goes towards buying me a new chicken. |
14870 Harrumph! Here's your 65 gold pieces and the 60 that I owe ya. The remaining 5 goes towards getting me a new chicken. |
14871 Harrumph! Here's your 100 gold pieces and the 95 I owe you. The remaining 5 goes towards getting me a new chicken. |
14872 Heh! Better luck next time, folks. Better luck next time. |
14873 Heh! Nobody here but us chickens, friend. |
14874 Harrumph! The last thing I need is a bunch of self-righteous paladin types like yourselves shutting me down. |
14875 Sorry, you can't have a fight with just one chicken. Come back tomorrow and I'll have two fresh ones ready to go for ya. |
14876 Get out of here! I'll hold these cave bears off as long as I can! |
14877 Fools. You're bleeding from a million wounds and for what? For nothing! I could have turned them on my own. Now get out of here like I told you in the first place. |
14878 You fight better than you look. Here take some of these healing potions and you'll feel a touch better. |
14879 You're better fighters than I thought. Probably saved my life out there, much as I hate to admit it. Here, you'd better take my hunting bow as it seems to get me into more trouble than it's worth. |
14880 There's more than bears in this wood. No one knows what, exactly, but it's definitely more than bears. |
14881 You want something from me? I'll give you something, all right! |
14882 Scared off any more cave bears lately? |
14883 Yes, we would gladly join you for a while. |
14884 No, thank you. A herd of gibberlings shouldn't be too much for an experienced paladin such as yourself. |
14885 No, thank you. A herd of gibberlings shouldn't be too much for an experienced paladin such as yourself. |
14886 Yes, we would gladly join you for a while. |
14887 Wonderful. You should prepare yourselves. Fire magics work well against the gibberlings, so if you have such spells, use them. |
14888 Good to hear, good to hear. |
14889 He's out there. He's coming. I can feel his footsteps, following me. The scent of rotting flesh. He's coming for us all. |
14890 I... I killed him. But he's out there, he's coming this way, I can f feel it. |
14891 I was a paladin once. I fought on the side of good, but it all comes to naught... I... I killed him, my brother in the faith... I was jealous, I was... foolish. When he comes, let him be. At least there will be justice then. |
14892 Bunkhouse |
14893 I was a paladin once. I fought on the side of good, but it all comes to naught in the end, doesn't it...? I... I killed him, my brother in the faith... I murdered him in cold blood... I was jealous, I was... a fool. And now I am twice as wretched. Kill me in this tortured place! At least there will be some justice then. |
14894 What could you ever hope to learn from a wretched fool like me? Learn from my example, at least, and seek not to kill that which is good in the world. |
14895 Please, just leave me to my misery. |
14896 Much as I may welcome death, I will not face it without a fight. |
14897 Fine lot of help you were. My best purebred hunting hounds lay dead and bleeding. Honestly, you adventuring types always seem to fight better as bandits than as bodyguards. |
14898 The Bunkhouse |
14899 Hmph. You were in my way more than anything. Now just look at this mess... They were purebreeds, I'll have you know. |
14900 Thank you for your timely assistance. They're a fine breed of hunting dog, aren't they? Purebreds. Here, take this scroll of animal summoning as a token of my appreciation. |
14901 I don't recommend coming between an elven hunter and her hounds, friend. |
14902 I spend too much of my time hunting to care about the world of politics. |
14903 Hey, you. I'm old and my feet are tired. If you could run back to Beregost and bring me a wine bottle from my cellar, I'll give you 75 gold pieces. It's the house right to the west of the Jovial Juggler Inn. If you step on a spider or two while there I'll up the reward, though I'll need proof. Bring my husband's old boots too, if you please. |
14904 Hey, I've got a teeny bit of a spider infestation happening in my cellar in Beregost. I was on my way to the Gate to get some poison but this would be a lot easier on my legs, to be honest. You'll know the house when you see it. It's right to the west of the Jovial Juggler Inn. Bring back their bodies to prove you've done the job and I'll give you 100 gold pieces. If you could, please bring my husband's old boots and my ol' bottle of wine back as well, and I'll throw in something extra. |
14905 Candlekeep |
14906 Hey, I've got an infestation of poisonous spiders in my cellar in Beregost. Bentley said I could stay here until they move on but I hate to impose. You'll know the house when you see it: just to the west of the Jovial Juggler Inn. Here, take these potions with you. They're antidotes against the poison. Keep whatever you don't use and I'll give you an extra 120 gold pieces if you bring back my husband's old boots that he keeps down there. If you bring back one of their bodies and my ol' bottle of wine as well, I might toss in a little something extra too. |
14907 Ahh, me wine. Here's your 75 gold pieces and thanks for clearing out the spiders on your way through. If you have any of my other possessions, come talk to me again. |
14908 Ahhh, I see you have the largest of those pesky spiders in my house. With this one dead, I'm sure the others will have run away. You are too kind to an old gnome like myself. Thank you so much. If you have any of my other possessions, come talk to me again. |
14909 Ah, I'm so glad I can move home again. Bentley is a kindly man but it is always best not to push favors too far. Here's 120 gold pieces for your trouble. I'll just take those old boots from ye. If you have any of my other possessions, come talk to me again. |
14910 You have none of my possessions at the moment, so there is little reason for me to speak with you. |
14911 Ooh, I'm not a regular here, to be honest. The others might know something more interesting. |
14912 My, you are quite the ruffians, aren't you? I'll warn you right now that I'm a close friend of Bentley, the man who runs this fine establishment. |
14913 Ah, it is that sweet group of adventurers. How nice to see you again. |
14914 I don't talk to people with bad karma. |
14915 A tasloi has stolen my scroll of wisdom, wanderer, and fled to the east. If you could retrieve it for me, your karma shall exceed your wildest expectations. |
14916 A tasloi has stolen my scroll of wisdom, wanderer, and fled eastward towards the ettercap's lair. The poor tasloi is probably quite dead by now but the ettercaps, of course, will not recognize the scroll's value. If you could retrieve it for me, I promise to brighten your karma. |
14917 I have no patience for your karmic flouting. Find my scroll and we shall connect then, wanderer. |
14918 Ah, my scroll. Take it with you, wanderer. It will increase your karmic essence. |
14919 That would be bad for your karma. |
14920 Let me help you find your spiritual self and brighten your karmic essence before the gods... |
14921 Has your aura grown in wisdom lately? |
14922 I don't like the look of you, mate. Move along. |
14923 There's been something killing peoples in and 'round the farms here. Zombies or something. I can understands if you can't stomach the task but, just between you an' me real personal-likes, I don't know who else is gonna do it... All of us haves been goin' for a week now without sleep. We've counted twenty zombies or so, so keep track as you kill 'em, if that's what you plans on doing. Once you got 'em all, come back here and I'll gives you the 150 gold pieces that some of us have pooled together. |
14924 Angelo, the new commander of the Fist, has been sending a lot of the Fist down south to Beregost. People fear a war might be brewing. |
14925 Thanks, that's been real generous of yous. Maybe we all can finally get a wink o' sleep yet. Here's that 150 gold pieces we promised yous. If we hads more, we'd gives 'em to you. |
14926 Looks-it, I tolds you to count them zombies as yous kills them. You still gots a few to go. |
14927 Sarevok is very popular with the nobility, and that may win him the ducal seat in Baldur's Gate. |
14928 There's more evil heres than just zombies then, is thats it? |
14929 Thanks for gettins rid of those zombies and stuffs. We all really appreciates it and all. |
14930 [MAINGUI BUTTON]Priest Scroll |
14931 Candlekeep |
14932 Candlekeep Coastway |
14933 Lion's Way Candlekeep to the West Coast Way to the East |
14934 Beregost to the North |
14935 The Jovial Juggler |
14936 Burning Wizard |
14937 Red Sheaf |
14938 Feldepost's Inn |
14939 Temple of Wisdom |
14940 The Burning Wizard |
14941 Inn |
14942 Temple of Helm |
14943 Cloud Peak Mountains |
14944 A rock stupid. |
14945 High Hedge |
14946 Wood of Sharp Teeth |
14947 Sword Coast |
14948 You smell worse than an orc. Get away from me. |
14949 Have you heard? There's a rogue ogre with a belt fetish to the south of the Friendly Arm Inn. I had to bargain my new girdle of piercing for my life out there. Wasn't even interested in an autographed copy of my book. Hey, if you can get that belt back to me, I'd be mighty grateful. |
14950 So, did he steal a girdle off you yet? |
14951 Oh, this isn't mine. Did you find any others? |
14952 He was a weird one, weren't he? Ugh, I can still smell him on you! I'll pay you 10 gold pieces for returning the girdle and another 60 to find the nearest bath. |
14953 Thanks for getting this back to me. Damn weird ogre, though, don't you think? Here's 95 gold pieces for your trouble, and a new history book I've just completed. |
14954 Oh, my... This has been an unfortunate turn of events, hasn't it? Uh, here, let me give you an autographed copy of my latest book: "High Cleric Unshey's Practical Guide to Bodily Health." Oh, I'm terribly sorry about all of this. |
14955 Hey, now, I'm just a writer. Now back off. |
14956 Thanks for all of your help with that girdle guy. Just another notch in your belt, huh? |
14957 You've the gait of a scalawag, and I've no time for ye. Hey, what's coming through that door over there... |
14958 Damn-blasted hobgoblin bullies. Pulled the boots right off of my own two feet and headed into the badlands right south of Beregost. I'll pay you 100 gold pieces to show them who's boss and get those boots back... Hey, isn't that Kelddath Ormlyr? |
14959 What is a thief to do, huh? You invest in some Boots of Stealth, you set up shop in the badlands to the south of Beregost and then, WHAM... Along comes a tribe of hobgoblins and they tear the boots from right off your feet! Damn blasted bullies is what they are and I'll pay 100 gold to whoever can get them back to me, I will... Oh, look! It's Drizzt Do'Urden! |
14960 Beregost to the West |
14961 Have you found those hobgoblins yet? They were heading southeast, through the badlands, if that's any help. Hey... that's Thalantyr the Conjurer over there, isn't it? |
14962 Vestibule |
14963 You're a godsend! Uh, here's all that gold I took from you... I may be a kleptomaniac, but at least I'm an honorable one, right? And here's 100 gold pieces for your help, too. Consider it a down payment on your pocket. |
14964 Song of the Morning Temple |
14965 Thanks again for getting them boots for me. What have you got in your pack today? |
14966 Here I am, in trouble again. |
14967 Watch for wolves |
14968 My husband had to make a sudden business trip to Amn and I'm so worried for him. "Mirianne," he always said, "Mirianne, who knows the road better than old Roe?" But the highways just aren't as safe as they once were and there hasn't been a messenger from Amn here in months. Could you keep your eyes open along the southern roads and let me know if you find anything? |
14969 Ulcaster School |
14970 Excavation nearby |
14971 "My dearest Mirianne, The road has been difficult, but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap. Always and forever, Roe..." Oh, thank you for such good tidings. Please, let me give you this ring to keep you safe in your travels. |
14972 Elfsong |
14973 Seven Suns |
14974 Flaming Fist |
14975 My dearest Mirianne, The road has been difficult but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap. Always and forever, Roe... Oh, thank you for such good tidings. Please, let me give you this ring to keep you safe in your travels. |
14976 Low Lantern |
14977 Water Queen's House |
14978 Is nowhere safe from you brigands? |
14979 You have to help me! Them xvarts are after my cows again! |
14980 Take care of yourself out there, friend. |
14981 Thanks for saving Arabelle here. Ever since them xvarts an' their kobold kin swarmed the mines at Nashkel, they've been makin' attacks like that more and more often. If someone like yourself could get to the bottom of that, all of us trying to make an honest livin' out here sure would be grateful. |
14982 Harbor Master's Building |
14983 Iron Throne |
14984 Blade and Stars |
14985 Entar Silvershield's Estate |
14986 Damnations! That's another cow they've killed. None of them are gonna carry off the meat this time, at least. Well, thanks for trying, I guess. |
14987 Why are you talking to me? They're killin' Arabelle even as we speak! |
14988 Be careful out there. These mountains are more dangerous than any of us realize. |
14989 You're no better than those damnable xvarts. Well, I ain't going to my grave without a fight. |
14990 Helm and Cloak |
14991 Ah, I know a bookworm when I see one. Come back when I have a little more time and perhaps we can discuss history and literature a bit. |
14992 Three Old Kegs |
14993 Ah, you're old Gorion's ward, the lonely kid of Candlekeep! Of course! I heard about the loss of Gorion, and I must give you my deepest condolences. I hope since you've left Candlekeep, you've kept up on your reading... Oh, the world of books... I have heard that a new copy of that wondrous tome, "The History of the Fateful Coin," can be had for a pretty penny in one of the stores around here. If you would be so kind as to buy it for an old man like myself, I'd gladly reimburse you. I'd even give you a little bonus to help in your travels. It must be so hard with Gorion gone. |
14994 Ah, you are generous to an old man, so I will be generous in turn. Let me give you another book in exchange. It is a touch darker than what you have given me but I get a sense that you may enjoy it, nonetheless. |
14995 Ah, you are generous to an old man, so I will be generous in turn. Let me give you another book in exchange. Personally, I would call it more fantasy than history but I get the sense that you may enjoy it, nonetheless. |
14996 I always felt you were cut from wiser cloth than that, old friend. Gorion would be sad, indeed. |
14997 How is my favorite bookworm? |
14998 Ah, next time you pass through Candlekeep, you should read the "History of the Bell in the Depths." It is an old favorite of mine that I'm sure you would like. |
14999 Hello. |
15000 Create Game |
15001 host address |
15002 Perhaps your archer could help me. |
15003 I've lost my lucky arrow around here somewhere and can't seem to find it. |
15004 Any luck finding that arrow of mine? |
15005 Great, thanks. Here, let me give you a little something in exchange... Happy hunting. |
15006 It's silly, I know, but it just doesn't feel right without my lucky arrow. Here, let me give you a little something in exchange. They're great for anything with tough skin. |
15007 My lucky arrow! Others may fly straighter or do more damage but without my lucky arrow on me, I might as well wield a club. Here, let me give you some arrows of detonation. No pun intended but they really are a blast! |
15008 Oh, now this is going to be fun. |
15009 How were those arrows I gave you? |
15010 Go away. I have no need of good folks like yerselves... Ye're prob'ly Nemphre's dirty agents anyhow. You tell her that I'm on to her, that Arkion has plans. |
15011 I've got a dirty deed fer ya. How 'bout you go down into the sewers and bring me up a body. Now, I don't ask questions 'bout how you come 'bout them and I don't want any questions 'bout what I use 'em fer. Bring 'em to me when ya find 'em. |
15012 current players |
15013 Donate |
15014 So, have ya got a few stiffs fer me? |
15015 Ah, a ripe one. Ya've done well there, haven't ya? Here's 250 gold pieces to relieve the stink of it all. Ah, Nemphre, I'll have that ring yet! |
15016 Even more than I asked fer, my dark cousin. Maybe you an' I should go into business sometime. I could tell ya all 'bout the betrayals of Nemphre, 'bout the insult of that onyx ring she holds... Here, take 400 gold pieces. Money is the only thing that still removes the stink of the world. |
15017 Ya plan to give me my own corpse, do ya? I'll have yer's first, my dark cousin. Aye, I'll have yer's first. |
15018 Live long in the stench of the dead, cousin. |
15019 I have little need of one such as you. |
15020 You will make an adequate pawn. Don't argue, as I have little patience for your prattle. There is a dark mage at work somewhere in this city and he must be stopped. He goes by the name of Arkion and has a bloodstone amulet that is of great importance to my plans. Return it to me and I will reward you greatly. |
15021 Mmm, you are a sweet one. Could you do a favor for Nemphre? An old lover of mine has followed me here to the city and has been threatening me with some very dark magic. His name is Arkion and, if you could just get a certain amulet of his to me, perhaps there are a few things I could do for you, don't you think, mmn? |
15022 You are a sweet fool but a fool nonetheless. Here, take this scroll and go. I have no further need of you. |
15023 How many times must I ask you to do my bidding, imbecile? Find Arkion and get his amulet to me and do it NOW! |
15024 You dare to attack the great Nemphre? You shall shrivel in the face of my wrath. |
15025 IPX Sessions |
15026 Player Name |
15027 Ducal Palace |
15028 Helm Temple |
15029 Blushing Mermaid |
15030 Splurging Sturgeon |
15031 Ilmater's Shrine |
15032 The Lady's Hall |
15033 Hall of Wonders |
15034 High House of Wonders |
15035 The Fortune Teller |
15036 Ah, lowly adventurers. The roads of this fair city are lined with fools, are they not? |
15037 Ah, weary adventurers. The roads of this fair city are lined with fools, are they not? And two of the greatest are Arkion and Nemphre, necromancers fighting over trinkets and baubles of little use or value. I assure you, they are more trouble than they are worth. You are better off steering clear of them. |
15038 Ah, fair adventurers. The roads of this fair city are lined with fools, are they not? Two of the greatest are Arkion and Nemphre, necromancers grown bitter over lost love. Alas, but they use petty trinkets as their excuse for enmity. Nemphre covets Arkion's bloodstone amulet and Arkion dreams of her onyx ring. Steal those trinkets and bring them to me and perhaps those two fools can at last find peace. |
15039 So, how fare our dear Nemphre and Arkion? |
15040 Ah, the bloodstone amulet of Arkion and Nemphre's onyx ring. I hope no blood was shed to get these for that may yet rest heavy on your conscience. Fools are to be suffered in this world, not slaughtered. Be what may, at least they may find some peace. As for these trinkets, you might as well sell them somewhere as they are of little use to anyone. For your troubles I will give you this cloak. It may be of some use to you in the future. |
15041 Fools are to be suffered, not slaughtered. I have not taken your life and I suggest you learn from my example. |
15042 Peace, my friends. Suffer it gladly. |
15043 I still feel a little light-headed, but I should be able to make it back to Beregost under my own power. Here, take my axe. It's too heavy for me to carry right now anyway. |
15045 Yes. |
15046 No. |
15047 Yes. |
15048 No. |
15049 Yes. |
15050 No. |
15051 Yes. |
15052 No. |
15053 Yes. |
15054 No. |
15055 Yes. |
15056 No. |
15057 Yes. |
15058 No. |
15059 Show me your list of services. |
15060 Nothing. |
15061 Show me your list of services. |
15062 Nothing. |
15063 What do you have to offer? |
15064 You have been generous with your healing... Here, those gnolls didn't find this old amulet that I keep tucked into my boot. I hope it's enough of a repayment for your kindness. If you ever want to stop by and visit, I have a place in Beregost. |
15065 Nothing. |
15066 No. |
15067 No. |
15068 Yes. |
15069 No. |
15070 Yes. |
15071 No. |
15072 Yes. |
15073 No. |
15074 Yes. |
15075 No. |
15076 Yes. |
15077 No. |
15078 Yes. |
15079 No. |
15080 Yes. |
15081 No. |
15082 You have been more than kind to a rough and battered dwarf. My sister, Nasha, is a cleric in the southern quarter of Baldur's Gate. If you ever need this favor returned, find her there and she will heal you. |
15083 My leg... (moan)... damned gnolls... Please... heal me... (moan)... even a little bit... It hurts so... much... (moan) |
15084 The bones are setting just fine. Next time I'll have to take a few friends with me when I go gnoll-hunting. |
15085 (moan)... |
15086 First you heal me, now you want to kill me. I don't understand the workin's of your mind but damned if I'm gonna let you get away with this. |
15087 Get away or I'll slice that nose right off your face. |
15088 Keelor told me how you helped him after that gnoll attack. We're all very grateful... Now, could everyone who needs to be healed talk to me separately? |
15089 You need to be healed, do you? Well, Keelor's friend is my friend. Us dwarves are like that, I guess. |
15090 I can't fix you unless you're broken. Perhaps I should be talking to someone who is in greater need. |
15091 If that's the way you want to be, then look out! |
15092 I have little to say to you except good riddance. |
15093 I just had some new armor shipped in from Waterdeep and I'm afraid I must have dropped the gauntlets into one of the shipping crates somewhere between here and the harbor. Please, if you can find them before somebody else picks them up, I would be most grateful. |
15094 Oh, I do hope we find those gauntlets soon. |
15095 My gauntlets! Here's 45 gold pieces for all your time and trouble. |
15096 You found my gauntlets! I was beginning to think they'd never show up. Here, take these infravision potions as your reward. I'm sure you'll have use for it sometime. |
15097 Oh, damn it! I don't even have my new armor on. Very well, this old stuff I'm wearing is tried and true. |
15098 Just me, Pooch, or adventurers getting uglier these days? |
15099 Hi. Name's Welt. Dog's called Pooch. He's hungry. Can you bring rats? |
15100 Donate |
15101 donate |
15102 Enough rats. Pooch likes rats. Here, have Welt's mitts. |
15103 enter donation |
15104 Need more rats. Pooch likes rats. |
15105 Look Pooch! Welt has friends! |
15106 You make Welt ANGRRRY! |
15107 Hmm, I prefer not to work with amateurs. |
15108 There's a fat man by the name of Algernon staying at Feldepost's Inn in Beregost. He keeps a cloak with him in his room and I need you to get your larcenous hands on it and bring it back to me. I assure you that your reward will be handsome. Try not to kill him, just filch it off his person. |
15109 Do you have Algernon's cloak with you? |
15110 Ah, thank you so much. Here is 150 gold pieces for your efforts. |
15111 Oh, I do like your handiwork. Here is 200 gold pieces for the trouble. |
15112 Damn, I was hoping you were more the passive-aggressive type. |
15113 How do you like my new cloak? |
15114 This is my room, and I don't want visitors. Now leave me alone. |
15115 Pheirkas sent you, didn't she? |
15116 Thieves! |
15117 Zzzzzz... Zzzzzz... Zzzzzz... |
15118 I'd rather not talk to anyone, right now. |
15119 There's some ankhegs causin' chaos upriver, alon' the east bank, just north o' that bitch priestess. They took down my pal, Nester, and dang near hauled me under too. 'At's why I'm so glum now. Nester's mama's gonna want somepin' of 'is to bury, but I'm still gettin' too many nightmares and all to go back there. |
15120 Item |
15121 Item Abilities |
15122 'At's Nester's dagger you got there! I saw 'im drive it between the plates of 'at ankheg afore it pulled 'im under. 'Ere, take this gem of mine. We 'ad come to the city to pawn it afore things all went wrong. *sniff* 'Is momma's gonna be real grateful to ya. |
15123 I'm real sorry for troublin' you last time with 'at awful story 'bout Nester and the ankhegs. It's all true but it ain't right to foist all your troubles on other people like that. I hopes ya don't think I did wrong... |
15124 The ankhegs are comin'! The ankhegs are comin'! |
15125 Nester's momma says you done good... And I ain't gettin' no nightmares 'bout them ankhegs anymore neither. Just wish Nester coulda known ya. |
15126 Hi, I'm Petrine. |
15127 Hi, I'm Petrine and my folks aren't around no more and I ran away from my Uncle Bheren 'cause he's real mean. My cat's really an angel, though, and she protects me when bad things happen. Or at least she did. I can't find her now, though. I think she went back to my uncle's to get her ring. There's this ring that she loves to play with, but when I ran away I had to leave it at my nasty uncle's. If you could just get me the ring, I'm sure Angel would come back. Could you do it, oh please? |
15128 I miss Angel. I hope she comes back real soon. |
15129 You found the ring... now Angel will come back... and we can live together forever and ever. I wish I had something to give you for finding her ring but I really and truly don't. Maybe she'll give you some good luck, though. |
15130 Angel! Help me, Angel! |
15131 Angel's out hunting but she says you're really kind. |
15132 Damnable cat! I figured Petrine would take the beast with her, but life isn't that kind, is it? |
15133 Damnable cat! I'll give you the cloak off my back if you can kill the pesky thing. |
15134 I'm not usually a man who honors his words too much, but you wouldn't believe how glad I am to be rid of that crazy cat! Here, take my cloak and good riddance. |
15135 You didn't think I was serious, did you? Cripes, you go find my niece Petrine and tell her you killed her stinking cat, 'cause I'm sure not going to! |
15136 Between you and that cat, life has been sheer hell ever since Petrine ran away. Damn you! |
15137 Sure is quiet around here without that infernal cat. Almost miss her, I do... |
15138 Please don't interrupt me. I'm waiting to be inspired. |
15139 I have been working on a ballad about the Unicorn Run in the High Forest. I'd like to use a more reliable source than simply hearsay and folklore, though. If you ever find an authoritative history of the run in your travels, I'd love to get my hands on it. |
15140 Hi there. Found anything substantial on the Unicorn Run yet? |
15141 "History of the Unicorn Run..." How wonderfully ideal! You wouldn't believe how grateful I am to get my hands on this. Here, a friend of mine gave me this magical scroll and I have yet to make use of it. |
15142 Must you pick on me when I'm trying to concentrate? |
15143 "Sweet waters of the forest flow through each den and glade, nourishing the unicorns who lie graceful in the shade..." |
15144 "History of the Unicorn Run..." Interesting... I'll give you 80 gold pieces for it. |
15145 Belch... Drink up. |
15146 (Belch...) |
15147 ...and then I said, "You ain't no tasloi! You're my wife!" Har, har, har... *belch* Here, have another drink. |
15148 They artifishally age shish shtuff, you know... Sure, with shlimes and oozshes and shtuff... I betsha 100 gold pieshesh thatsha wooden go find 'em andsh kill 'em all offsh! *belch* Har, har, har... |
15149 ...No, I ain't shpaying you nushin until I shee a bit o' shlime juish on yer collar... |
15150 *belch* Ye're a good one, you are... Here'sh yer 100 gold and... Aw, shootsh, I only gotsh 60 gold pieshesh o' mine left in my wallet. Ya tooksh too long an' my throat gotsh dry and shtuff... Aw, ye're a good one, though... *belch* |
15151 *belch* Oh, no you don'tsch... |
15152 *belch* How's it goin', eh? |
15153 Been a long day, hasn't it? I have to get back home, so I don't have time to talk. |
15154 I'm sore right down to my very bones, I am. Been bashin' ankhegs across the river and to the south. They could use your help down there, I'm sure, what with them ankhegs going through one of their boom cycles and all. Find a woman by the name of Gerde and she'll fill you in on what to do. |
15156 [DRIZZT DO'URDEN 11] |
15157 [DRIZZT DO'URDEN 12] |
15158 [DRIZZT DO'URDEN 13] |
15159 Just back from an ankheg frenzy across the river and a bit south. They're in one of their boom cycles, I guess. With iron all shot to hell, there's a good market for ankheg armor these days. Bring me back a good batch of scales and I'll pay you richly for them. Just go on down there and talk to Gerde. She'll fill you in on what to do. |
15160 Fine work. I'll pay you 250 gold pieces for all of your ankheg heads. |
15161 I'll squish you like I did those ankhegs. |
15162 I hear the ankheg boom is starting to taper off. It's a shame, isn't it? |
15163 You've come here to fight ankhegs? Well, listen up: it's mating season, so it's primarily females coming up to the surface, looking to put on a little extra weight. They're hungry, they're aggressive, and there are a lot of them. Now, the point of this exercise is not to exterminate them, but to keep their population to a manageable level. Remember, they aerate the soil and thereby improve crop yields by as much as 15%. Food is going to be scarce enough in the next few years, so keep that in mind when you're out there. No more than four ankhegs per party. After that it's catch and release, all right? Most of the activity starts about fifty yards to the east. Now move out, everyone. I'll keep an eye on things from here. |
15164 Good work, and I'll trust that you stuck to the quota. Here is 75 gold pieces. Go find yourself a room in the city and rest up. You've earned it. |
15165 Can't stomach the action, can you? That's all right, there are plenty more who will take your place. |
15166 I said a quota of four per party! Get out of here and watch your back because I report all poachers to the Flaming Fist. Damned hammer-happy fools. |
15167 You want to mess with the Department of Natural Affairs, do you? You're either very brave or very stupid. |
15168 The ankheg population appears to have stabilized in this region. I'll continue to monitor them, however, until they go into hibernation for the winter. |
15169 There be pheasants and penguins and booberry trees between the greenest of skies and the whitest of seas (wertle, wertle, wertle, wooo, wertle-wooooo...). |
15170 Popple the Rock took stock of the lock and thought he was better off darning his sock (wertle-woo, wertle, wertle, woo-wertle, wooooo...). |
15171 I like you, yes I do (wertle, wertle, wertle, wooo...) and I know of a way to make you like me too (wertle, wertle, wertle-wooooo...). Down by the ocean, down by the sea, there's a pirate ship waiting for you and for me. Bring me what's in it, but don't ever wear it, or sure enough, soon enough, you'll wertle too... |
15172 What a beautiful ring! Where'er did you get it? (Most likely quite near where exactly I put it...) Wertle, oh wertle, oh dear wertle-wooo... wertle, oh wertle, oh woo... Oh, I know what you're thinking of Mad Arcand the Stinking who takes what you give him and gives not in return. So here, take this bottle, but please don't unstopple or (wertle, poor wertle), you'll surely get burned. |
15173 Bad wertle, dumb wertle, wrong wertle-wooo, why do you do all the things that you do? |
15174 Ah, my wise wertle, how do you do? Mad Arcand the Simple has been missing you. (Wertle, oh wertle, oh dear wertle-wooooo...) |
15175 Please be quiet. I'm trying to study. |
15176 I've got a big test coming up and I need to pass it to get into the Merchants' League. If there's anything you can do to help, I'd appreciate it. Otherwise, though, I'd prefer if you let me concentrate on my work. |
15177 You have to pass a big test to get into the Merchants' League around here so I've been studying and studying but it just doesn't seem to sink in. Being merchants, I don't think they're too concerned about honesty and integrity, though. If you've got a spell or potion that would bump up my intelligence or wisdom for the next little bit, I'd greatly appreciate it. |
15178 I hate tests. |
15179 Ooh, that does feel good. Thanks so much! Here's 50 gold pieces. I'll let you know how it turns out. |
15180 What a weird test. The entire point of it was to get people to cheat like that. "Seize every possible advantage," the instructors said afterwards. When I told them you gave that to me for only 50 gold pieces, they passed me with flying colors! Capitalism is so strange. |
15181 I'M TRYING TO STUDY! |
15182 I can smell the city on you. |
15183 There are some ogre magi causing trouble in the southwest corner of the Wood of Sharp Teeth. If you could clear them out before they do too much damage, I'd be very grateful. In the meantime, I'll try to find some other adventurers to help out in case things start getting too rough... |
15184 How can you stay in this foul city when the forest is in danger? |
15185 The hawks tell me that you cleared away the ogre magi all by yourselves. I am impressed with your valor. Here, let me give you these fine gloves as a token of my appreciation. They are so supple that you can feel even the downiest feather as it brushes against your palm. |
15186 You city dwellers are all the same! |
15187 Pleasure to meet you. The name's Cordyr. |
15188 Hi. The name's Cordyr. I'm from down south, where the Cloud Peaks tumble into the sea. A pair of sirines has been trying to move into the area. They sank my fishing boat and put me right out of work. *sigh* If they weren't so dang beautiful, it would be a lot easier to convince people of how much of a nuisance they can be. |
15189 We didn't murder anyone, and we're not surrendering to the likes of you! |
15190 We didn't murder anyone, so we're perfectly willing to go to trial. Our innocence of this unwarranted accusation should be refuted quickly, within any fair court of law. |
15191 Don't do this young one. If you resist, we'll be forced to use lethal force. |
15192 Bring it on! |
15193 Now that you put it that way, take us to your prison. |
15194 Halt and hold! You stand accused of murder most foul! You will lay down your arms and come with us, or by order of Angelo Dosan you will be killed where you stand! Such is his order and I cannot alter it! It is your choice! |
15195 Stop and surrender yourself. You are accused of murdering the men Brunos Costak and Rieltar Anchev. If you give yourself up now, you will be assured of a fair trial. |
15196 Surrender? No way! We won't go without a fight. Come on! |
15197 We're innocent, so we have nothing to fear. Take us to your prison. |
15198 Hey there, kid, nothing to see here. |
15199 You don't have the heart, do you...? It's all right, I know where you're coming from. I couldn't do it myself. |
15200 You did it, huh? I've got to admit you have a steelier heart than I'd ever want. Here, take this flame arrow scroll. Should have given it to you before, I suppose, but I really didn't think you would survive. Ah well. Better late than never? |
15201 Thanks for your help. It's a dirty deed but it's the cost of civilization, isn't it? Here, take this haste scroll as payment. I probably should have given it to you before, but I didn't think you would survive. Better late than never? |
15202 I'm no fighter, friend. |
15203 If you find a great deal on a fishing boat, let me know. |
15204 I have no wish to fight you. I am no murderer, and I welcome the chance to prove it. |
15205 I am innocent, and I shall not submit myself to the judgment of this "Angelo." Scar is your proper superior! |
15206 Is there no other option? Perhaps I could... enhance your wage? |
15207 Dreadfully sorry, but my duty transcends friendship. I must carry out Angelo's orders regardless of my personal feelings, though many of us do not trust him as we did Scar. Your sentence is likely trumped-up, but we must obey. He is our rightful leader, after all. |
15208 This is a living here, chump, and I don't appreciate your meddling with it. |
15209 I sense evil in your party, friend. I cannot allow you or your evil companions to threaten the good people of Baldur's Gate. |
15210 Your party is free of the taint of evil. Please pass unmolested. |
15211 A wise decision. You will have a fair chance to defend yourself, regardless of how convinced of your guilt Angelo is. This way. |
15212 Death to all who seek to harbor the emissaries of darkness! |
15213 That may be so, but Scar is dead and Angelo is his "proper" replacement. We in the ranks have no other choice but to obey his orders, suspect though they may be! You must decide: Submit and face judgment or fight here and die. I have no choice, but you do! |
15214 I trust your stay in the city has been uneventful. |
15215 Though the same may not be said of our current leadership, the Flaming Fist value their honor and are beyond your foolish attempts at bribery! Orders are orders! You will lay down your arms or lay down your life! Decide! |
15216 Diseased! Diseased! Stand well back... Diseased! Diseased! |
15217 For your own health and that of your children, come no closer. I was cursed with this fell disease as punishment for my wickedness... Diseased! Diseased! Stand well back... |
15218 I have no wish to fight you. I am no murderer, and I welcome the chance to prove it. |
15219 I am innocent, and I shall not submit myself to the judgment of this "Angelo." Scar is your proper superior! |
15220 Then I must carry out the sentence decreed by Angelo! You will pay for your crimes! There is no escape from the Flaming Fist! |
15221 No, your potions and magics are of little use. The only way to cure this sickness is to right the wrongs of the past. Behind a painting at the Three Old Kegs, you will find the skull of my brother, Kereph. Take it to Agnasia in The Lady's Hall. She will know what to do with it. |
15222 I I am cured. After all these long years of rotting away, an end has come. Blessed be Tymora and may my brother at last have peace. You are kinder than you'll ever know. |
15223 Not diseased! Not diseased! Come as close as you want... Not diseased! Not diseased! |
15224 I have nothing but my past and, I assure you, you do not want it. |
15225 May the luck of the Lady be with you. |
15226 The skull of Kereph... He was a priest here long ago, and Tymora blessed him greatly. Too greatly, perhaps. Made some people jealous... Made him some enemies... Then one night we found him dead, his body torn and broken, his head gone. No one ever found the killer. No one ever asked. It is best to leave that sort of justice to Tymora. Perhaps this is her forgiveness, no? Go well in the luck of Tymora, stranger. Find Ghorak, for he should now be cured of his affliction. |
15227 May Tymora curse you! |
15228 With breath that strong, you could kill giants. Now get out of here before I hurt you. |
15229 Hey, you! You look either bored or foolish. Either way, I could use your services. Some wiseacre tried to send a basilisk by freight and now it's broken free and is making a mess of one of the warehouses at the harbor. As I said, I need someone who's either bored or foolish. |
15230 Look, how many times do I have to ask you? The docks are more ornamented than the High Hall! |
15231 Thanks and long live the foolish! Here's 500 gold pieces for taking care of that on such short notice. Also, you might want these. They're an item I obtained from a fence I know in Athkatla. You never know, they might fit you. |
15232 Thank the gods for bored adventurers. I don't know what we'd do without you. Here's 500 gold pieces for your help. |
15233 Curses! You adventurers are all the same! I've got an emergency to deal with and all you want to do is cause trouble! Damn you to the Ninth Hell! |
15234 Cheers to all of you for saving our docks from becoming a stone quarry! |
15235 I desperately need someone's help but... you're not quite what I had in mind. |
15236 Euric, my youngest son, has run away again... He's always had a touch of the wanderer in him and he knows how to take care of himself, but... Oh, I'm just worried sick. This city gets more dangerous every day... If you find him, could you give him this good luck talisman? I'm sure we'd all sleep a little better. |
15237 Please, you must give that amulet to my son, Euric. |
15238 That was kind of you to do that for me. As for Euric, he'll come home when he's ready. Here, let me give you this necklace as a token of my thanks. I don't know if it's worth anything but it has been in the family for years. |
15239 Hi there. I hope that the necklace I gave you was actually worth something. Otherwise I'd feel quite foolish. |
15240 Please don't! |
15241 That was kind of you to do that for me. As for Euric, he'll come home when he's ready. Here, let me give you this necklace as a token of my thanks. It is very powerful, but one must be careful with it. |
15242 What? I didn't do anything... just leave me alone! |
15243 Hey, what do you want? I didn't do nothin'. Hey, what's that amulet you have there? |
15244 Mom set you up to this, didn't she? All right, all right, it looks dumb, but I'll wear it. Tell my mom, Nadine, that I miss her, but I'm not comin' back. Tell her that I'll be safe. Bye-bye now. |
15245 I ain't afraid of you! |
15246 Say hi to my mom for me, could you? I'm still doing okay, but you can tell her I'll probably be coming home soon. |
15247 I have been sent to warn you and your party of Phandalyn. He is a powerful paladin here in the city and he poses a grave danger to you. I would suggest that you avoid him altogether. |
15248 What do you have to sell? |
15249 Nothing for me today. |
15250 Thanks for the warning but I can take care of myself. |
15251 What do you have to sell me? |
15252 Nothing today, thank you. |
15253 Thanks for the warning but before I take it to heart, who are you? |
15254 Where is this Phandalyn you speak of? |
15255 Good day to ya. |
15256 Just a friend. |
15257 Well, where is this Phandalyn you speak of? |
15258 Well, thanks "friend," but I can take care of myself. |
15259 What do you have to sell me? |
15260 Nothing for today. |
15261 Suit yourself, but don't say I didn't warn you. |
15262 You can usually find him in one of the taverns close to the docks, but I don't recommend you do. If you have business there, I suggest you do it after sundown. |
15263 Watch your back out there. |
15264 Keep your head up out there. |
15265 Eh? Lazy day, ain't it? |
15266 Hello there. Is there anything I can do for you on this fair day? |
15267 Could you show us what you have for sale? |
15268 Nothing at the moment. |
15269 I've gotta admit, I ain't never been happier. Got a letter from my lady and she's gonna be home reeeal soon... Just gotta find me a pretty little ring for her pretty little finger and all's gonna be just fine, just fine. But my lady, she transcends gold or silver or fancy stones. She'll have nothing less than an angel skin ring from me. |
15270 Is there anything that I can help you with? |
15271 Nothing at the moment. |
15272 Could you show me what you have to offer? |
15273 Ah, that there's a fine ring but my lady, she transcends gold or silver or fancy stones. No, she'll have nothing less than angel skin from me. |
15274 Ah, a ring of angel skin. You must know my lady well to have chosen so appropriately... If you're ever needin' a little work around here, check with Scar, second-in-command of the Flamin' Fist. You can tell him I recommended you. |
15275 What can you give me today? |
15276 I don't need anything at the moment. |
15277 Yes, what kind of services do you provide? |
15278 Nothing at the moment. |
15279 Come to pay your respects to great Helm? If there is anything you need to assist in your journeys, you need but ask. |
15280 What do you have? |
15281 Nothing for me today. |
15282 Fight you and ne'er see my lady? I am in love but that don't mean I'm foolish. |
15283 Ah, it is a fine wind that brings my lady, fresh and cool and beautiful. |
15284 Ring in hand, I still wait for my lady. She will be here soon enough. Travel well, my friend. |
15285 Yes, what do you have for sale? |
15286 Nothing right now. |
15287 [DOG, WAR 09] |
15288 Show us what you have to sell. |
15289 We have no interest in buying anything right now. |
15290 Show us your wares. |
15291 We don't need anything today. |
15292 Hi! I'm Laerta. That's my twin sister, Louise. Mom and Dad don't believe us, but there's a bogeyman that comes and looks in our window every night. We're real glad we're twins because, if there were only one of us, then there'd be no one to hold on to when we get scared. |
15293 Laerta |
15294 Sarhedra |
15295 We're interested in selling or even buying magical items. What do you have? |
15296 Sorry but we do not. |
15297 What kind of aid can you give us? |
15298 We don't require any help at the moment. |
15299 Do you believe us about the bogeyman? |
15300 Get away from us, you bogeypeople! |
15301 Thanks for getting rid of the bogeyman. Louise and I aren't scared nearly as much now. |
15302 Hi! I'm Louise. That's my twin sister, Laerta. We're nine. |
15303 ENTER A SAVE GAME NAME |
15304 Empty |
15305 Are you sure you want to delete this game? |
15306 overwrite |
15307 You do not have permission to move the party from this area. |
15308 You scared away the bogeyman, didn't you? Here, Mom says to give this scroll. I think it's supposed to protect you from any other bogeypeople you find. |
15309 Jared |
15310 Erlin Hendrick |
15311 What provender do you provide? |
15312 We need nothing at the moment. |
15313 Jeb |
15314 Please, lay off your attack! I mean no harm. |
15315 What provender do you provide? |
15316 We need nothing right now. |
15317 Could you describe to us your provender? |
15318 We'll just be on our way. |
15319 Can you tell us what you have to offer here? |
15320 Goodbye. |
15321 Can you tell us what you have to offer here? |
15322 See you later. |
15323 My name is Gervisse and, as you can tell, I am a mage. The two young girls within that fateful room face a dark and uncertain future. They have already come under the eye of a powerful druid who goes by the name of Voltine. She has polymorphed herself, into what I know not, in an effort to infiltrate the house and abduct the twins in the night. Please believe me. Voltine must be found or the twins are in grave danger, indeed. |
15324 What do you have to offer here? |
15325 We won't just stand here and let you insult us. Goodbye! |
15326 Yes. |
15327 Thank you for dealing with Voltine. I have no reward for you but rest in the knowledge that you have done the right thing. You have my word that it will not be forgotten. |
15328 It is the graveyard shift, is it not, my friend? I pray you find Voltine soon as it cannot be long before she makes her move. |
15329 Mmn, how impertinent of you to spy on a lady as she's changing. My name is Voltinabulai... but you may call me Voltine, if you wish. |
15330 Olivia |
15331 Fergus |
15332 There is a dirty old mage in these parts. His name's Gervisse and he lurks around at night, peering in through people's windows. As it is a "hobby" you seem to share, may I presume that you are close acquaintances...? |
15333 Journal |
15334 I don't have the patience to play your silly games. |
15335 So, you have proved yourself to be of some use after all. As I told you, Gervisse was a dirty old man and this city is safer without him. Here, allow me to give this wand as a... thank you for services rendered. |
15336 Taste, then, the fury of Voltine! |
15337 I'm afraid you have done all you can for me. |
15338 Very well. If you must fight, then so must I... |
15339 I don't have to know someone to know I don't like them... Draw steel! |
15340 Chapter |
15341 Get outta here! I don't like the look on your face. |
15342 Hmph. I bet you're another one of those adventurers wantin' to change the world or somethin'. Well, go pick on the ogres to the south if it will make you feel better. |
15343 I thought I told you to go pick on the ogres?! They're just to the south, now get outta here... Damn adventurers... |
15344 That was quick. Damn, I don't know. Go find someone else to talk to, I'm no good at this quest stuff. I have... ummm... people to see and places to be. |
15345 What services do you provide here? |
15346 Will you stop talking to me?! |
15347 We have no need of anything at the moment. |
15348 You folks are hard-core, aren't you? |
15349 Oh, thank goodness someone came by. There's a bear on the other side of that bridge, and it's coming this way! Please hold it offâ€â€I'll give you anything! |
15350 I can't run anymore. *sigh* There's just no point to life, is there... We just run in endless circles around and around and around... *sigh* |
15351 Uh, very well. I'll be on my way, then... Uh... Carry on... |
15352 Okay, not quite anything. Here's 50 gold pieces, though. Will that be... uh, all right? |
15353 Why, thank you. That old lumbering oaf could have had me there if it weren't for young lumbering oafs like yourselves. Here, if you're going to be wandering around these mountains for a while, you may need a better pair of boots. As for me, you couldn't pay me to stick around in this place. |
15354 Jared |
15355 Bjornin |
15356 What are you waiting for? You're adventurers, aren't you? |
15357 Session Password |
15358 Are you sure you wish to rest? |
15359 Been a few days since I seen as many strangers as you brought with ya. Hope the town treats ya kindly. |
15360 What services do you have to offer a weary band of travelers? |
15361 Thanks for the kind word. Farewell. |
15362 If you've a good coin to spend, I can set you up with whatever you need. I have all that an adventurer may need. What can I get for the lot of you? |
15363 That would depend on what you have to offer. |
15364 I've no need of your services today. |
15365 I'll not turn away new faces when business has been so slow lately. If you've need of anything, don't hesitate to ask. |
15366 It's been a rough journey to get here. What do you have to ease our spirits? |
15367 I need nothing at the moment, though your offer is appreciated. |
15368 Pray tell, what has brought you into my fine establishment today? New customers are always a welcome sight. |
15369 I've a coin or two burning a hole in my purse. Let's see what you have to offer. |
15370 Sorry, but I've no interest in your services at the moment. Perhaps another time. |
15371 Show me a pretty bit of gold and you can have anything in the store. |
15372 I've got the gold, but have you anything I need? |
15373 Sorry, but I'm keeping my coins to myself today. |
15374 Can a roustabout such as yourself truly appreciate the fine goods I have for sale? I think not. |
15375 I'll be the judge of that. Let's see what you've got. |
15376 Fine or not, I've no need for them today. |
15377 You are welcome to peruse the goods I have on display, provided you have the gold to buy them. |
15378 I've gold enough, but have you anything worth buying? |
15379 I'm not interested in your trinkets today. |
15380 Please, browse and take your time. I've no wish to rush a potential new customer. |
15381 Let us see what you have, then. |
15382 There is nothing here that I require. Good day. |
15383 Welcome to my shop. You are free to look about as you wish, but do try not to break anything. |
15384 I shall proceed with due care and attention. What do you have to show me? |
15385 You need not worry about your merchandise, as I was just leaving. |
15386 I'm afraid my stocks are not quite as full as they should be, but I do try to keep a good supply of the basics on hand. |
15387 I'm sure that will suffice. Let's have a look, shall we? |
15388 Perhaps I shall return when your shelves are not so lean. |
15389 My doors are always open to those with coin in their pockets. If I don't have what you need, then you don't really need it. |
15390 Show me what you have and I shall decide for myself. |
15391 Your slogan is tempting, but I am quite well stocked for now. Good day. |
15392 Hi, I'm Well-Adjusted Al, and my prices are sensible. I used to be called "Crazy Al," but therapy has convinced me that selling plate armor for 3 gold pieces and a small duck was no way to get ahead in business. |
15393 Ooookay. Just show me what you have and I'll be on my way. |
15394 Thanks, but no thanks. Get your hand off my arm. I'll be going now. Goodbye. |
15395 It is good to see someone with coins to spend, especially in these troubling times. No doubt you are part of an adventuring group? Who else would have wealth to spare when commerce is so slow? |
15396 The source of my good fortune is none of your concern. Just show me your goods and I shall be on my way. |
15397 Welcome to the Watchful Shield. Our devotion to He of the Unsleeping Eye is unswerving. Please, allow us to shield and protect you under the ceaseless gaze of Helm. |
15398 You are a bit too interested in my personal business for my liking. I shall go elsewhere for my shopping needs. |
15399 I'd like to see what services you have to provide. |
15400 Sorry, the thought of being watched by some kind of ceaseless eye disturbs me immensely. I'll find my own way out. |
15401 May Oghma guide you along the many and varied paths of knowledge, traveler. It is clear that you have already learned the wisdom of coming here to the Unrolling Scroll. How may I help you? |
15402 For starters, perhaps you could instill me with the knowledge of what it is you actually do around here... |
15403 The wise man knows when his purse is too light for such extravagances. Maybe next time. |
15404 What kind of services do you offer here? |
15405 We'll make sure to obey your "rules." |
15406 What kind of services do you have to offer? |
15407 Ah, my weary sufferers, how may we take on your pain and relieve you of your burdens? |
15408 We're an unruly bunch, so we'd better be on our way. |
15409 What kind of services do you have to offer? |
15410 If you're going to be so rude, my companions will just take leave of this place! |
15411 Thank you, Brother, but I can still bear my pains for a little while yet. I will return when I have greater need. |
15412 My sufferings are great. I would be grateful if you would allow me to share them with you. |
15413 single player |
15414 multiplayer |
15415 movies |
15416 back |
15417 quit |
15418 World Map |
15419 You are mistaken. I do not wish you to return to my service just yet. |
15420 You are correct! We shall resume our quest to bring justice throughout the land! |
15421 You've come back! Oh, I knew you would. We were such good friends. Shall we go adventuring again? |
15422 Sorry, but I do not want you back in the group just yet. |
15423 If that's the way you want it, then fine, I'll leave! *sniff* |
15424 I don't wanna go, but if ye're gonna force me, then I guess I'll just mope around here till you come back to your senses and come back for me. |
15425 You are no more honorable than the Loki spawn I left behind. |
15426 We have fought well and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday. |
15427 You've been good to me, friends. Bust some heads, will you? |
15428 Fine, I'll be leaving the likes of you, then. This party's been just another prison for me. |
15429 I'm sorry, but my wife and I would like some time alone. Isn't that right, Lovey? |
15430 I have no patience for your weaknesses. If I want action, I guess I'll have to make my own. |
15431 world |
15432 Ah well, even the best things pass away. Your company was enjoyable while it lasted. Perhaps we shall meet again. |
15433 It is too hard to be stealthy with a group like this. I should have known not to have joined you in the first place. |
15434 You would have me leave the group? I agree to do so, but only as it serves my purposes for the time being. (I will wait here, but I am not a patient man.) |
15435 You would cast me out as though I were a servant? (They will all pay for their insolence!) |
15436 Very well, but do not forget what I have taught you, friends: Walk with rage against all who threaten the Great Mother. |
15437 Hello there, kid. Rather strange place to be wandering, ain't it? My companion has something to say to ya. |
15438 I... wish you luck on your... adventures. |
15439 Good luck on your further ventures. |
15440 You would cast me out as though I were a servant? (They will all pay for their insolence!) |
15441 You would have me leave the group? I agree to do so, but only as it serves my purposes for the time being. (I will wait here, but I am not a patient man.) |
15442 No doubt you have returned to your senses and wish to continue our glorious fight against evil! A wise and fortuitous decision. |
15443 As it should be! Let us go! |
15444 But... but... we were a team, we were bound by... by honor! *sigh* Why is everything always so complicated? |
15445 Indeed, little one. Such fun we will have. Welcome back. |
15446 Oh, goody good good! Let's go! |
15447 I don't wanna go, but if ye're gonna force me, then I guess I'll just mope around here till you come back to your senses and come back for me. |
15448 By Tempus, you have returned! Are we to join again and fight as mighty warriors should? Say it is so! |
15449 That is a fine idea. We simply could not do without your fighting spirit. |
15450 I am sorry, but I do not need you back just yet. |
15451 A triumphant day, indeed! I welcome your company once again! |
15452 We have fought well and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday. |
15453 It seems we have crossed paths yet again. Shall we renew our partnership and travel together? |
15454 Your company was missed by all. Welcome back to the group. |
15455 I've no need of your services quite yet. Perhaps in the future, but not now. |
15456 Ah, old friends made new again. A pairing that cannot be beaten. |
15457 Ah well, even the best things pass away. Your company was enjoyable while it lasted. Perhaps we shall meet again. |
15458 So you've come back, have you? Perhaps we should join forces once again. There is much work left to be done. |
15459 That is an excellent idea. Your sage advice and company have been missed. |
15460 I have other plans for the moment. Perhaps another time. |
15461 A wise move. Together we can't possibly fail. |
15462 You've been good to me, friends. Bust some heads, will you? |
15463 It is about time you returned! If I had waited another moment, you would surely have regretted it! Let's get moving! |
15464 That is a bit presumptuous of you. I have no desire to have you back just yet. |
15465 Though I do not enjoy your manner, I do have need of your talents. Welcome back. |
15466 Save your pleasantries. (I will suffer their company merely because they are useful.) |
15467 You would cast me aside yet again? Do not press me further! I will wait here, but do not tarry! |
15468 We meet again. I trust you have been vigilant in protecting the ways of nature? Perhaps we should continue our previous partnership, and further our causes together. |
15469 I have no need for your assistance at this time, though I may call upon you in the future. |
15470 Your suggestion is a good one. Welcome back, Faldorn. |
15471 Very well, but do not forget what I have taught you, friends: Walk with rage against all who threaten the Great Mother. |
15472 The Insect |
15473 Death |
15474 The Circus |
15475 The Moon |
15476 A Bear |
15477 An Outlaw |
15478 The gulls are even more beautiful than the winds they ride on, are they not? I will be one someday, you know. I long for it more than anything. |
15479 Ohhhh, I'm a lumberjack an' I'm okay I work all night an' I shleep all day! |
15480 You are kinder than you'll ever know. Here, take this wand of lightning as a small token of my gratitude. I'll not need it where I'm going. |
15481 I'm a werewolf, baby, now an' here I come! I'm a werewolf, baby, now an' here I come! ... *belch* |
15482 My momma was a sheepdog, my papa was a hound, an' when I fell in love with you, li'l pup, I knew that I'd been found... |
15483 Ah, it'sh okay, Sham Everyone'sh a critic... |
15484 You know little of wisdom and less of beauty. |
15485 Stay and watch the gulls for a while, if you will. This world is a patient one. |
15486 Must you get so close? |
15487 Aye, so everyone's heard, everyone's a rubbernecker then, is that it? Old Gurke had his famous cloak stolen right off his back by a batch of paltry tasloi. Yeah, yeah, it's old news and if you make one crack about the Cloakwood being an appropriate place to lose it, at least, I'll put your liver on the menu. Now move on and let the next people in line have their laugh. |
15488 Sure, bring your friends, bring your relatives. Damn it, I oughta start charging you fools for this gawkery! |
15489 My cloak? Hmph, I thought it was as good as gone. Here, let me give you 280 gold pieces for returning it. |
15490 Put that thing away, you damned fool. I'm a bleeding tourist attraction around here now. There's money in that! Losing this old cloak was the best thing that could have happened to me. No more hacking and slashing my way through life. Nah, I've got it easy now. Keep the damn cloak and good riddance. |
15491 Move on. I've got paying customers. |
15492 Back off! |
15493 Leave me be, friends. I'm still healing from my latest encounters. |
15494 They did quite a number on me, those half-ogres. There's a band of them fortifying themselves in the mountains south-southwest of here... If you could give them a taste of justice, that would do me proud. |
15495 So, have you tested your steel against those half-ogres I mentioned? |
15496 Fine work! News of the battle has reached me even here. In an effort to encourage such deeds of righteousness, allow me to present to you this shield... The Sword Coast needs more heroes of your sort, especially in times as dark as these. |
15497 How are my fine heroes? If only these wounds of mine were quicker to heal I would be lunging into the heat of battle at your side. |
15498 I may be injured but, if you are evil enough to attack me then I am good enough to stand my ground. By the Luck of the Lady, draw steel. |
15499 Take your piety elsewhere, fools. It has no place here. |
15500 An old "friend" of mine took too close of a liking to some boots of mine. Her name's Pilar and she's probably hiding out at the Friendly Arm Inn, if I know her right. I don't care how you have to do it but I must have those boots back. |
15501 I see you don't have my boots with you. Do not test my patience as I do not take well to enemies. |
15502 My boots... Just let me put these on for a moment... |
15503 Your service has been exemplary. Here is 90 gold pieces for a rainy day... |
15504 Ah, my boots. You have done well. In payment, allow me heal some of your wounds. |
15505 Your ongoing visits are less than discreet. I urge you to discontinue them at once. |
15506 Feeling brave, are we? |
15507 Unless you're willing to buy a gal some ale, you're not welcome here. |
15508 Travelers are you? Takes one to know one, I guess... I don't know if you're heading that way but, if you ever end up in Baldur's Gate, keep your eyes open for Gheldehar, an old gnomish cleric. Trickier than an old wyrm, that one. He's still got an old ring of mine which I'd love to have back, actually. Oh, and in case you didn't catch it... that was a subtle hint. |
15509 Thanks for the ale, sucker. |
15510 Been to Baldur's Gate yet? Watch your back for Gheldehar when you do... |
15511 Thanks for your help! Just let me put this ring on. It's been so long... |
15512 You've done well. Here, let me give you another in return. |
15513 Very well, then. Let acts of folly betray the fool. |
15514 Together we shall enforce the laws of nature with the ruthless vigor they deserve. |
15515 Please help me! I don't know where else to turn. My little boy was playing in that abandoned lighthouse to the northwest when a pack of worgs surrounded it. Please just turn them back, and I can coax him down. There's not much time! |
15516 To the northwest! It's not far! |
15517 Thank you so much. You've probably scared him as much as the worgs. I'll coax him down once you've left. Here, this money is all my husband brought back from market this past week but take it. My son's life is worth this and so much more. |
15518 My son prays for your continued health every night, as do I. |
15519 *sob* It's no use... We're all as good as dead! |
15520 You... will meet your doom today, child... |
15521 Your future... is hemmed in darkness. Your lives... are in the balance. Act wisely, act judiciously... and bring me the sphene gem, should you find it... |
15522 You... are a light entering darkness. You... are a seeker of truths. You... are more than you realize. The Seer has spoken it because the Seer knows the fear you harbor, the fear you shall yet become. In the lair of the basilisk, you will find a sphene gem... You would do well to bring it to me. |
15523 Ah... it is sometimes better to abandon one's destiny for a time... It will find you again soon enough. |
15524 The sphene gem! Indeed, then... you are more than you appear. Someday, you must journey further through the muck and mire of this place for it will tell you as much or more than all of fabled Candlekeep... Like yourself, this city is more than it appears. There are cities below cities, dreams beneath dreams, the past laying buried beneath the crushing weight of the present... Go now, wanderer, for the time will come when you must walk through the darkness to find the light. |
15525 You are still young and rash and too much of this world... It will be your death all too soon. |
15526 To define your future, you must know your past, wanderer... |
15527 Thrown |
15528 Do not disturb the meditations of the holy. |
15529 Melee |
15530 Lightning Bolt |
15531 Fireball |
15532 It is hard for me to pursue my meditations in the bustle of this city. Could I ask your assistance in obtaining a potion of mind focusing? |
15533 Burning Hands |
15534 Drink |
15535 Weak |
15536 Medium |
15537 Powerful |
15538 Please, unless you have a potion of mind focusing, I must return to my near-futile motivations. |
15539 For all its many brutalities, I am grateful to have found people such as yourselves to soften this city's rougher edges. You may call me Quoningar, if you will. Please, take this hammer of mine to remember me by when next you venture into battle. |
15540 For all its many brutalities, I am grateful to have found people such as yourselves to soften this city's rougher edges. You may call me Quoningar, if you will. Please, take these potions of magic blocking. I get the sense that one could need them in these streets. |
15541 This city scares me, friend. Every day I stay here, I grow more concerned. |
15542 I cannot bear this city, but perhaps it would be more enjoyable without you around! |
15543 Damn basilisks! I think it was heading east but I've had enough of it for one day, thank you very much. If you're into hunting the stupid things down, though, don't let me stop you. |
15544 I'm so glad you found me out here. Basilisks aren't exactly the thing to face alone. I'm going home but if you want to hunt it down, make sure you take this potion of mirrored eyes along with you. Its lair can't be too far from here. |
15545 Oh no, you don't... If you want to face that basilisk, that's your business. I'm heading home. |
15546 Must you? Look, it's been a long day for me... Oh, damn you after all! |
15547 Enna Hendrick |
15548 Pilar |
15549 G'axir the Seer |
15550 Shaella |
15551 Gurke |
15552 Corianna |
15553 Perdue |
15554 Erlin Hendrick |
15555 Gheldehar |
15556 Shaella |
15557 Hull |
15558 Olivia |
15559 Ardrouine |
15560 Gurke |
15561 Firebead Elvenhair |
15562 Bjornin |
15563 Quoningar |
15564 Gheldehar |
15566 Pilar |
15567 Perdue |
15568 Ardrouine |
15570 G'axir the Seer |
15571 Hull |
15572 Quoningar |
15574 Corianna |
15575 Firebead Elvenhair |
15577 I was wondering what you had to offer at this temple of wisdom? |
15578 Good day to you. |
15579 Associating myself with you was beneath my honor. Now excuse me, as I must cleanse myself of this entire experience. |
15580 But... but... we were a team, we were bound by... by honor! *sigh* Why is everything always so complicated? |
15581 Have ye changed your mind there, kid? Do you want our help? |
15582 I have no desire to speak with such as you! |
15583 What sort of cures do you have available? |
15584 Thank you, but we've just come to take a look around. |
15585 Worn-out Boots |
15586 Worn-out Boots |
15587 Load |
15588 Save |
15589 save |
15590 load |
15591 credits |
15592 I'm ready to go right now. |
15593 Just wait a little longer. There are a few more things I must do. |
15594 Candlekeep Inn |
15595 I don't think my friend Marl likes you. It'd probably be wise if you left. |
15596 Bottle of Wine |
15597 Bottle of Wine |
15598 Spider Body |
15599 Spider Body |
15600 Merchants' League Estate |
15601 Ramazith's Home |
15602 Oberan's Estate |
15603 Ragefast's Home |
15604 Gambling Tent |
15606 Laurel |
15607 Drienne |
15608 Velvet |
15609 Furnelaine |
15610 Svlast |
15611 Nim Furlwing |
15612 Landrin |
15613 Fahrington |
15614 Wenric |
15615 Unshey |
15616 Zhurlong |
15617 Mirianne |
15618 Hulrik |
15619 Firebead Elvenhair |
15620 Llindellyn |
15621 Arkion |
15622 Nemphre |
15623 Ordulinian |
15624 Perdue's Short Sword |
15625 Keelor |
15626 Noralee |
15627 Perdue's Short Sword |
15629 Welt |
15630 Pheirkas |
15631 Algernon |
15632 Quinn |
15633 Petrine |
15634 Bheren |
15635 Rinnie |
15636 Lusselyn |
15637 Fenten |
15638 Gerde |
15639 Mad Arcand |
15640 Shilo Chen |
15642 Cordyr |
15643 Phandalyn |
15644 Ghorak |
15645 Laurel |
15646 Agnasia |
15647 Drienne |
15648 Nadarin |
15649 Velvet |
15651 Furnelaine |
15652 Svlast |
15653 Nim Furlwing |
15654 Nadine |
15655 Landrin |
15656 Bellamy |
15657 Fahrington |
15659 Wenric |
15660 Unshey |
15661 Zhurlong |
15662 Mirianne |
15663 Friendly Arm Inn |
15664 Hulrik |
15665 Firebead Elvenhair |
15666 Llindellyn |
15667 Arkion |
15668 Nemphre |
15669 Ordulinian |
15670 Keelor |
15671 Nasha |
15672 Noralee |
15673 Welt |
15674 Pheirkas |
15675 Algernon |
15676 Quinn |
15677 Petrine |
15678 Bheren |
15679 Rinnie |
15680 Lusselyn |
15681 Fenten |
15682 Gerde |
15683 Mad Arcand |
15684 Edie |
15685 Shilo Chen |
15686 Cordyr |
15687 Phandalyn |
15688 Ghorak |
15689 Agnasia |
15690 Nadarin |
15691 Euric |
15692 Bellamy |
15693 [no text] |
15694 Much to my chagrin, I saved a ranger by the name of Furnelaine from cave bears today... |
15695 Scroll |
15696 I am assisting the ranger, Gerde, in her attempt to manage the ankheg population on the plains south of Baldur's Gate. From where I stand at her side, I can see them swarming, coming to the surface roughly fifty yards to the east. On Gerde's instructions, however, I am not to exceed my quota of ten kills. |
15697 Nasha |
15698 Svlast's Torment Having survived the revenant's assault with our assistance, poor and wretched Svlast has begged us to complete its task... The day is dark within these ruins, and I fear it's growing ever darker. |
15699 Landrin, a gnome at the Friendly Arm Inn, has apparently fled her home due to a recent spider infestation in her cellar. The house, she informs me, lies just west of the Jovial Juggler Inn in Beregost. Much as I would rather not have them in my pack, she insists on seeing the bodies of the spiders before I am to receive any payment. She hinted at an extra bit of reward if I bring her husband's old boots and her bottle of wine as well. |
15700 Landrin, a gnome at the Friendly Arm Inn, appears to think I am her lowly errand runner. Apparently too lazy to walk down the stairs and purchase one from the barkeep, she insists that I fetch her precious wine bottle from the cellar of her house in Beregost... To be honest, at 75 gold pieces, the thought is almost tempting. The house, should I ever seek it out, lies just west of the Jovial Juggler Inn in Beregost. She said something about stepping on spiders and her husband's old boots, but I didn't listen too intently. |
15701 Landrin, a gnome at the Friendly Arm Inn, has apparently fled her home due to a recent spider infestation in her cellar. The house, she informs me, lies just west of the Jovial Juggler Inn in Beregost. Her husband's boots, apparently of some small import to her, can be found therein and I am to present them to her before I claim my reward. She might give something extra for her bottle of wine and one of the spider bodies as well. |
15702 Dead Halfling Messenger |
15703 Svlast's Torment Having survived the revenant's assault with our assistance, poor and wretched Svlast has begged us to complete its task... The day is dark within these ruins, and I fear it's growing ever darker. |
15704 Much to my chagrin, I saved a ranger by the name of Furnelaine from cave bears today... |
15705 Against my better judgment, I have agreed to find and return the sword stolen from Perdue the halfling. If his directions are correct, I should find it amidst a band of gnolls apparently lurking in the hills west of the Friendly Arm Inn, very close to the High Hedge wizard home. |
15706 Reevor has once again pressed me into service in his storehouse. All reports suggest that our feline forces have turned traitor and that the rats are on the offensive. It appears that I am our last hope in the face of such an awesome display of power. Farewell, dear Journal... Farewell. |
15707 At the invitation of a paladin by the name of Laurel, I am to assist in this region's ongoing battle against the gibberling hordes. At her suggestion, I will prepare as much fire magic as possible, as it is said the beasts fear flames above all else. |
15708 At the invitation of a paladin by the name of Laurel, I am to assist in this region's ongoing battle against the gibberling hordes. |
15709 Through her tears, the dear child Drienne has asked me to rescue her cat from the waterfall. Although I haven't the heart to tell her so, I fear the worst. |
15710 The joyous atmosphere of the Nashkel carnival is infectious. At the encouragement of Velvet the huckster and his sparring chickens, I have even indulged in some friendly gambling. |
15711 I saved Furnelaine the ranger from a cave bear attack in the Cloakwood today. |
15712 I saved Furnelaine the ranger from a cave bear attack today... It is almost strange to feel the warmth of friendship in the haunted chill of the Cloakwood. |
15713 Svlast's Torment I have been witness to sad events within the Firewine ruins. An ex-paladin by the name of Svlast is being hunted by the spirit of his brother in the faith, whom he wrongfully killed. Never have I seen a more dejected and repentant soul than poor Svlast. He has begged us not to interfere but my heart does not rest easy with such a choice... |
15714 [no text] |
15715 I feel more a fool than a hearty adventurer today. It appears I arrived too late and did too little to rescue the fine hunting hounds of a certain Nim Furlwing in the Wood of Sharp Teeth. |
15716 The Wood of Sharp Teeth, indeed! Today, I rescued the purebred hounds of Nim Furlwing from dire wolves and am, admittedly, still a little sore from the attempt. |
15717 The Wood of Sharp Teeth, indeed! Today, I rescued the purebred hounds of Nim Furlwing from dire wolves and am, admittedly, still a little sore from the attempt. |
15718 I feel more a fool than a hearty adventurer today. It appears I arrived too late and did too little to rescue the fine hunting hounds of a certain Nim Furlwing in the Wood of Sharp Teeth. |
15719 Fahrington, a strange priest in the Wood of Sharp Teeth, has had his scroll of wisdom stolen by an east-bound tasloi. I felt sorry for the poor man as he does seem to be in desperate need of it. |
15720 Fahrington, a strange priest in the Wood of Sharp Teeth, has had his scroll of wisdom stolen. He appears to know the area well and suspects that it has fallen into the claws of an ettercap to the east. |
15721 A zombie infestation has been terrorizing the few settlers unlucky enough to own land by the river. An old farmer by the name of Wenric has counted twenty of them and will pay me an impressive 150 gold pieces if I can get rid of every last one. |
15722 A zombie infestation has been terrorizing the few settlers unlucky enough to own land by this swamp. An old farmer by the name of Wenric figures that a lowly slime may be at the root of it all. If I can just find that slime and kill it, I can net a clean 150 gold pieces and get out of this pallor'd place. My only other option is to go zombie-hunting. As there are said to be twenty of them, it is an idea I don't particularly relish. Nevertheless, I had better start counting... |
15723 According to a dwarven cleric by the name of Unshey, a rogue ogre with a belt fetish is making a name for himself just south of the Friendly Arm Inn. As Unshey claims to be an author, maybe she'd give me a copy of her book if I can get her girdle of piercing back... |
15724 A pesky thief named Zhurlong has been pickpocketing me every time I try to get a word in edgewise, but I'd rather not cause a scene. He did mention losing some boots to hobgoblins in the badlands south of the city, though. I get the sense, somehow, that returning those boots to him may be the only way to make peace and have my goods returned. He can be found in the Burning Wizard tavern in Beregost. |
15725 I was moved by the pleas of Mirianne of Beregost today. Her husband, Roe, had to make a trip south to Amn and she is understandably worried for his safety. I have sworn to keep my eyes open for any news of relevance I might encounter in my journeys down that road. |
15727 After scaring off a band of ogres along the road to Amn, I found a letter sewn into the vest of their unfortunate victim, a halfling messenger. It is from someone named Roe and is addressed to Mirianne of Beregost. |
15728 I may very well be the first adventurer in the realms to have learned something useful by saving a cow. Hulrik, her owner, informs me that xvarts and kobolds appear to be using the Nashkel mines as a base. For what, only Oghma knows but I get the sense that the pesky critters are not alone down there... |
15729 It appears that xvarts have been making regular raids on the livestock around Nashkel. They must be operating from a base nearby but where, exactly, I cannot be sure. |
15730 I have met an old friend in Beregost! Firebead Elvenhair, an elderly mage who visited the library at Candlekeep on occasion, has asked me to check out the stores in the area and purchase a copy of "The History of the Fateful Coin" for him, should I ever set eyes on it. Confining as its walls could be, there are days when I miss Candlekeep with every bone and every ounce of flesh in my body. This, I guess, is just going to be one of those days... |
15731 Here I am, yet another lowly adventurer beating about the bushes, looking for some stranger's lucky arrow. I mean, Llindellyn is a nice enough guy but... shouldn't I be out slaying tarrasques or something? |
15732 It appears that my reputation has preceded me in Baldur's Gate. A necromancer named Arkion is in need of corpses and has singled me out for the task. According to him, the sewers are the best place for this kind of task... I get the feeling that he and I are going to get along just fine... I can find him again in a house just south of the Elfsong Tavern. |
15733 I have met a necromancer by the name of Nemphre here in Baldur's Gate... and I must admit, I think I am in a bit over my head. She has asked me to obtain a bloodstone amulet from a man named Arkion and return it to her. The only trouble is, Arkion sounds like a rather powerful mage, and I get the sense that he won't part with that amulet willingly... There is something about this city that scares me somehow. Nemphre can be found in a house just south of the Elfsong Tavern. |
15734 There is a woman in Baldur's Gate who has been gifted with the... succulent name of Nemphre... I must admit, I am torn between a certain sense of passion and a much less certain sense of foreboding. Arkion, an old lover of hers, has apparently kept an amulet of hers that she would like to have returned. Maybe if I could just talk to him... I found Nemphre in a house just south of the Elfsong Tavern. |
15735 The priest Ordulinian has passed on a strange warning regarding two necromancers engaged in a longstanding but petty feud. Their names are Arkion and Nemphre and I have been advised to steer clear of their meddling while in Baldur's Gate. |
15736 Ordulinian has told me the tale of two of Baldur's Gate's greatest fools, necromancers and ex-lovers, Nemphre and Arkion. He appears to have grown tired of their endless feuding and has asked me to bring Arkion's bloodstone amulet and Nemphre's onyx ring to him so that it might be settled once and for all. I can find Ordulinian at the Sorcerous Sundries. |
15737 Upon restoring Keelor to consciousness, the battered dwarf informed me that there are gnolls in the area. As has been made clear to me by Keelor's condition, they are becoming an ever-increasing threat. |
15738 Upon restoring Keelor to consciousness, the battered dwarf informed me of the presence of gnolls in the area. As has been made clear to me by Keelor's condition, they are becoming an ever-increasing threat. I had better check in with him next time I pass through Beregost as I suspect he was in more pain than he chose to admit. |
15739 Upon restoring Keelor to consciousness, the battered dwarf informed me that the gnolls have been increasing their presence in the area. As has been made clear to me by Keelor's condition, they represent a growing threat. In a move of unexpected kindness, he also offered the healing services of his sister, Nasha, a cleric in the southern quarter of Baldur's Gate, should I or my party ever require them. |
15740 Noralee, a half-elven fighter in Baldur's Gate, has lost a new pair of gauntlets somewhere along the road between the warehouse where she works and the harbor. |
15741 Welt, a man in the slums of Baldur's Gate who has mastered the art of the monosyllabic word and who looks, nay, even smells like an ogre has asked me to gather rats for his dog Pooch. He doesn't look like the type one would typically say no to... |
15742 Pheirkas, a dwarven fighter in Baldur's Gate, has asked me to undertake what I can only call a covert mission. Staying at Feldepost's Inn in Beregost is the apparently obese Algernon. Kept on his person is a cloak that Pheirkas is interested in, shall we say, acquiring... The risk is great but the reward, I'm sure, is handsome. Pheirkas can be found in the northwest section of the city. |
15743 A young gnome by the name of Quinn informs me that some ankhegs have been causing chaos upriver from Baldur's Gate, along the east bank, just north of the witch Tenya's home. His friend Nester has already met his fate in their midst and Quinn has asked me to return there in the hopes of finding something for the burial... To be honest, I don't expect there'll be too much of Nester left... But the boy is grieving, so I will do as asked. Quinn can be found in the northwest section of the city. |
15744 Petrine, one of Baldur's Gate's countless orphans, has lost the one thing she still holds dear in life: her cat, Angel. It is difficult not to feel a deep pity for the sweet girl... but she doesn't want my pity, only my help. According to Petrine, Angel has likely returned to the house of her uncle Bheren, from whose place she has fled and is reluctant to return. If I could find the cat's ring, I would probably make Petrine a very happy girl. |
15745 I visited Bheren of Baldur's Gate in his house today. He appears upset with a cat that is loitering about and he mentioned someone named Petrine. |
15746 I visited Bheren of Baldur's Gate in his house today. He has offered me the proverbial cloak off his back in exchange for the death of a rather bothersome cat... |
15747 Rinnie, a bard and balladeer here in Baldur's Gate, has asked me to bring her a history of the Unicorn Run, should I ever encounter one in my travels. Rinnie can be found in one of the houses located beside the palace. |
15748 I gafe 100 gold pieshesh to Lushelyn, my paaaaal atshuh Splurgin' Sturgeon, for shafe keepin'... Heh, hee... 'E shaysh dat dere'sh shlimes and oozshes shomewheresh inshuh tavern here, and I can dubble them gold pieshesh jusht fer killin' them off... Ohhh, my brain hurtsh... |
15749 Ye're too mutsh, Lushelyn, you owld shlippery fish! You'd jusht shpend it all on boozshe and shtuff... |
15750 100 gold pieshesh it ish, Lushelyn my owld paaaal! *hic* |
15751 In west Baldur's Gate, a sturdy old dwarf by the name of Fenten informed me that there have been some troubles with ankhegs south of the city, across the river. I'm to find a woman named Gerde for further instructions. |
15752 In west Baldur's Gate, a sturdy old dwarf by the name of Fenten has promised to buy some ankheg scales off me. Apparently there's a swarm of them to the south of the city, across the river. I'm to find a woman named Gerde for further instructions. |
15753 Me fight now then! Make you dessert! Pound you to pudding! Mmm, pudding. |
15754 You no bother now, me eat. We fight after me fat-happy. |
15755 I told you my husband would be here! |
15756 What are you doing in my home?! If you've harmed my wife in any way, I'll have your head! In fact, I think I'll take your filthy lives right now! Draw steel. |
15757 Nashkel |
15758 Dryad of the Cloud Peaks |
15759 Dryad of the Cloud Peaks |
15760 I encountered an old sage who goes by the entirely justified name of Mad Arcand... Even through the froth of his insanity, some interesting clues have surfaced, however. He claims there is a ship along the shoreline containing something of value. He has asked, in his way, that I return this mysterious item to him, making sure not to use it in the interim... For all his apparent madness, however, I cannot help but be suspicious of this strange man. |
15761 Edie, a young woman studying for the entrance exam to Baldur's Gate's Merchants' League, appears to need whatever help that I can give her. To be honest, however, I'm not sure how much help I could even be in a case like this... |
15762 The young Edie has asked for my assistance in cheating on Baldur's Gate's Merchants' League's dreaded entrance examination. It would admittedly be less than honorable but perhaps a little bit of intelligence- or wisdom-influencing magic might do the trick... |
15763 A fine and lovely day to ye! Would you be interested in any of my fine odds and ends? I have endeavored to keep prices reasonable even in spite of the shortages of late. |
15764 I have no need of your trinkets. Good day. |
15765 Let's see what you have for offer. |
15766 If you've gold in your purse, you are a welcome sight in mine eyes. What do you need? |
15767 Let's see what you have to offer. |
15768 I need nothing as of now. Perhaps I shall return later. |
15769 I trust you are enjoying the fair? A fine time, despite the recent shenanigans involving the mines and those pesky bandits as well. What can I get for you? |
15770 It has been a lovely diversion, indeed. What wares have you available? |
15771 Sorry, but I've no need of anything right now. Perhaps another time. |
15772 Shilo Chen, a ranger from the Wood of Sharp Teeth, is currently seeking help in Baldur's Gate. A group of ogre magi is killing off the wildlife in the wood's southwest corner. He has asked me to go there and see what I can do. If he can find any other willing adventurers, he'll send them as reinforcements. |
15773 Ah well, I suppose it will give me the opportunity to work on this new ballad I've been thinking of... I bet you'll never guess who the protagonists are! |
15774 You're no better than Ms. Silke! It will catch up with you someday, mark my words. |
15775 I met a friendly fisherman by the name of Cordyr in Baldur's Gate. Apparently two sirines have moved into his fishing grounds down south where the Cloud Peaks tumble into the sea. |
15776 My party has been attacked by Phandalyn, an over-vigilant paladin loitering in one of Baldur's Gate's many seedy taverns. Mental note: When one depends on a party of evil, steer clear of musclebound paladins. |
15777 Upon attempting to cure Ghorak the Diseased in the slums of Baldur's Gate, he has asked a dark favor of me. Behind a painting at the Three Old Kegs lies the skull of his brother Kereph. I am to present it to Agnasia in The Lady's Hall, where perhaps I will learn more of this sorry tale. |
15778 You're back! And just in time, too. I need material for a few more verses of my tribute to our friendship. |
15779 A basilisk has escaped from the ship that was carrying it and is now petrifying everyone at a warehouse on the dock in Baldur's Gate. If I can successfully dispose of it, Nadarin ought to be very grateful! |
15780 Nadine of Baldur's Gate has asked me to deliver a good luck talisman to her son. He has run away again and will likely be playing somewhere in one of Baldur's Gate's taverns. |
15781 It would be a pleasure to have your company again. A good bard is always a welcome companion. |
15782 Sorry, but I really don't want you back just yet. |
15783 Bellamy, a decidedly mysterious halfling bard, has warned me to steer clear of a paladin lurking behind one of the dockside taverns here in Baldur's Gate. His name is Phandalyn, and, from the sound of it, my reputation has preceded me. |
15784 Fergus, a Flaming Fist soldier, is in need of a ring for his love. I am sure that nothing but an angel skin ring will do. |
15785 The young twins, Laerta and Louise, claim that a "bogeyman" watches them through their window every night. Now, I don't believe in bogeymen but I've seen enough in my travels to believe that there's something out there and I don't like the sound of it... |
15786 Old Gervisse, who claims to be watching over a pair of young twins in Baldur's Gate, has asked me to seek out and kill a dangerous druid named Voltine. She is apparently polymorphing herself in an attempt to slip past Gervisse's nightly defenses and abduct the twins. There is something that still disturbs me about all of this but I'm not sure what... |
15787 In the midst of rather... unfortunate circumstances, I have learned from Voltine, a shape-changing druid, that this city suffers from an old Peeping Tom named Gervisse. As my encounter with Voltine got off to a bad start, it may be in my best interest to deal with Gervisse and thus return me to the druid's good graces. |
15788 Sarhedra, a rather muddled dwarven fighter, has warned me of an ogre encampment to the south... |
15789 I have just met Jared, a lone and frightened merchant, in the wilds of these mountains. He has just fled some bears who have apparently laid claim to the other side of this bridge... |
15790 It appears that I have wormed my way into some inter-farmer politics here in the fields just south of the River Chionthar. Old Jeb tells me that his neighbor, Old Man Hendrick, has fed some item of value to one of his chickens, lacking, I suppose, any better hiding place... The lure of this strange tale is admittedly a hard one to resist. If nothing else, I suspect I will at least nose around Hendrick's farm a bit as it lies just west of here. |
15791 Shaella, a most interesting priestess of Leira, has sent me on a pilgrimage home to Candlekeep, wherein lies the Great Book of the Unknowing. To read from its pages, nay, even to touch this Greatest of Books, blesses one with the ignorance that only it can grant. I will speak with her again once I have found it. |
15792 The druid Olivia, in her seat by the sea, weaves her words as one would weave a spell. She yearns to be a gull someday and fly in their midst. It is a noble dream and, if I can grant it, I surely will, if for no other reason than to watch the beauty of her flight... |
15793 The druid Olivia, in her seat by the sea, weaves her words as one would weave a spell. There is a darkness to her, though, although she seems to have found her peace with it. She has invited me to watch some of that darkness tonight and, when it appears, place a ring on its haunted finger and thereby rest its soul. |
15794 Gurke, a crusty old dwarf in Beregost, has had his supposedly famous cloak stolen from him by a batch of tasloi in the Cloakwood. After our brief encounter, I have come to the conclusion that I'd do almost anything to rid him of that sour mood! |
15795 Bjornin, a paladin currently healing from his wounds in Beregost's Jovial Juggler Inn, has asked me to uproot a band of half-ogres. According to his report, they have been fortifying themselves in the mountains south-southwest of town. |
15796 We are surely at the beginning of an epic tale. Lead on! |
15797 I stumbled across a dirty little gnome called Gheldehar in an alleyway today. He claims that Pilar, an old "friend" currently staying at the Friendly Arm Inn, has stolen his boots, and he would like to have them returned. As Gheldehar didn't seem to care how I may acquire them, I suspect his use of the term "friend" was little more than window-dressing. |
15798 Heh, my reputation's probably calmed down by now anyways. See ya around, ya lumps. |
15799 You've got hardy hides, folk. If you ever need a little more dwarven muscle around, you've got it. |
15800 Over a frothy ale at the Friendly Arm Inn, Pilar the half-elf has warned me of Gheldehar, an old gnomish cleric in Baldur's Gate. He still has an old ring of hers and, if I could ever get it back to her, she has promised to make the journey worth my while. |
15801 I cannot write long as I am faced with a pressing emergency: worgs have surrounded an abandoned lighthouse to the west and poor Ardrouine's son is trapped within. May Tymora bless the peasants of this land for their lives are never easy. |
15802 It's about time you got back! Some nerve yous barrelheads have, leaving me standing here for so long. It's a wonder I suffer your company at all. |
15803 His sentences overwrought with emphatic hesitations, G'axir the Seer has informed me that my future is hemmed in darkness. His predictions are less than surprising... Even so, he has asked me to bring him a sphene gem that apparently lies within the harbor. G'axir can be found at the Blade and Stars. |
15804 You'll not "suffer" long if you keep up that attitude. Get in step Kagain, we've business to attend to. |
15805 His sentences overwrought with emphatic hesitations, G'axir the Seer has informed me that I am a light entering darkness. His predictions are less than surprising... Even so, he has asked me to bring him a sphene gem that supposedly rests in the lair of a basilisk, somewhere in the docks. G'axir can be found at the Blade and Stars. |
15806 Straight to the point, I respect that. Let's go. |
15807 Well, you don't have to. I don't need you back yet. |
15808 So be it. I do like your style, though. I'll be 'round here somewheres if you do have need o' some extra muscle. |
15809 The priest Quoningar, apparently as unused to the city's endless bustle as I, is looking for a potion of mind focusing. Without it, I doubt if he will ever finish his meditations... |
15810 I have rescued the ranger Corianna from where she stood, petrified by a basilisk's gaze. Although Corianna has no desire to meet the creature a second time, she has been kind enough to inform me that it was heading east... |
15811 I have rescued the ranger Corianna from where she stood, petrified by a basilisk's gaze. Although she has no desire to meet the creature a second time, Corianna has been kind enough to give me a potion of mirrored eyes and inform me that it was heading east... |
15812 I am glad to rid myself of such burdensome companions. |
15813 It is a good time for us to go our separate ways. Perhaps we shall meet again. |
15814 Bowl of Water Elemental Control |
15815 Child's Body |
15816 Duke Eltan's Body |
15817 Broken Armor |
15818 Broken Miscellaneous |
15819 Dead Cat |
15820 Chew Toy |
15821 Bowl of Water Elemental Control |
15822 Child's Body |
15823 Duke Eltan's Body |
15824 Broken Armor |
15825 Broken Miscellaneous |
15826 Dead Cat |
15827 Chew Toy |
15828 Ziose is the name given by sages to a particular facet-grade variety of ziosite, a rare mineral that yields cut stones that flash three vivid hues depending on how the light catches them: purple, blue, and red, or purple, green, and red. Very large (fist- or foot-sized) gems are prized for use in pendants and brooches. STATISTICS: Weight: 0 |
15829 Bowl of Water Elemental Control |
15830 Child's Body |
15831 Duke Eltan's Body |
15832 Broken Armor |
15833 Broken Miscellaneous |
15834 Dead Cat |
15835 Chew Toy |
15836 With your hurried flight from Candlekeep barely behind you, the troubles facing the Sword Coast seem an unfamiliar blur to your fractured nerves. Gorion would not have you sit idle, however, and perhaps investigating local concerns will shed some light on your own predicament. How the iron shortage or the trouble in the Nashkel mines could possibly be linked to you, you have no idea. |
15837 It is certain that the death of Mulahey will relieve the fears of the terrorized folk of Nashkel, but you remain uneasy. While the half-orc may indeed have caused the evils that befell the mine, the shortage of iron is too widespread to be his doing alone. His letters confirm your suspicions, and though they give little indication as to where his cohorts are hiding, they may have links to the bandits that currently plague the Coast Way. |
15838 Mulahey and Tazok have proven to be nothing more than puppets; the true master of this unfolding mystery continues to elude you. One thing is certain: Someone has taken a very personal interest in seeking your death, though why, you are not sure. Your search for answers continues, and the foreboding Cloakwood forest is your next target. |
15839 You have dealt a great blow to the organization known as the Iron Throne, a defeat that you are certain will not be ignored. Now you must travel to the great city of Baldur's Gate, where you are certain to find the truth behind the strange plot that plagues the citizens of the Sword Coast. |
15840 Your journey has come full circle. Duke Eltan has asked that you travel back to Candlekeep, where you must spy upon the leaders of the Iron Throne. While it troubles you that such evil men now make use of the great library, and you wish the circumstances of your visit would be different, it will still be a pleasure to return to your former home. |
15841 Life continues to be quite the challenge. You have been accused of murdering the Iron Throne leaders, and the Flaming Fist will undoubtedly hound your every step because of it. Despite all of this, you must return to the city of Baldur's Gate, the very lair of your accusers. You must find and expose the one who is responsible for your predicament; you must find Sarevok. |
15842 Brage's Body |
15843 Brage's Body STATISTICS: Weight: 105 |
15844 It is good that you have returned, for there is much important work left to be done. |
15845 Work that shall have to wait, I'm afraid. I do not wish to have you back just yet. |
15846 I would tend to agree. Perhaps we should rejoin and continue on our way. |
15847 That is your decision to make, but I won't wait an eternity. |
15848 A wise choice. Lead on. |
15849 Please don't leave me out here! Do you hear buzzards? I hear buzzards. |
15850 Hmph! You are superfluous to my well-being and I can't say I'll miss being confronted with your orcish face and troll-like breath each morning! Good riddance to stupid rubbish! |
15851 It's about time you came back! I thought for sure that you had met some characteristically stupid end, like forgetting to breath or something. |
15852 Oh, how I had missed your charming nature. Take a hike, Quayle! |
15853 As much as I despise you, I have need of your services once again. |
15854 You are just too stupid to realize how much you need me. Don't worry, I'll wait here until you smarten up. |
15855 Of course you do! You would be a complete and utter moron if you didn't think so! Lead on. |
15856 Damn it, you lose one well-fought duel to an oafish lout of a man and you get attached. I almost hate to say it but you've earned my respect. |
15857 Ah, I'm finally released from this infernal duty! I swear by every god in a million pantheons that I will NEVER lose a duel to another overly masculine thug in my life. |
15858 You have returned. That is fortunate, as I do not feel I have truly paid my debt to you just yet. |
15859 A debt you have, but I do not wish to collect at this time. Perhaps later. |
15860 I do have need of you, but not because of your debt. Your skill is invaluable to me. |
15861 Make no mistake: I follow you only because of your prowess in battle. When that falters, so does my loyalty. |
15862 Do not try my patience! I will wait for a time, but I have no tolerance of ungrateful winners. |
15863 You have been very kind to me in this strange and lighted world. Perhaps you are right, though. The drow were meant to be a race apart... Take care of yourselves, all right? |
15864 A welcome release. Your weakling surface ways have left a bitter taste in my mouth. Perhaps I should seek shelter back under the cover of the earth. I understood my fellows there. |
15865 Shar has crossed our paths yet again. I would welcome your company, as I have found little purchase among others of this land. |
15866 You are too much of a disrupting influence on the group, and I do not wish to call undue attention my way. No, I'll not have you back. |
15867 Many would judge you by your race alone, but I will give you ample opportunity to prove yourself as an individual. |
15868 I could ask for little else. |
15869 That is your choice to make. I shall likely be hiding somewhere near here, if you decide to change your mind. |
15870 Can I not stay with you, even a little longer? Our time together has been... quite enjoyable. Ah well, perhaps we shall meet again. |
15871 Hmm, it seems that northern men are as mindless as they are impotent. Leave as you wish, I have my own agenda. |
15872 Well, it certainly is a pleasure to see you again. No doubt you've come to renew our working relationship? |
15873 Chapter <CurrentChapter> |
15874 LOCKED |
15875 Sorry, but I've no interest in pursuing any sort of relationship with you. Perhaps some other time? |
15876 Indeed. I have a definite need for your particular type of... talents. |
15877 I'm sure you do. Lead and I shall follow. |
15878 I see. Well, do not test my patience indefinitely. I have my own concerns to worry about as well. |
15879 Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest and most comprehensive collection of writings on the face of Faerûn. It is an imposing fortress, kept in strict isolation from the intrigues that occasionally plague the rest of the Forgotten Realms. It is secluded, highly regimented, and it is home. |
15880 Within these hallowed halls of knowledge, your story begins. You have spent most of your twenty years of life within this keep's austere walls, under the tutelage of the sage Gorion. Acting as your father, he has raised you on a thousand tales of heroes and monsters, lovers and infidels, battles and tragedies. However, one story was always left untold: that of your true heritage. You have been told that you are an orphan, but your past is largely unknown. |
15881 Drawn to the clamor of the forge at an early age, you have become quite skilled working for the monks of the keep, and have kept them supplied with whatever tools are occasionally required. Inspired by your foster father's tales of ironclad heroes, however, you know you would much rather swing a blade than a smithy's hammer. One of the Watchers has been kind enough to take you under her wing, and has trained you in the basics of the deadly arts. You yearn to leave the safe walls of your library home and venture forth along the Trade Way, a trusty weapon at your side. |
15882 Inspired by your foster father's knowledge of the magical arts, you have made especially productive use of your library home. You have pored over the vast, if often inaccessible, treasury of magical lore and learned as much as you can. Gorion has been kind enough to instruct you in the basics, but he seems a touch overly concerned about your safety. You know, however, that experience could teach you so much more, and you yearn to travel as a journeyman mage. |
15883 Inspired by your foster father's colorful tales of rogues and scoundrels, you have spent your childhood yearning for intrigue. On the stage of your imagination, the ambling, preoccupied monks of the keep have often played the secret lords of Waterdeep, their purses ripe targets for your nimble fingers. On more than one occasion Gorion has asked you to very tactfully return a pen or an inkwell to the pocket from which it came. The more valuable of the keep's treasures remain impenetrable to your wiles, but you have little desire to steal from your benefactors anyway; you long for more appropriate and accessible pickings. |
15884 Long have you marveled at the tales read to you by your foster father, many gathered from the various holy books on the shelves of Candlekeep. The strength and power of faith inspired you, but the petty squabbles of the gods only filled you with disdain. From this you came to understand the monks with whom you share your home and the nature of their beliefs. Joining in their studies you have come to think of yourself as one of the Avowed. Some of the brethren, perhaps responding to Gorion's subtle urging, have graciously fielded your many questions and taught you much about the meaning and role of the priesthood. |
15885 Set as they were against the sounds of the sea crashing against the rocks outside the keep, you have always been drawn to your foster father's tales of the unspoiled wilderness. You have occasionally found exotic flowers pressed and long forgotten between the pages of tomes, and often spent long hours studying Nature's varied forms in some of the library's many journals. It is your foremost wish that someday you will leave the sterile walls of Candlekeep, and worship the Earthmother in her own presence. |
15886 You have long been enraptured by your foster father's countless tales, though not so much for the content as for the art of the telling. Blessed by a world of books, you have surrounded yourself with the ancient legends and endless lore, and developed quite a skill for showmanship. One of the cooks has become quite fond of you and, between recitations of often bawdy poems and songs, has provided you with somewhat haphazard voice instruction. Gorion, in his kindness and wisdom, has been urging you to find another teacher before you ruin your voice for good. |
15887 Inspired by your foster father's tales of chivalry and honor, from a young age you committed yourself to the pursuit of good and the punishment of evil. Candlekeep is a world of many sacred and unspoken laws, and you have learned to uphold them all unquestionably. Your honesty and integrity have brought you to the attention of some of the keep's Great Readers, but none of them have had cause to call upon your services yet. While the citadel sees the passage of the occasional ne'er-do-well, its regimented atmosphere rarely needs to be purged of evil. The peace of your surroundings should be comforting, but instead you find it stifling. You know your true place is traveling the realms, fighting evil wherever the need arises. |
15888 Inspired by your foster father's tales of adventure amidst the barrens, hills, and forests of Faerûn, you have learned to appreciate the power and challenges of the wilderness. While you cannot remember ever venturing further than the outer walls of Candlekeep, you are a welcome and frequent visitor to its stables and pens. Much of your time is also spent atop the great towers of the citadel, where birds often seek shelter from both predators and the chill of the ocean winds. Still, you yearn to reach beyond, deep into the meadows and forests that you behold from your lofty perch. |
15889 Inspired by your foster father's loving tales, you have always dreamt of living the life of an adventurer, traveling the land by your wits and talents alone. The grounds of the keep were often the stage for many an imagined battle, much to the consternation of the monks that share your home. Companions your age being somewhat of a rarity, you endured by playing every role yourself, a habit that has stayed with you as you enter into adulthood. As Gorion used to advise you, "A little bit of everything makes a better soup." |
15890 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a dwarf from Mithral Hall and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15891 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was an elf from the High Forest and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15892 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a half-elf from the courts of Ashabenford and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15893 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a halfling from Luiren and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15894 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a gnome from the Thunder Peaks region and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15895 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a human from Silverymoon and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
15896 Lately, Gorion has been growing distant from you, as if some grave matter weighs heavily on his heart. You have asked about his concerns as gently as possible, but your queries have been in vain. Your sole comfort is the knowledge that he is a wise man, and you know he will tell you when the time is right. Nonetheless, his silence is troubling, and you cannot help but feel that something is terribly wrong... |
15897 RACIAL ENEMY |
15898 Today, Gorion has appeared more agitated than ever, and now he has uncharacteristically interrupted your chores in the middle of the day. Imparting hurried instructions for you to equip yourself for travel, he has handed you what gold he can spare, but given no clue as to why. Nevertheless, you now stand before the Candlekeep Inn, ready to purchase what you need for an unplanned and unexpected journey. |
15899 Yes, yes, the all-seeing Tiax thinks that his leaving would be best. He must finalize his stratagems and consult in secret with Cyric. You shall, of course, meet the Great Tiax again, at which point I will make my grand ascension and appoint you to your rightful place as whipper of the slaves and faithless. |
15900 What?! You galley-whipped short-knickers! Tiax the Grand will not stand to be cast aside! He shall ascend without your bumbling sneakery! The Great Tiax, betrayed on all sides by those seeking to undermine his coming rule, casts aside the refuse he once called his slaves! Mindless fools! Breathe deep and fill your ill-fated lungs with the salty airs of your sorry destiny! |
15901 As was foretold at the beginning of all, so the wayward brainless children have returned to the bosom of their intended celestial nanny. I, Tiax, welcome you back to your eternal glorious servitude. |
15902 Save your chatter, you annoying little imp. I've no need for your continued bluster in this party. |
15903 I care not for your "ascension," and even less about your foretold "greatness." I need an extra body in the party, so pick up a pack and get moving. |
15904 Your continuing delusion of leadership will serve Tiax well in the long run. Lead on for now, but eventually Tiax rules! |
15905 It would seem you are not truly ready to accept your roles as the eternal steppingstone of Tiax the Ponderous. It is of little concern. In time you will realize your place. Tiax will wait. |
15906 While my stay with you was admittedly fruitless, it has, at least, been fun. I might even enjoy sharing another ill-fated adventure with you, should you ever require the use of my considerable talents. |
15907 This whole mission has been a dismal failure from the very start. Consider my debt repaid, friends, as I certainly do. |
15908 Hello, my unfortunate friends. No doubt a comrade or two has met their deaths, and now you require me to step into their still-warm boots. |
15909 Nathan's Corpse |
15910 Nathan's Corpse |
15911 Nothing quite so gruesome, though I do have need of your skills once again. |
15912 For now I would rather have the constant specter of their empty place, rather than tolerate your incessant gloom. |
15913 Then I shall do my best for you, though I am sure we both know that the worst is inevitable. |
15914 Your decision is understandable, and not altogether undesirable. I shall do my best to not try at all in your absence. We're all doomed, you know. |
15915 You... you're letting me go? But we have shared so much... so many good times... This is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. |
15916 You... you're letting me go? But we have shared so much... so many good times... This is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. Come along Montaron. You are my counterpart and we shall not be separated. |
15917 Party AI Off |
15918 Party AI On |
15920 Zombie |
15921 Zombie |
15922 Flesh Golem |
15923 Flesh Golem |
15924 [MAINGUI BUTTON]Stop |
15925 [MAINGUI BUTTON]Guard |
15926 Thankfully quiet here today, as usual. I hear there are problems outside, thoughâ€â€something about an iron shortage. |
15927 Winthrop has kept his prices as low as he could, but I expect that to change soon. It's been weeks since a trading caravan has made it here. |
15928 It is a good thing we are not called upon to defend Candlekeep more often. I've a cousin in Nashkel that sent word of an iron shortage that is beginning to cripple their local guards. |
15929 kobold |
15930 hobgoblin |
15931 gibberling |
15932 gnoll |
15933 ogre |
15934 Hammer |
15935 Midwinter |
15936 Ches |
15937 skeleton |
15938 Tarsakh |
15939 ettercap |
15940 carrion crawler |
15941 spider |
15942 Greengrass |
15943 Tensions are high all across the coast. Many a person's livelihood depends upon the iron that is now in such short supply. I sure wish I could get my hands on whoever is behind it all. So do a lot of folks around here. Heh, nothing like a common enemy to bring people together. |
15944 Mirtul |
15945 Kythorn |
15946 ghoul |
15947 Flamerule |
15948 Midsummer |
15949 I had me a friend that asked one o' them smarty-pants mages why they didn't just conjure great walls o' iron out o' the air. That there mage looked my friend square in the eyes, and asked him how secure he'd feel if the guard were outfitted in weapons and armor that was dispellable with nary a wink. I hate magic. Makes me nervous. |
15950 Pinch off the supply of iron and after a while the farmers can't sow, the smiths can't forge, and, by and by, an army finds it's disarmed of all but clubs and staves. That's the kind of strife that makes a land vulnerable. |
15951 We are largely isolated here at Candlekeep, and intentionally so, but we too will be hurt if the whole region is suffering an iron shortage. |
15952 Hey, kid, I woke late this morning and left my sword in the barracks before going on duty. If you want to get it for me, it's in the chest at the foot of my bed on the right side of the barracks. Quick now, before the Gatewarden catches me without it. You'll also find an antidote there. I think Dreppin needs one for old Nessa. |
15953 I was in one of the great spires of the keep last night and saw the strangest sight. The horizon was aglow for a time, as though many a man carried torches in the distance. Usually there are only merchants on that path, though never at night. Bandits perhaps, but so many? |
15954 [no text] |
15956 Eleasias |
15957 Eleint |
15958 A traveling merchant from Beregost came through last week and sold me a chain tunic. It only took an hour of sparring to turn it to so much scrap, as though the very metal itself was inferior. A strange happening, for I doubt the skills of the blacksmiths of Beregost have degraded so drastically. |
15959 It would seem prices are on the rise across the land. Stores of iron are dwindling, and nearly every industry depends on it, in one way or another. |
15960 Seems odd that a plentiful resource such as iron could be in short supply. Something must be dreadfully wrong in the mines of Nashkel. |
15961 I don't know why supplies of iron ore are dwindling. Can't a simple increase in trade solve the crisis? Baldur's Gate is a major route between Waterdeep and Amn. I suppose the bandits have the whole area almost completely cut off and it would cost a lot to send troops out this way. Don't they realize how serious this is? |
15962 I've merchant relatives that routinely make the trip along the Coast Way road. They have said that the route they travel is normally bustling. Surely this could be a veritable floodgate of iron if the need were great. |
15963 There should have been a merchant caravan through here just yesterday. Odd that they have not arrived yet. They were supposed to bring iron ore down from the north. I bet they suffered the same fate as all the rest. |
15964 Higharvestide |
15965 Hull, one of the ever-present Watchers here in Candlekeep, forgot his sword in the barracks this morning. He has asked me to fetch the weapon from its resting place in the chest against the right wall. |
15966 Carrion Crawler |
15967 Marpenoth |
15968 Uktar |
15969 Ettercap |
15970 Ghoul |
15971 Gibberling |
15972 Gnoll |
15973 Hobgoblin |
15974 Kobold |
15975 Ogre |
15976 Skeleton |
15977 Spider |
15978 The Feast of the Moon |
15979 Nightal |
15980 Day <GAMEDAY>, Hour <HOUR> (<DAYANDMONTH>, <YEAR>) |
15981 <DAY> <MONTHNAME> |
15982 Racial Enemy |
15983 Thanks, kiddo. Gorion didn't bring you up half bad, did he? You're lucky to have grown up here in Candlekeep, to be honest. Sometimes I think that the world outside these gates has gone mad, what with all this fighting over iron shortages and all. Amn and Baldur's Gate will be at war before the season's out, mark my words... Anyhow, I'm on duty. Here's 20 gold pieces for saving my skin from the Chief. |
15984 Don't make me beg, kid! Now get my sword before the Gatewarden has my hide! |
15985 Took your sweet time, didn't you? Gorion's a fool for trying to bring you up right and you can tell him I said so, too. If I didn't know any better, I'd say this whole iron crisis is the result of twerps like you wandering off with people's swords. Here's 10 gold pieces. Now get out of here, I'm on duty. |
15986 You cannot further specialize in this proficiency. |
15987 Ssh, kid. I'm on duty. |
15988 Carrion crawler The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. However, when such food becomes scarce or when it is threatened, it will attack and kill living creatures. The carrion crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard. The monster's head is covered with a tough hide, but the body is not well protected. The monster is accompanied by a rank, fetid odor which often gives warning of its approach. |
15989 The shortage of iron has been gradually building for some time now. People have had plenty of opportunity to get paranoid. Not me though, no, <SIRMAAM>. Nope. Eh, could you stand a little back from me, please? |
15990 Ettercap Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders. These creatures of low intelligence are exceedingly cruel, very cunning, and are skilled in setting trapsâ€â€very deadly trapsâ€â€much like the spiders that often live around them. Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The creatures have short, spindly legs, long arms that reach nearly to their ankles, and large pot-bellies. The hands of ettercaps have a thumb and three long fingers that end in razor sharp claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick. Ettercaps' heads are almost equine in shape, but they have large reptilian eyes, usually blood-red in color, and large fangs, one protruding downward from each side of the mouth. The mouth itself is large and lined with very sharp teeth. Ettercaps do not have a formal language. They express themselves through a combination of high-pitched chittering noises, shrieks, and violent actions. |
15991 Ghoul Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. |
15992 There were stores of iron ore stockpiled to get us through lean times, but something is wrong with it. Anything smelted becomes brittle within days. It's like the metal is diseased somehow. It makes it impossible to keep weapons and armor in good repair. |
15993 Oh, hello! Hey, have you seen my copy of "The History of Halruaa" anywhere? You know how I can't stand the constant shuffling of arthritic feet up in the library... So I thought I'd get a bit of fresh air just east of here and... Oh, I hate being so absent-minded! Please, if you find it, I really do need it back. |
15994 Gibberling They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. Then, having come and killed, the gibberlings move on, seemingly randomly, back into the night. The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears and black manes surrounding their hideous, grinning faces. Their black eyes shine with a maniacal gleam. |
15995 Gnoll Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish-gray skin, darker near the muzzle, with a short reddish-gray to dull yellow mane. |
15996 Hobgoblin Hobgoblins are a fierce humanoid race that wage perpetual war with the other humanoid races. They are intelligent, organized, and aggressive. The typical hobgoblin is a burly humanoid standing at least six feet tall. Their hairy hides range from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black. Hobgoblin weaponry is kept polished and repaired. Hobgoblins have their own language and often speak with orcs, goblins, and carnivorous apes. |
15997 Kobold Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demihuman races for living space and food. They especially dislike gnomes and attack them on sight. Barely clearing three feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a pair of bright red sparks, and they have two small horns ranging from tan to white. Because of the kobold fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity. |
15998 Ogre Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill-tempered and nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil clerics, or gnolls. They mingle freely with giants and trolls. Adult ogres stand nine to ten feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different colorâ€â€or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and armor only reasonably well. It is common for ogres to speak orc, troll, stone giant, and gnoll, as well as their own guttural language. A typical ogre's life span is 90 years. |
15999 Skeleton All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants |
16000 Giant Spider Spiders are aggressive predators, dwelling both above and below ground. Most are poisonous and bite prey before devouring them because unconscious victims are easier to carry to a lair. Spiders have eight legs and eight eyes. They usually fit into two categories: web-spinners, which have bulbous abdomens and thin, sleek legs; and hunting spiders, which have smaller bodies, larger heads and fangs, and hairy bodies and legs. Most giant spiders are simply much bigger versions of the web-spinning large spiders. |
16001 <MONTHNAME> |
16002 Dear, absent-minded Phlydia has lost another of her books, "The History of Halruaa," this time. Last time she was at Candlekeep, she lost an entire four-volume set in the hay we keep for the cows. |
16003 No luck, huh? Did I go visit the cows this time? Oh, I can never remember. |
16004 My book! Oh, you remind me of Gorion when you grin like that. Raising you has been hard on him, I know, but he says it's a toil of love, a toil of destiny, even. You must be a very special child, indeed, to draw such praise from a man of his silent nature... Here, take this little gem of mine. Maybe Winthrop will give you a little something for it. |
16005 Oh, thanks. It was by the cows again, wasn't it... Hmm, yes, where was I? |
16006 Nice day, ain't it? Too bad Nessa here ain't enjoyin' it though, her bein' sick 'n all. I need to get her one of them potions of antidote off Hull. He stayed up drinkin' last night and got hauled outta bed to man the gates early this morning, so I bet he's got a few of them lyin' around somewheres. |
16007 Nessa the cow is feeling a bit under the weather today. Dreppin's asked me to get a potion of antidote from Hull, who's been posted to the gate this morning. It appears that Hull has been using them to avoid his morning hangovers... |
16008 Any luck gettin' one of them potions off Hull? |
16009 Heh, ye're a wonder, you are. Stick with me and we'll go far... Well, okay, stick with me and we'd prob'ly never leave the walls of Candlekeep, would we...? They say the bandits out there aren't after gold and gems anymore but just plain old iron. It's one of them whatchamacallits, paradoxes or whatever: It's dangerous, so you want to wear some good solid plate and carry an axe that'd make Tempus jealous, but rather than protectin' ya, it just makes everyone want a piece of you, right? Given my druthers, I guess I'd rather stay right here... |
16010 Heh, ye're a wonder, you are. Stick with me and we'll go far... Well, okay, stick with me and we'd prob'ly never leave the walls of Candlekeep, would we...? Hmm, good thing you ain't wearin' none of that metal armor though, as I hear that the bandits out there would just as soon kill you as look at you to get it off your back. I just hope this whole iron crisis business is wrapped up soon. |
16011 Yup, Nessa sure liked that potion of Hull's. She's doin' better already. |
16012 Ugh, what a mead-filled night. That Hull is just too much. Poor sap had to go man the gate this morning, too. I don't know how he does it... What can I do for you, anyways? |
16013 Nothing really. I was just nosing about. |
16014 Yeah, the mead would explain why Hull forgot to put his sword on this morning. He sent me to fetch it for him. |
16015 Sure, sure. It should be in the chest over against the right wall there. |
16016 Yeah, well, don't think this headache means I'm not keeping my eye on you. |
16017 I was just wondering if you had any errands I could run. |
16018 Errands? Yeah, actually. I need a quarrel of crossbow bolts. If you could get some off Winthrop at the inn, I'll reimburse you... Oh, very well, there'll be a few coins in it for you too, so you can stop giving me that look. |
16019 Fuller's recovering from last night's mead-fest in the barracks. After a little pestering, he agreed to give me a little bit of change if I fetch a quarrel of crossbow bolts from the innkeeper, Winthrop. |
16020 What, no bolts? Why they let Gorion bring kids like you into this place I'll never know. |
16021 Thanks, kid. I hear tell you might be leaving this place soon. Watch your back out there, okay? Here, let me give you this dagger. My father killed a hobgoblin with it once, many years ago. Stabbed him right in the back, he did. It ain't no broadsword, but it'll do in a pinch. Now take care of yourself. |
16022 Here you are, you little money-grubber. Put a few gold pieces in your purse. |
16023 Druid Polymorph |
16024 Firebead Elvenhair, an old mage who makes the occasional visit here from Beregost, has left an identify scroll with Tethtoril, in the inner grounds. I swear, without me to run its endless errands, this keep would crumble into the very dust from which it sprang. |
16025 This is not a spell but rather a druid's innate ability. It enables the druid to polymorph into a bear. |
16026 Armored Figure |
16027 Firebead has sent you to me, hasn't he? Very well, return this scroll to him, but then you must hurry and speak with Gorion. He is waiting for you on the steps of the central library. I assure you, child, it is a matter of greatest urgency. |
16028 My foster father Gorion is dead, killed while defending me from a mysterious armored man and his cohorts. Someday I will have my vengeance upon this man, but for now it would be best to travel to the Friendly Arm Inn. Gorion's last instructions were to go to the Friendly Arm Inn. There, I'm supposed to meet two people named Khalid and Jaheira. |
16029 Now, what was I doing again? |
16030 Phlydia left one of her books in here again. It's in the hay, there, beside the cow. If you could run it over to her and then come back, I've got some plans for you. |
16031 Phlydia left one of her books in... oh, you have it already. If you could run it over to her and then come back, I've got some plans for you. |
16032 Whoa there, kid! You messing with a Watcher? Give me some backup hereâ€â€we've got a hostile! |
16033 This is Candlekeep, kid! That kind of thing isn't tolerated around here. |
16034 What with this iron crisis tensions are really on the rise. People want someone to blame: a target for all their fears. A common enemy is great for raising unruly mobs. I just hope I'm at home with the door locked when it happens. |
16035 It's Amn, I just know it! Spies are poisoning the ore to weaken our borders. Everything points to them. I bet they are behind the bandit raids too! Why don't the Grand Dukes just invade? That would show them! |
16036 The iron crisis has taken everybody off guard. Why plan for a shortage when the resource is nearly unlimited? I guess we're paying for it now. I guarantee that if we survive through this it will never happen again. People will be hoarding metal for months. |
16037 My father's farm is at a standstill. One by one his tools break, and replacements are priced incredibly high. If we don't get a good stock of ore before harvest, crops will be rotting in the fields. Can't manage a farm with your bare hands. |
16038 Who ever heard of bandits passing over gold to steal ingots? It's got to be part of the trouble in the mines. They must be in cahoots somehow. Can't get ore from the mines, and can't get ore through trading. It's gonna be hard times for a while. |
16039 What with the raids on iron stores and the trouble in the mines it's a wonder we've any arms or armor left at all. It can't help but weaken the area, and I bet Amn is just waiting for our guard to go down. |
16040 I am sorry for |
16041 Day <GAMEDAY>, Hour <HOUR> |
16042 Alturiak |
16043 <DURATION> |
16044 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Toodles. |
16045 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Come, Montaron. We shall not be separated by this fool. |
16046 You... you're letting me go? But we have shared so much... so many good times... this is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. |
16047 You... you're letting me go? But we have shared so much... so many good times... this is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. Come along Montaron. You are my counterpart and we shall not be separated. |
16048 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Toodles. |
16049 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Come, Montaron. We shall not be separated by this fool. |
16050 You came back! Oh I just knew you would, especially after what we shared! What was that again? Oh pish, no matter. All that is important is that we are back together as one big happy family. |
16051 You came back! Oh I just knew you would, especially after what we shared! What was that again? Oh pish, no matter. All that is important is that we are back together as one big happy family. You too Monty, let's go. |
16052 You would tempt me so? How cruel! I shall pine away the days on this very spot lamenting your distinct lack of humanity. And picking daisies. Wheeeeee. |
16053 Hurrah! I'd have us all sing with joy, but I'm sure such an outpouring would come dangerously close to making me sick. Onward, and all that. |
16054 As much as your mental state unnerves me, I do have need of your company once more. |
16055 As much as your mental state unnerves me, I do have need of your company once more. |
16056 Hurrah! I'd have us all sing with joy, but I'm sure such an outpouring would come dangerously close to making me sick. Onward, and all that. |
16057 There will be a houseboat full of gibberlings on every lake in the realms before I accept the likes of you back. Begone. |
16058 There will be a houseboat full of gibberlings on every lake in the realms before I accept the likes of you back. Begone. |
16059 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. |
16060 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. Come wizard, we are inseparable until the day ye die. |
16061 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. |
16062 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. Come wizard! I'll not miss yer inevitable death by leavin' ye behind! |
16063 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. |
16064 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. Come wizard, we are inseparable until the day ye die. |
16065 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. |
16066 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. Come wizard! I'll not miss yer inevitable death by leavin' ye behind! |
16067 I thought ye would eventually return this way. Need my services once again? |
16068 I thought ye would eventually return this way. Need our services once again? |
16069 A wise choice, indeed. Puts off me having to kill you by a few days at least. |
16070 Fine, but know this: If my blade does not work for ye, you'll likely end up with it against ye. |
16071 A wise choice, indeed. Puts off me having to kill you by a few days at least. Move it wizard! I'll not have us delayed by your flitting about. |
16072 Aye, that I do. |
16073 Aye, that I do. |
16074 I have no need for you in my group at this time. |
16075 I have no need for you in my group at this time. |
16076 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. |
16077 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. Come Jaheira, we should take our leave for now. |
16078 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. |
16079 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. Come Jaheira d-darling. We must leave this one to <PRO_HISHER> chosen path. |
16080 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. |
16081 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. Come Jaheira, we should take our leave for now. |
16082 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. |
16083 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. Come Jaheira d-darling. We must leave this one to <PRO_HISHER> chosen path. |
16084 I-It would seem our paths were destined to c-cross once more. Perhaps we s-should rejoin and continue on as Gorion would have w-wanted. |
16085 I-It would seem our paths were destined to c-cross once more. Perhaps we s-should rejoin and continue on as Gorion would have w-wanted. |
16086 T-t-that is disappointing, but I s-shall not give up on you, so long as you do not, either. |
16087 E-excellent! It shall be as though we were never separated. |
16088 E-excellent! It shall be as though we were never separated. |
16089 I prefer to distance myself from the past, and that means Gorion's as well. Perhaps I shall meet you again, but it shall be on my terms. |
16090 I prefer to distance myself from the past, and that means Gorion's as well. Perhaps I shall meet you again, but it shall be on my terms. |
16091 I would be more than happy to have friends such as you back in my company. |
16092 I would be more than happy to have friends such as you back in my company. |
16093 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. |
16094 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. Come Khalid, we must depart for now. |
16095 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. |
16096 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. Come Khalid, there are better places for us than this. |
16097 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. |
16098 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. Come Khalid, we must depart for now. |
16099 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. |
16100 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. Come Khalid, there are better places for us than this. |
16101 You have returned. Perhaps you have discovered some of the wisdom that Gorion tried to impart upon you? Shall we rejoin for the good of all? |
16102 You have returned. Perhaps you have discovered some of the wisdom that Gorion tried to impart upon you? Shall we rejoin for the good of all? |
16103 Then I shall await the day when your senses return to you, for it is foolish to disregard such helpful and righteous allies. |
16104 As well it should be. Gorion taught you as best he could, and evidently some of that knowledge has stuck after all. |
16105 As well it should be. Gorion taught you as best he could, and evidently some of that knowledge has stuck after all. |
16106 I have returned to you by my own choice, not that of my foster father. If you join with me, you join MY group, not Gorion's. |
16107 I have returned to you by my own choice, not that of my foster father. If you join with me, you join MY group, not Gorion's. |
16108 Regardless of Gorion's teachings, I have decided that it is not the best time for you to rejoin with me. |
16109 Regardless of Gorion's teachings, I have decided that it is not the best time for you to rejoin with me. |
16110 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. Come, Minsc. We will continue on ourselves. |
16111 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. |
16112 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. Come along, Minsc. |
16113 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. |
16114 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. Come Minsc, we will continue on ourselves. |
16115 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. |
16116 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. Come along Minsc. |
16117 I had hope I would see thee again. Mayhaps we could join once again? |
16118 I had hope I would see thee again. Mayhaps we could join once again? |
16119 I have no words to express my disappointment. Perhaps another time, then. |
16120 That is a wise and beneficial decision for all concerned. |
16121 That is a wise and beneficial decision for all concerned. My escort Minsc would be a valuable companion as well. |
16122 I do not need your help at this time. |
16123 I do not need your help at this time. |
16124 Your expertise is welcome. Travel with me, will you? |
16125 Your expertise is welcome. Travel with me, will you? |
16126 Boo and I were about to leave anyway! I have never seen such behavior in all my days! And you claim to be heroes? Good riddance! |
16127 Boo and I were about to leave anyway! I have never seen such behavior in all my days! And you claim to be heroes? Good riddance! Come Dynaheir, I will not feel good about your safety until we are away from here. |
16128 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. |
16129 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. Let's go Dynaheir. You are safe with me regardless. |
16130 Boo and I were about to leave anyway! I have never seen such behavior in all my days! And you claim to be heroes? Good riddance! |
16131 Boo and I were about to leave anyway! I have never seen such behavior in all my days! And you claim to be heroes? Good riddance! Come Dynaheir, I will not feel good about your safety until we are away from here. |
16132 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. |
16133 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. Let's go, Dynaheir. You are safe with me regardless. |
16134 I knew you would return! Rejoin with Minsc and Boo, and we shall once more charge headlong into adventure and glory! |
16135 I knew you would return! Rejoin with Minsc and Boo, and we shall once more charge headlong into adventure and glory! |
16136 If that is your wish, but adventure will not wait forever, not unless you tie it down and sit on it for good measure. Minsc knows. |
16137 Let evil beware lest it get a righteous boot betwixt the eyes! Dynaheir need not worry for her safety while Minsc lives! |
16138 Let evil beware lest it get a righteous boot betwixt the eyes! Onward! |
16139 I have no desire to put my head in that kind of jeopardy. Perhaps another time. |
16140 I have no desire to put my head in that kind of jeopardy. Perhaps another time. |
16141 It has been quite the boring trip without you. Welcome back. |
16142 It has been quite the boring trip without you. Welcome back. |
16143 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? |
16144 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? Eldoth, you'll stay with me, won't you? Please? |
16145 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. |
16146 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. Eldoth is better company than you anyway. |
16147 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? |
16148 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? Eldoth, you'll stay with me, won't you? Please? |
16149 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. |
16150 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. Eldoth is better company than you anyway. |
16151 Thank goodness you've returned! It's just not safe for us to travel separately. Please, can we rejoin? |
16152 Thank goodness you've returned! It's just not safe for us to travel separately. Please, can we rejoin? |
16153 If... if that's the way you want it. I guess I'll just... wait here then? |
16154 Thank you so much! I was so scared. This is nothing like life in the city. |
16155 Thank you so much! I was so scared. This is nothing like life in the city. |
16156 I really have no need for the likes of you right now. Perhaps later. |
16157 I really have no need for the likes of you right now. Perhaps later. |
16158 By all means. I could use the extra hands. |
16159 By all means. I could use the extra hands. |
16160 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. |
16161 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. Come along, Skie. |
16162 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? |
16163 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? Come along, Skie. |
16164 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. |
16165 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. Come along Skie. |
16166 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? |
16167 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? Come along Skie. |
16168 I thought you would be crawling back. Don't be ashamed, I am quite used to it. Shall we continue on together? |
16169 I thought you would be crawling back. Don't be ashamed, I am quite used to it. Shall we continue on together? |
16170 I thought as much. Lead on, and wake me whenever we get wherever it is we are going. |
16171 I thought as much. Lead on, and wake me whenever we get wherever it is we are going. |
16172 Really? So be it. I'm sure I'll be somewhere around here if you wish my company. I'll try not to make you look too hard. |
16173 Though I don't like your tone or manner, I do need you back in the group. |
16174 Though I don't like your tone or manner, I do need you back in the group. |
16175 Contrary to what you believe, I have no use for you at this time. |
16176 Contrary to what you believe, I have no use for you at this time. |
16177 Hull |
16178 Phlydia |
16179 Dreppin |
16180 Fuller |
16182 Phlydia |
16183 Fuller |
16184 Ah yes, I'm back within the hallowed halls of Candlekeep. With this iron crisis upon us, the trip from Beregost was more hazardous than I care to relate... You're Gorion's ward, aren't you? My, you have come into your own, if you would permit an old man jealous of youth to say so... Hmm, I left an identify scroll with Tethtoril, in the inner grounds. He should be done examining it by now, so if you could fetch it for me, I'd be grateful. |
16185 Have you spoken with Tethtoril yet? |
16186 Ah, I am glad to see that age has not hardened your heart towards an old man such as myself. I'll take all of your identify scrollsâ€â€I have a great use for those types of scrolls. Here, allow me to cast a little spell on you. It will protect you from any evil you might meet tonight. |
16187 I always felt you were cut from wiser cloth than that, old friend. Gorion would be sad indeed. |
16188 I believe Gorion is waiting for you at the central library. You had best hurry there. |
16189 Spell Information |
16190 You awake with the realization that you have not been living some horrible dream. Ambushed, you saw Gorion cut down before your eyes, and even his powerful magic could not stop the onslaught. It was his wish that you flee, but that does not remove the feeling of helplessness that now overwhelms you. "Hand over your ward," the armored fiend had said. He was after you and you alone, but why? If only Gorion had given some clue, but now you are alone and lost. Candlekeep is near, but you will find no quarter there. The readers pay for their serenity with rather draconian entry rules, and without Gorion's influence, their doors will remain closed. |
16191 Yes, we'd like to see what you have to offer us. |
16192 We don't need any help. |
16193 [SLEEPING MAN] ZZZZzzzzzzz... |
16194 [SLEEPING WOMAN 1] ZZZzzzzzz... |
16195 [SLEEPING MAN 2] ZZZZzzzzz... *snort* |
16196 [SLEEPING WOMAN 2] ZZZzzzzz... *sniffle* |
16197 [SLEEPING MAN 3] ZZZZzzzzzz... |
16198 [SLEEPING WOMAN 3] ZZZzzzzz... |
16199 Armored Figure |
16200 Dreppin |
16201 Dreppin |
16202 Prologue |
16203 Chapter One |
16204 Chapter Two |
16205 Chapter Three |
16206 Chapter Four |
16207 Chapter Five |
16208 Chapter Six |
16209 Chapter Seven |
16210 I thought I asked you to clean the rats out of this building yesterday, already. Hop to it! Get in there! |
16211 Well, what are you waiting for? Go get 'em, soldier! |
16212 Ah yes, kill them like the rats that they are! A glorious battle unlike any this world has ever seen... Here's 5 gold pieces. Don't spend it all in one place. |
16213 There's something about you, kid, that makes me want to scream. What do you think: fear or frustration? |
16214 Welcome to Candlekeep, your home! As you move around the keep, you will find green-robed monks. Your character should walk over and talk with them. Many important messages will be given to you through the text window on the bottom of the screen. To expand and contract this window, simply drag the top to the desired height. |
16215 _ If you have a Mage, Cleric, or Druid in your party, your character must memorize spells using the Rest button on the Mage Book or Priest Scroll pages. To get to these pages, right-click on your character portrait and then select the Book or Scroll icon that appears on the left. |
16216 _ You can look at your Inventory page by right-clicking on your character portrait. |
16217 _ Equip items by placing them in the appropriate slots around your character on the Inventory page. Once equipped, you can pick the weapon you wish to use by left-clicking on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
16218 _ You can pause the game at any time by hitting the space bar or left-clicking on the clock face. Unpausing occurs the same way. Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's attack. |
16219 _ Buy items by talking to the keeper of a store or inn. You can also rest your party by renting a room, try to hear a few rumors over a mug of ale, or attempt a little shoplifting. In the Buy/Sell screen, items that the currently selected character cannot use (due to class limitations or weapon proficiencies) will be tinted red, though others in your party may have a use for them. |
16220 _ While in temples, talk to the priests as you would an innkeeper. They offer an array of useful services, and you will often be able to heal your party, purchase specialty items, or identify treasures acquired during your travels. |
16221 _ Thieves access their skills using the icons along the bottom of their screen. "Thieving" includes Open Locks, Pick Pockets, and Find Traps, when used in conjunction with the appropriate targets (chests, people, and traps, respectively). "Find Traps" examines a general area and outlines found traps in red. "Stealth" uses Move Silently and Hide In Shadows to render a Thief effectively invisible until their next attack. That attack is automatically a backstab, increasing the damage of a successful hit dramatically. |
16222 _ Clerics and Paladins have the ability to Turn Undead. Activating this icon will cause many undead creatures to flee or even be destroyed. When in this mode, the character can move wherever they wish. Any other action, such as attacking or casting a spell, will deactivate the ability. |
16223 _ Bards can inspire their comrades in combat by use of the Bard Song. They are able to move when singing, but any other action will end the song. While they may be rogues, Bards primarily concern themselves with people. Because of this, they can pick pockets but lack the other thieving skills. |
16224 _ Open doors by left-clicking on the doorway. The mouse pointer will change into a door icon when in the right position and the door will be outlined in blue. Your party can then enter the building if you left-click on the area just inside the door. |
16225 _ Direct your selected character to climb stairs by moving the pointer to the top of a stairway and left-clicking. The graphic will change to a stair icon when in the right spot. |
16226 _ Hostile creatures have red circles around their feet. Left-clicking within the circle will direct your character to attack. You can switch weapons using the Quick Weapon icons. The weapon outlined in green is the current weapon. Attack with fists only (empty Quick Slot) if you only wish to knock your opponent unconscious. If you have a character with magical abilities, try casting a spell using their Spell icons. |
16227 _ If you are having trouble coordinating your attacks, try pressing the space bar to pause the game. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. |
16228 _ Interaction defaults to Talk for neutral targets and Attack for hostile targets. To talk to a neutral character (neutrals are identified by blue circles), left-click on one of them. Don't forget to select one of your party members to do the talking. If you would like to talk to a hostile character, select the Talk icon and then left-click on the character. If you would like to attack a neutral, select a weapon icon and then left-click on the target. |
16229 _ Wizards, Clerics, Druids, and Bards can all cast spells. Select their Cast Spell button, choose a spell, and left-click on your target. You can also configure Quick Spells by right-clicking on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. To cast the Quick Spell, left-click on the appropriate Quick Spell slot and then select your target. |
16230 My friend Gorion, Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point. Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point. Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can. Luck be with us all. I'm getting too old for this. E |
16231 Reevor |
16232 Reevor |
16233 *gulp* |
16234 Beregost |
16235 [MAIN MALE 3] Onward! |
16236 [Main Male 8] I feel this is my rightful place. |
16237 [Main Male 9] I will require rest soon. |
16238 [Main Male 10] I should be more productive with my time. |
16239 [Main Male 11] I am not well at all. |
16240 [Main Male 17] Hmm? |
16241 [Main Male 18] Yes? |
16242 [Main Male 19] I stand ready. |
16243 [Main Male 20] It will be done. |
16244 [MAIN MALE 21] Not a problem. |
16245 [MAIN MALE 22] With ease. |
16246 [MAIN MALE 38] |
16247 [MAIN MALE 39] |
16248 [MAIN FEMALE 3] To battle! |
16249 [MAIN FEMALE 08] This is where I SHOULD be. |
16250 [MAIN FEMALE 09] I grow weary. |
16251 [MAIN FEMALE 10] Oh, I should not just stand about. |
16252 [MAIN FEMALE 11] I must have aid. |
16253 [MAIN FEMALE 17] I am here. |
16254 [MAIN FEMALE 18] Your concern? |
16255 [MAIN FEMALE 19] Yes? |
16256 [MAIN FEMALE 20] Indeed. |
16257 [MAIN FEMALE 21] It is done. |
16258 [MAIN FEMALE 22] Certainly. |
16259 [MAIN FEMALE 38] |
16260 [MAIN FEMALE 39] |
16261 Wands are 1 1/4 ft. long and slender. They are made of ivory, bone, or wood and are usually tipped with somethingâ€â€metal, crystal, stone, and so on. They are fragile and tend to break easily. Because of this, they are often kept in cases. Wands are powered by charges, each use costing one or more charges (depending on the item). When a wand runs out of charges, it is consumed and destroyed. STATISTICS: Weight: 1 |
16262 _ To assist you in recording important information, many details will automatically be entered in your Journal. To access the Journal, click the appropriate icon on the left side of the screen. Entries are catalogued according to the story chapter in which you encountered them. |
16263 Wands are 1 1/4 ft. long and slender. They are made of ivory, bone, or wood and are usually tipped with somethingâ€â€metal, crystal, stone, and so on. They are fragile and tend to break easily. Because of this, they are often kept in cases. Wands are powered by charges, each use costing one or more charges (depending on the item). When a wand runs out of charges, it can no longer be recharged. STATISTICS: Weight: 1 |
16264 Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Weight: 1 |
16265 Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: Weight: 0 |
16266 Nashkel Inn |
16267 Nashkel Store |
16268 Nashkel Inn |
16269 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a Ranger's boots or a Druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Armor Class: 7 (9 vs. piercing and missile) Requires: 4 Strength Weight: 10 |
16270 This odd-looking suit of studded leather cannot be removed once put on, except under intervention by a priest. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple: deadly arrows or deadly swords. STATISTICS: Equipped abilities: – May only be removed with a Remove Curse spell Armor Class: 5 (3 vs. slashing, 4 vs. piercing, 15 vs. missile) Requires: 6 Strength Weight: 8 |
16271 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 6 (4 vs. slashing, 5 vs. piercing and missile) Requires: 6 Strength Weight: 15 |
16272 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 4 (2 vs. slashing, 6 vs. crushing) Requires: 8 Strength Weight: 20 |
16273 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +1 to their Armor Class. STATISTICS: Armor Class: 3 (2 vs. piercing and missile, 1 vs. crushing) Requires: 8 Strength Weight: 20 |
16274 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 8 Weight: 2 |
16275 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Equipped abilities: – Armor Class: +2, +1 vs. missile attacks Requires: 15 Strength Weight: 12 |
16276 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although <PRO_HESHE> cannot wield or carry another weapon. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile attacks Weight: 3 |
16277 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Equipped abilities: – Armor Class: +2 Weight: 6 |
16278 Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2d4+1 Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-handed Weight: 10 |
16279 These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1d8+1 Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Weight: 4 |
16280 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1d6+1 Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Weight: 3 |
16281 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1d10+1 Speed Factor: 9 Proficiency Type: Two-handed Sword Type: Two-handed Weight: 12 |
16282 Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of thisâ€â€the war hammer is another. The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. (Rondels are small disks of metal, often shaped into decorative designs.) The shaft is about eighteen inches long. STATISTICS: Damage: 1d4+1, +1 Speed Factor: 3 Proficiency Type: War Hammer Type: One-handed Weight: 6 |
16283 One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1d6+1 Speed Factor: 5 Proficiency Type: Spear Type: Two-handed Weight: 5 |
16284 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1d6+1 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Weight: 15 |
16285 [no text] |
16286 [no text] |
16287 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted. STATISTICS: THAC0: +1 Damage: +1 Speed Factor: 4 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 6 |
16288 Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow. STATISTICS: THAC0: +2 Damage: +3 Speed Factor: 6 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 9 |
16289 The longbow is similar to the shortbow, except that the staff is about as tall as the archer isâ€â€usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. STATISTICS: THAC0: +1 Speed Factor: 6 Proficiency Type: Longbow Type: Two-handed Weight: 3 |
16290 Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Speed Factor: 5 Proficiency Type: Shortbow Type: Two-handed Weight: 2 |
16291 Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Speed Factor: 5 Proficiency Type: Sling Type: One-handed Weight: 0 |
16292 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1d8+1 Speed Factor: 6 Proficiency Type: Axe Type: One-handed Weight: 7 |
16293 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. This dagger is magical, improving speed, accuracy, and damage. STATISTICS: THAC0: +1 Damage: 1d4+1 (piercing) Speed Factor: 1 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
16294 By far the oldest and most often used polearm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1d10+1 Speed Factor: 8 Proficiency Type: Halberd Type: Two-handed Weight: 15 |
16295 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6+1 Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Weight: 4 |
16296 [no text] |
16297 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long. STATISTICS: THAC0: +1 Damage: 1d6+1 (missile) Launcher: Bow Weight: 0 |
16298 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long. STATISTICS: Damage: 1d6+2 (missile) Speed Factor: Proficiency Type: Weight: 0 |
16299 [no text] |
16300 A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4 + 1, +1 Weight: 0 Speed Factor: Proficiency Type: |
16301 Phlydia left one of her books in Oh, you have it already. If you could run it over to her and then come back, I've got some plans for you. |
16302 [no text] |
16303 A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size, it is light and can be worn with very little restriction to movement. STATISTICS: Equipped abilities: – Armor Class: +1 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 2 |
16304 Item Cursed! |
16305 Firewine Bridge |
16306 [MAINGUI BUTTON]Record |
16307 [MAINGUI BUTTON]Inventory |
16308 [MAINGUI BUTTON]Journal |
16309 [MAINGUI BUTTON]Mage Book |
16310 [MAINGUI BUTTON]Area Map |
16311 [MAINGUI BUTTON]Options |
16312 [MAINGUI BUTTON]Character Arbitration |
16313 [MAINGUI BUTTON]Return to Game |
16314 Ardrouine |
16315 Ardrouine |
16316 Sarevok has assumed command of the Iron Throne. I am still accused of the former leaders' murders, though it is thought I was an agent of Amn. Someone is intent upon pushing the region into war. |
16317 There is something strange about the new home of the Iron Throne in the southwest of Baldur's Gate. |
16318 It is possible that the events involving Entar Silvershield, Eltan and Scar are linked somehow. At least, that's the rumor about town. |
16319 Tales of my actions are spreading, though I'm not sure I like the term "mercenaries." |
16320 Tensions are growing in the region due to the supposed threat from Amn, though the evidence I've seen is somewhat confused on the subject. |
16321 [MAINGUI EDIT]PAUSED |
16322 [MAINGUI EDIT]UNPAUSED |
16323 Brun's Dead Son STATISTICS: Weight: 110 |
16324 Brun's Dead Son |
16325 Fear not, we will not stand aside while another is in peril. |
16326 This is not my concern and I would rather be elsewhere. Fight your own battles. |
16327 I'll not suffer threats from someone begging my help. Perhaps these gnolls have the right idea! Perhaps you will die here today! |
16328 If a choice must be made, then I will help you. |
16329 Rumors are spreading that Amn and the Zhentarim are in league together. There is only sketchy evidence to support this, however. |
16330 People fear that the Shadow Thieves are scouting for an Amnian invasion, but these rumors are more numerous than any evidence supporting them. |
16331 The Iron Throne is quite powerful in Baldur's Gate, even though they only arrived there recently. Something may be disrupting the Merchants' League and reducing its ability to compete. |
16332 It is believed that Shadow Thieves from Amn killed Entar Silvershield. People fear this is the prelude to an invasion. |
16333 Iron continues to be scarce, driving prices of tools and weapons ever higher. |
16334 Iron from the Nashkel mines is nearly useless when smelted. People suspect that they are doing it intentionally, as part of some grandiose plot for Amn. |
16335 Duke Eltan is the most beloved and respected of the Grand Dukes of Baldur's Gate. His death would leave an immense hole in the leadership of the region. |
16336 The Seven Suns has been making foolish business decisions of late, allowing the Iron Throne to increase their own power. |
16337 There is a bounty of 5,000 gold on my head for the murders I am accused of. I should be wary of bounty hunters. |
16338 With the leaders of the Iron Throne out of the way, Sarevok was free to assume the leadership. Now he is trying to fill the gap in Baldur's Gate left by Entar Silvershield's death. Coincidental deaths seem to follow his rise to power. |
16339 The Flaming Fist is in danger of losing its ability to protect the region. The condition of its weapons and armor is suffering, just as it is for everyone else. |
16340 There are rumors of something disrupting operations in the Nashkel mines, contributing to the iron shortage. |
16341 Tchazar is the common name given to aragonite, a straw-yellow gemstone found in elongated, prism-shaped crystal form. It is soft and fragile, and requires skilled cutting to yield faceted gems. STATISTICS: Weight: 0 |
16342 Nashkel to the South |
16343 [no text] |
16344 It is possible that the bandits may use the woods to conceal their actions from the Flaming Fist. |
16345 People are angry that the Flaming Fist have been unable to stop the bandit attacks. Travel has slowed greatly. |
16346 There may be some sort of large insect causing problems for the farmers around Beregost. |
16347 The bandits that are raiding caravans are made up of humans AND hobgoblins. Groups like that would not work together under normal circumstances. |
16348 A strange man named Tranzig makes frequent midnight trips out of Beregost. An odd occurrence when so many cannot travel safely even during the day. |
16349 There is a festival in Nashkel, though it may suffer some poor attendance due to the problems in the region. |
16350 Bandits seem more interested in stealing iron than anything else, though they are not shy about relieving people of their gold as well. |
16351 Members of the Flaming Fist have been transferred to Beregost. Their presence is apparently little comfort to the locals. |
16352 Many people believe that Amn, the nation to the south, is behind the iron crisis. Tensions are building both there and in Baldur's Gate. |
16353 I heard in Beregost that a reward is currently being offered for the head of Bassilus, a priest that apparently controls undead. |
16354 Nashkel is being blamed for the condition of the iron it is mining, though they claim there is something else wrong. |
16355 East to Nashkel |
16356 I don't have any gold. Can't we just forgive and forget? |
16357 Thieving scoundrel! Not even your esteemed father can save you from your just punishment. |
16358 Our minds are made up, drow! We'll not help you! |
16359 Sometimes, the smell of a man makes me sick to my stomach. |
16360 Men never think with their minds. |
16361 Men are pathetic. |
16362 Sometimes, the smell of a man makes me sick to my stomach. |
16363 Ya load sixteen tons, what do ya get? Another day older and deeper in debt. |
16364 Ya load sixteen tons, what do ya get? Another day older and deeper in debt. |
16365 My father was a miner. And my mother was a miner before him. |
16366 My father was a miner. And my mother was a miner before him. |
16367 Is grass not made of blades? Do stars not shoot? Nature be well armed, and demands so of her servants! |
16368 Is grass not made of blades? Do stars not shoot? Nature be well armed, and demands so of her servants! |
16369 Tiax WILL rule ALL! |
16370 Tiax WILL rule ALL! |
16371 Tiax does as ye will, but one day... BOOM! He rules! |
16372 Tiax does as ye will, but one day... BOOM! He rules! |
16373 The first duty in life is to be as artificial as possible. |
16374 Only shallow people don't judge by appearance. |
16375 There is no good or evil, only the charming and the tedious. |
16376 There is no good or evil, only the charming and the tedious. |
16377 The first duty in life is to be as artificial as possible. |
16378 Only shallow people don't judge by appearance. |
16379 Sirine |
16380 Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue shade with heating and cutting (usually facet-cut). STATISTICS: Weight: 0 |
16381 East to the Marketplace |
16382 I'm surprised that stuffy ol' Gorion let you away from your studies and chores. That ol' fiddle faddle. I snuck off too. Old Puffguts Winthrop was looking for me, but I've got all day to do his chores. You have time for a story today? No, I can tell you don't. What have ya been up to? |
16383 I'm afraid I cannot chat today, little one. My foster father wishes me to prepare for a journey, but will not say to where. |
16384 I am sorry, child, but I am not to tell anyone what I am doing. I must go. You should not tarry about either. Winthrop will want the beds turned down after you are done in the stables. |
16385 East to Marketplace |
16386 Leave me be! I've no time to waste on you today, child! |
16387 I am sorry, child, but I am not to tell anyone what I am doing. I must go. You should not tarry about either. Winthrop will want the beds turned down after you are done in the stables. |
16388 Leave me be! I've no time to waste on you today, child! |
16389 Little one? I'm not much younger than you, though you sure got tall fast. Relatively, anyway. A journey, eh? I never get to travel. Wish I could go with ya. Yep, I really wish I could. Yes, <PRO_SIRMAAM>. Really do. |
16390 All right, all right. I get the message. I'll ask if you can go with us. |
16391 There is no way you can come. Gorion would never allow it. |
16392 You would only slow us down. Stay here where you are useful. |
16393 Child? You are only a few seasons older. Hrmph! I didn't care where you were off to anyway. Nope, not at all. You just run along on your little errand. |
16394 If you say so. You sure picked up a lot from old Gorion. He never tells it straight neither. Good luck on your trip... er... I mean, good luck with whatever you are doing. |
16395 Wait! What do you know of my journey? Gorion has said little to me and less to anyone else! |
16396 Sounds like you've been nosing around where you shouldn't have! Stay out of my business, if you please. |
16397 No need to get all rude. We're friends, so you just have to say butt out and I will. I can take a hint as quick as I can take a wallet. You go on, and maybe I'll see you later... |
16398 If that's the way you want it, then fine. Get lost, you smelly ol' gully napper! |
16399 Oh, don't be silly, Gorion would never even let you finish the sentence. Especially after what that letter of his said... er... did I say that? No, of course I didn't. Never saw no letter. Nope. I'll just get back to work now. You had better go. Gorion is waiting. |
16400 Oh, I know. Old stick-in-the-mud that he is, all worried about nothing, I'm sure. Better go now, 'cause you've got a long ways to travel... Not... not that I would know, especially since I didn't peek at old Mr. G's private letters. No, <PRO_SIRMAAM>. Better go now, bye-bye. |
16401 Well, that was certainly rude, you rumduke. Fine, I'll stay here and mind my own beeswax. You better get going... don't want to keep Mr. G waiting. |
16402 Sorry I followed ya, but I never get out of Candlekeep and those monks are such a bore. Never any decent coin in their pockets neither. I... I saw Gorion, and I am SO sorry! Kinda figured something bad might happen to you out here. |
16403 I... accidentally... read a letter on his desk the other day. Can't remember exactly what it said, but he might still have... It might be on his... his body. Anyway, I'm not gonna let you wander around out here all alone. Never let a friend down, no, <PRO_SIRMAAM>! Stick with you until you say otherwise, I will! |
16404 How could you have known? Gorion did not even tell me. |
16405 I do not want you looking over my shoulder as I travel. Take your nosey little self back to the keep before Winthrop sees you are gone! |
16406 Well... that's just fine! But even though you might not think so, you need me. SO, despite anything you say, I'm coming with you. So there! |
16407 I s'pose I'll be going. We're friends and all, but I guess I'll just wait till you change yer tune. I'll be around when you do. |
16408 Just... just like that? But we are friends and everything! Been friends for years! I guess... I guess I'll just wait till you need me again, because you will! Just wait and see! |
16409 Well, good! You've changed since we were friends anyway. Not nearly as much fun now. Should have stayed in Candlekeep, instead of wasting time with you gulley pennies. |
16410 Day <GAMEDAY> Hour <HOUR> |
16411 Well, good! You've changed since we were friends anyway. Not nearly as much fun now. Should have stayed in Candlekeep, instead of wasting time with you gulley pennies. |
16412 You old rumjake fool! I knew you'd be back! Let's get back to traveling the good road, eh? |
16413 Sorry, kiddo, but I don't need your company just yet. |
16414 Sorry to have kept you waiting. Let's get going. |
16415 Oh, fine! I'll just pester about around here until you realize you can't live without little Imoen. You know you will. |
16416 You bet! We'll nick ourselves a whole purse o' fun before the night is through! |
16417 'Ere there. You're Gorion's little whelp, aren't ya? Yeah, you match the description. You don't look so dangerous to me. |
16418 And what business is that of yours? |
16419 That I am. Do I know you? |
16420 I am his child, if that is what you mean. |
16421 I'll make it my business if'n I please. Just thought I'd have me a look at you for myself, before I puts a blade down your gullet! Someone seems to think you're trouble, so I'm gonna use your head for a ticket out o' the gutter! I'm just a little street trash hood they say, but I'll show 'em! |
16422 No, I don't believe you do. I'll not be here long, so it don't matter. You'll not be here long either, so it matters even less. Just thought I'd have a look at you. Pretty face, but I don't see what the fuss is about. No matter. I deliver your skull and I'm set for life. |
16423 Foster child. Gotta keep it straight. He raised you as his own, but you are not of his blood. Your head ain't worth nothing if you're actually his child. Nah, I know you're the right one. My ticket out of the gutter, soon as I snuff your lights. |
16424 Please father, tell me where we will be going. |
16425 What could possibly harm us here? This place is a fortress, and guarded beyond measure. |
16426 Oh, goodie goodie! I've gone and found ye first! You are the ward of Gorion, no doubt? |
16427 I am. What can I do for you? |
16428 I do not recognize you. Who are you and what are you doing here? |
16429 Leave me be! I have pressing matters that I must attend to. |
16430 Oh, our encounter shall be quite simple for you. Plainly put, I have made it my mission to end your life. Success will mean a little respect among my peers. So you see, you can do very little except die! |
16431 Who I am is unimportant, but who YOU are is very much so. I apologize for this dirty bit of business, but I must seek your death. A pity, I know, but it would seem your head is worth an exceptional amount to me. I kill you myself and I need not share credit with anyone. |
16432 Far be it from me to keep you from your pressing matters, but I must insist on a moment of your time. The last moment, actually. I apologize for not fully explaining my motives, but I am on a rather tight schedule and exposition is simply not my forte. |
16433 What should I bring with me on this journey? If you would just give some clue as to what I will need... |
16434 My dear child, you should know yourself well enough to purchase the gear you need. I have given you what I can spare, so hurry off to the inn and speak with Winthrop. Use your skills as a reference and buy what basics you must, though spend wisely. His prices are fair, but you may not have enough gold to purchase all that you would want. |
16435 I'm ready to go right now. |
16436 Just wait a little longer. There are a few more things I must do. |
16437 Please father, tell me where we will be going. |
16438 What could possibly harm us here? This place is a fortress, and guarded beyond measure. |
16439 Candlekeep is indeed a formidable obstacle for ne'er-do-wells, but it is not insurmountable. No matter how thick the mesh, at least one mosquito always finds its way through. No my child, we must leave as soon as possible, for our safety, and for that of our friends here. |
16440 I'm ready to go right now. |
16441 Just wait a little longer. There are a few more things I must do. |
16442 Please father, tell me where we will be going. |
16443 What should I bring with me on this journey? If you would just give some clue as to what I will need. |
16444 Alas, I cannot, for I have not truly decided yet. All that is certain is that we will be far safer on the move. Perhaps the woods might offer some secluded security, or perhaps the city of Baldur's Gate would offer cover amidst its teeming throngs of people. I do not know where we shall end up, but I have a few friends here and there. Hmm, I will think on this. |
16445 I'm ready to go right now. |
16446 Just wait a little longer. There are a few more things I must do. |
16447 What could possibly harm us here? This place is a fortress, and guarded beyond measure. |
16448 What should I bring with me on this journey? If you would just give some clue as to what I will need... |
16449 Carbos |
16450 Carbos |
16451 Shank |
16452 Shank |
16453 Imoen |
16454 Imoen |
16455 Don't keep Mr. G waiting now. C'mon you, get going! |
16456 Do you wish to save before quitting? |
16457 You may not rest when your party is scattered. |
16458 Your reputation precedes you! Guards have been alerted. |
16459 I must atone for my many crimes. My poor family... |
16460 Hit |
16461 Miss |
16462 Critical Hit |
16463 Critical Miss |
16464 Casts |
16465 Attacks |
16466 Turn Undead Mode |
16467 Singing |
16468 Find Trap Mode |
16469 On |
16470 Off |
16471 Backstab Double Damage |
16472 Backstab Triple Damage |
16473 Backstab Quadruple Damage |
16474 Backstab Quintuple Damage |
16475 Backstab Sextuple Damage |
16476 Everyone in the inn rests and recovers Hit Points. Spells are successfully memorized. |
16477 Sword of Chaos |
16478 Sword of Chaos |
16479 Time to go home, Rufie. You'll like the Nine Hells much better than these cold climes. |
16480 <CLASS>: Level <LEVEL> Experience: <EXPERIENCE> Next Level: <NEXTLEVEL> |
16481 Manor House |
16482 area |
16483 Alignment Evil |
16484 You must gather your party before venturing forth. |
16485 This door is locked. |
16486 You have detected a magical trap. |
16487 You have detected a mechanical trap. |
16488 You have detected a trap. |
16489 You cannot go there. |
16490 The trap has been disarmed. |
16491 This store is overstocked with that item. |
16492 Your sleep has been interrupted. Monsters are about! |
16493 You have been waylaid by enemies and must defend yourself! |
16494 This container is locked. |
16495 You don't have enough gold to purchase the selected item. |
16496 This item is cursed and cannot be removed. |
16497 Your spell has been disrupted. |
16498 Your main character has been killed. You must restart the game. |
16499 You may not rest here. Either find an inn or rest outside. |
16500 You cannot rest; there are monsters nearby. |
16501 You cannot save at this time... Monsters are about. |
16502 You cannot save at this time. |
16503 Good |
16504 Neutral |
16505 Evil |
16506 Place CD |
16507 Place DVD |
16508 In Drive |
16509 Baldur's Gate |
16510 replay |
16511 music volume |
16512 voice volume |
16513 RECEIVING MESSAGE FROM SERVER |
16514 ambient volume |
16515 sound effects volume |
16516 You cannot save the game at this time. Do you still wish to quit? |
16517 Lock Pick Succeeded |
16518 Lock Pick Failed |
16519 Trap Detected |
16520 Trap Disarmed |
16521 Lynx Eye Gem |
16522 Diseased Gibberling |
16523 Diseased Gibberling |
16524 [no text] |
16525 Well, I found that potion for Dreppin's cow. I just hope it's what he thinks it is and not a potion of fire breath or something... |
16526 Old Firebead was grateful for my help. He cast a spell on me and said it would protect me from any evil I might meet tonight... I don't know what's out there beyond these walls but I guess I'll find out soon enough. |
16527 Fuller was in a generous mood today. After I fetched the bolts from Winthrop, he gave me his dad's old dagger. It killed a hobgoblin in a single blow once... if Fuller isn't just pulling my leg again, that is. |
16528 Fuller gave me a lousy 10 gold for running his errands. I bet I'd get at least 15 for being an errand runner in Baldur's Gate! |
16529 The Gatewarden sure must have been in a surly mood today, because Hull paid a full 20 gold pieces for that sword of his! |
16530 Hull gave me 10 gold pieces for bringing him his own dumb sword. I should have charged him extra for the tongue-lashing he gave me, though. |
16531 75 gold for Landrin's wine! Must have been a good vintage... or a vicious home-brew. |
16532 Landrin has paid a pretty penny for the body of the biggest spider in her house. 100 gold pieces and, to be honest, I earned every piece. |
16533 120 pieces of hard gold currency for an old pair of boots. A good deal by any measure, despite the creatures guarding them. |
16534 Poor, absent-minded Phlydia gave me a gem for returning her lost book. Candlekeep, it seems, continues to defy all laws of economics: The more books it holds, the more valuable they become to those who read them. The greater the supply, the greater the demand. Bah, all this thinking is making my head hurt. Time to pawn this gem and get something useful for it. |
16535 In classic form, Phlydia almost seemed to have forgotten that she had sent me in search of her book in the first place. Oh well, I guess there's more to a favor than the reward at its end. |
16536 Mental note: Don't join the armed forces. They never inform you of the full danger when you enter, and they always pay you squat when you leave. Reevor gave me all of 5 gold pieces for putting my life on the line in there. Isn't there a Candlekeep People's Revolutionary Front I can join somewhere?! |
16537 Unshey isn't the most charismatic person I've ever met. She gave me 70 gold pieces for returning her girdle but only after informing me that 60 of those were to go towards my bathing fund. |
16538 One dead ogre equals 95 gold pieces. Unshey claims to be a writer but it sure is hard to argue with her math. |
16539 It appears that one of the girdles in that ogre's fetish collection was, how can I phrase it... one of gender transformation? Unshey was not unsympathetic to this, ahem, rather unfortunate turn of events, however. In an effort to make amends she has offered us a copy of her book, entitled "High Cleric Unshey's Practical Guide to Bodily Health." |
16540 Okay, this is getting ridiculous! Little Drienne claims that I have killed her cat, Pixie! What am I supposed to do, bring her a gibberling instead?! |
16541 Gorion said that if we were ever separated I could make my way to the Friendly Arm Inn. There I should find friends of his named Khalid and Jaheira. |
16542 Nothing like giving a little girl a dead cat and then taking the last of her allowance in exchange... 23 gold pieces... I am such a creep... |
16543 From the sound of it, this isn't the first time Drienne's cat has died... Nine lives, my arse. Give me my own personal necromancer and I'll do the same! She has given me one of her father's scrolls, however. Whatever it is, it should prove interesting. |
16544 Laurel has introduced us to the most fascinating sport of gibberling hunting. We'll have to rest up and rearm, but I daresay we shall visit her again. |
16545 Barracks |
16546 movie volume |
16547 Gorion's Scroll |
16548 A merchant sold me a potion of strength at the Nashkel fair for only 50 gold! Such a bargain! |
16549 A merchant sold me a potion of intelligence at the Nashkel fair for only 50 gold! Cheap at twice the price! |
16550 Someone was hired to kill me and my companions, but I simply don't know why anyone would wish me dead! |
16551 I rescued an elf named Xan from the mines in Nashkel. Quite a despondent fellow, actually. He was investigating the problems in the region just as I am. We probably could have worked together, but I did not like his manner. |
16552 I rescued an elf named Xan from the mines in Nashkel. Quite a despondent fellow, actually. He was investigating the problems in the region just as I am, so I accepted his offer to join with me. |
16553 While in the Nashkel mines, I rescued an elf named Xan. When charmed, he revealed that there is some sort of mercantile organization known as the Iron Throne that has been trying to cause turmoil along the Sword Coast. To what end, he could not say. |
16554 I have returned Brage to Nashkel, but to the temple of Helm instead of the garrison. Hopefully he can atone for his deeds, and receive the help that he needs. |
16555 Karan, my old tutor, has told me something most interesting: Koveras seems quite well-acquainted with the prophecies of Alaundo the Seer. So well, in fact, that he can recite them with his eyes closed. It may be worth my while to take some of those well-worn tomes off their shelves near where Karan and I spoke. Koveras himself must still be in the building as I have not seen anyone of his description leave. Whoever he may be, I do not intend to let him avoid me like this forever. |
16557 I have curried the favor of a dryad in the Cloudpeak mountains. Pleasing such nature spirits will bring me no end of luck. |
16558 I charmed the foreman of the Nashkel mines. He claimed there were "dog-like" creatures causing trouble below. |
16559 reform party |
16560 I have rescued a mage by the name of Dynaheir, just as Minsc requested. Perhaps we might have traveled together a while, but I saw no need. |
16561 I have rescued a mage by the name of Dynaheir, just as Minsc requested. They will both be valuable assets to my group, I am sure. |
16562 I have severed my alliance with Edwin, as I do not wish his kind of influence within my party. |
16563 Dynaheir is dead, as Edwin wished her to be. Success of a sort, I suppose. |
16564 A man in Nashkel named Oublek mistook me for a bounty hunter named Greywolf. I cost myself a little gold, but prevented him from making an expensive mistake. Only good things can come of it. |
16565 The business with the Nashkel captain of the guard was certainly a tragic and confusing story. For better or worse, Brage has been dealt with. |
16566 Prism's story was a sad tale indeed. A shame it could not have had a better ending. Ah well, I profit in the end. 300 gold bounty for the emeralds he stole. |
16567 I have received no payment for my actions as a bounty hunter. The quick 200 I made from Oublek's mistake has now cost me a tidy sum. |
16568 Prism's story was a sad tale indeed. A shame it could not have had a better ending. At least he completed what he felt he must. A happy result, of a sort. |
16569 [no text] |
16570 Rumor from Volo: Many a story have I collected from across this great realm, though sometimes I am at a loss whether to believe them or not, due to their extraordinary circumstance. Such a tale is this, wherein lies the story of a band of hearty adventurers moving amidst the shadows of the land, effecting change where it is needed. I was enjoying the simple fare of the celebrations in Nashkel, when the strangest news hit the town. It would seem the mines, long plagued by unexplained deaths, had been inundated by a horde of ill-mannered kobolds, under the direction of a rather unscrupulous and hygienically suspect cleric of Cyric. Dispatching the villain with appropriate brevity, the heroes freed the mine, and are the sole reason for the trickle of iron finally winding its way to the Gate now. None seem to recall their names, but the consensus agrees they were great of stature, and cut an impressive figure across the plains. |
16571 Rumor from Volo: Stranger tales I have told, but none are as fresh in my mind as this one, which is also fresh from the happening as well! It would seem that the orchestrators of the ever vexing iron shortage supplied themselves and their allies with ore mined from a secret location, and while the coast was in turmoil they built quite the power base at the aforementioned mine. A group of heroes, for they can only be called such, lay siege to the encampment and ultimately flooded out the evil conspirators in a rushing torrent of water and justice, though not before securing the release of some several dozen enslaved workers. A serious blow, I am sure, to whatever fiendish plot is brewing in our fair land. |
16572 Rumor from Volo: Stranger tales I have told, but none are as fresh in my mind as this one, which is also fresh from the happening as well! It would seem that the orchestrators of the ever vexing iron shortage supplied themselves and their allies with ore mined from a secret location, and while the coast was in turmoil they built quite the power base at the aforementioned mine. A mysterious group of battle-veteran strangers, for I hesitate to call them heroes, lay siege to the encampment and ultimately flooded out the evil conspirators in a rushing torrent of water and justice, though every slave to the man was lost in the drenching. 'Twould seem they didn't wish to encumber themselves, though I imagine the weight of those dead souls must be nigh unto horrific. The question to pose then, is whether the devil you know is better than the devil you don't. We shall wait and see what comes of this. |
16573 Rumor from Volo: Some tales defy all logic or explanation when posed to the sane mind, and it is a story just so that I give to you now. Much of it is already known, due to the celebrity of those involved, though many may find it truly shocking how deep the seeds of destruction were sown. Beloved Sarevok, a man among men, set to all but rule the coast, was actually a core architect of the very iron shortage that so unraveled the economy of the land, and had a hand in the poisoning of Duke Eltan that directly led to his rise to power. We were but seconds away from the first step down that path when from the shadows again stepped the unknown group of my previous tales. None can say definitively what happened next, though it is certain that Sarevok was pursued to the very bottom of the Undercity, and from there he did not return. I'll wager many would just as soon have seen him chased to the ninth plane itself, as he hurt many of the folk of the land, both direct and indirect. |
16574 That Volo appears to be more rogue than mage. He made a hasty exit, leaving me saddled with his tab. |
16575 Press the Gender button to begin creating your character, or press Back to return to the previous page. If you wish to import a premade character, then use the Import option to select one of the different characters which have already been created for you. |
16576 [no text] |
16577 No, we haven't killed her yet. |
16578 Well, come back when you have. |
16579 I wish nothing of you, save the body of the fool that tried to break into your hallowed halls. I imagine the return of such an infidel is ample return for my services. |
16580 The bodies of infidels are priced highly in these troubled times. Give me 2,000 gold and the body is yours. |
16581 2,000 gold, that's highway robbery! |
16582 All right then, we're willing to pay the cash, just give us the body. |
16583 You insult me in my own temple! You will regret your hasty words. |
16584 Thank you for your money. Here is the body that you wanted. |
16585 So you have come to visit the Seven Suns, have you...? Yes, I've got your face now but not your name... |
16586 I am Foolio Displasius, destroyer of the Seven Suns! Raaagh! |
16587 We are the party of <CHARNAME>, though I don't know why it may interest you. |
16588 My name is my business. I'm not here to exchange pleasantries. |
16589 Have your jest, then. It will take more Foolios than you to destroy the Seven Suns. |
16590 I don't know where he is. He's been missing ever since everything went strange. I've seen some of the other merchants change faces when they thought I wasn't looking. Yes, you heard me right, they changed faces! Some sort of shapeshifters have infiltrated the Seven Suns. If I were you, I'd get out of here while there's still time, that's what I'm planning to do. |
16591 Yes, indeed, how... interesting. And what of these people about you? Do they know you well? |
16592 We are all fellow adventurers, our hearts brought into close contact by the narrowness of the road. |
16593 To tell you true, we are but strangers traveling together this brief while out of mere convenience. |
16594 I am not here to bare my soul before a merchant. |
16595 If you wish silence, then we ask the same of you. Bother us not. |
16596 A pity, that. |
16597 Ah, I have dreamed of loners such as yourself and each time woken with a groaning belly. |
16598 I have no wish to hear you whine about your sicknesses and ailments. This discussion grows tiresome. |
16599 I had no idea you found me that attractive. Alas, there are ones in this world who love me dearly and would miss me sorely should I leave with you. |
16600 Pray tell me what about my lowly person could make a merchant and his many purses dream? |
16601 Come, my brothers. It seems that a feast has been set before us. Let us eat before it cools. |
16602 Still you pester us! Do you have no shame?! Explain yourself! |
16603 To be called shameless by a merchant! Tell me, how does that differ from the sarcasm of a bard who compliments her drunken patron on the quality of his voice? |
16605 If you be merchants as you say you are, would you not then be eager to sell your wares? |
16606 I did not object to the sound of your voice, merely the words you sought to form with it. Come, now, and provide me with information more to my liking. |
16607 We sell to those who have the money to buy, not adventuring paupers such as yourself. Move on, and we'll forgive your impertinence. |
16608 Your wit shall be your coffin and every jest a nail. Come, my brothers. If they have not found us out by now, it will not take them long. We should not suffer fools so gladly when this much is at stake. |
16609 Do you seek the truth so earnestly that you would lose everything? |
16610 I will risk everything but I shall not lose it. You are no merchants and I am no fool. Now show your true faces that I may know them! |
16611 What are you talking about? I just wanted to know how to get out of this place. |
16612 The truth is of little consequence to me. Like you, I prefer my fictions. |
16613 Nay, you are wrong on both counts. You are fools even to be here, for we are indeed merchants, though not of wares you would be familiar with: We are merchants of faces and names, merchants of identities, merchants of skin even when the flesh it contains is so much rubbish. We are doppelgangers and, for a skin pittance, we sell fools their deaths. |
16614 I fear, my brothers, that I have spoken too soon. But come, we are hungry. Let us feast on these witnesses to the folly of my tongue. |
16615 My friend, you are speaking to a race of beings to whom fiction is no mere diversion but rather the wellspring of our very life. You see this flesh? It is not mine. You see this face? I did not even know of its existence but two months past. We are doppelgangers, friend, and we live by fools like you. Now do not resist... it won't take long. |
16616 Yago's Book of Curses |
16617 SENDING SAVE GAME TO CLIENTS |
16618 WAITING FOR SAVE GAME |
16619 Wrong Disc In Drive |
16620 No Disc In Drive |
16621 Associating myself with you was beneath my honor. I must end your evil ways now! |
16622 Geas Removal Scroll |
16623 But... but... we were a team, we were bound by... by honor! *sigh* Why is everything always so complicated? |
16624 Abela the Nymph |
16625 Abela the Nymph STATISTICS: Weight: 90 |
16626 If that's the way you want it, then fine, I'll leave! *sniff* |
16627 I don't wanna go, but if ye're gonna force me, then I guess I'll just mope around here till you come back to your senses and come back for me. |
16629 I'm just a thief. Sorry, but I don't have much to tell. |
16630 Vial of Mysterious Liquid |
16631 I have not much to tell you, but this: I was a foolish woman and joined the forces of these Loki spawn, the Iron Throne. I was insubordinate to my commander, and for punishment they locked me up in a prison cell for many weeks. |
16632 You are no more honorable than the Loki spawn I left behind. |
16633 We have fought well and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday. |
16634 All I can tell you friend, is that you must help me gain revenge. The evil ogre Tazok killed my lover, Deheriana. He must suffer for that act, and I will ensure that he does! |
16635 I am glad to rid myself of such evil companions. Raise your weapons, so that I may cleanse your evil from this world! |
16636 It is a good time for us to go our separate ways. Perhaps we shall meet again. |
16637 We have no need of your services. |
16638 Could you show us what you have to offer? |
16639 We are in desperate need of a book known as the Book of Wisdom. Please, we will do anything if you'd only give it to us. |
16640 Hmph! You are superfluous to my well-being and I can't say I'll miss being confronted with your orcish face and troll-like breath each morning! Good riddance to stupid rubbish! |
16641 Please don't leave me out here! Do you hear buzzards? I hear buzzards. |
16642 The Book of Wisdom is a very holy book. Why should I give it to the likes of you? |
16643 We'll give you 500 gold for the book! |
16644 I come from the city of Menzoberranzan. My family was slaughtered, and I was forced to flee to the surface. When I reached the realms of light, the traitor Lolth abandoned me. I would have been lost had it not been for the divine Shar! She took me in and gave me the will and strength to survive! It makes me so happy that I have found friends such as you to make my acclimation to the surface a little easier. |
16645 You must trust us. We'll die if we don't get this book. Please, you don't want our deaths on your conscience... do you? |
16646 You must trust us. We'll die if we don't get this book. Please, you don't want our deaths on your conscience... do you? |
16647 Your plea seems genuine. If your very lives depend upon having this book, then here, you may have it. |
16648 I cannot simply trust anyone who comes up to me with such stories. I apologize, but I cannot give you the book. |
16649 If you are willing to pay such large sums of money, then you must be in dire need. Here, take the book. |
16650 A welcome release. Your weakling surface ways have left a bitter taste in my mouth. Perhaps I should seek shelter back under the cover of the earth. I understood my fellows there. |
16651 You have been very kind to me in this strange and lighted world. Perhaps you are right, though. The drow were meant to be a race apart... Take care of yourselves, all right? |
16652 Hmm, it seems that northern men are as mindless as they are impotent. Leave as you wish; I have my own agenda. |
16653 Can I not stay with you, even a little longer? Our time together has been... quite enjoyable. Ah well, perhaps we shall meet again. |
16654 Tiax is destined to lead, though he grows to enjoy your company. Perhaps you shall be spared his wrath, and appointed to more than sewage detail. |
16655 Darkwell. |
16656 Ravenscar. |
16657 Mask. |
16658 Fafhrd. |
16659 Bodi. |
16660 Mercury. |
16661 Shadow. |
16662 Ithmeera's Statue |
16663 Ithmeera's Statue |
16664 Helshara's Artifact Fragment |
16665 Helshara's Artifact Fragment |
16666 Delorna's Spellbook |
16667 Delorna's Spellbook |
16668 The half-ogres may have battered his body but Bjornin's heart remains the purest gold. In his gratitude, he has granted us a fine and well-weighted shield. Something tells me that there may even be some magic about it. |
16669 The return of Gurke's cloak seems to have lightened his disposition. Somewhat, at least. What is more, his purse is 280 gold pieces lighter for it, too. Not bad for a few days of work, if I may say so myself. |
16670 I have traveled to the Cloakwood, returned with Gurke's cloak, and all for naught! It does appear that his misadventures have turned him into a minor folk hero here in Beregost. People toss coins at his feet to hear his embellished prattle but I swear I shall have none of it. Fie on him and the cloak he left with me, too! |
16671 I have completed the task that a nameless halfling messenger, now dead and mourned, started deep in the heart of Amn. Mirianne has received her husband's letter by my hand and I am glad to hear that it bears good tidings of his safety. I am humbled by her offer of a simple ring to keep me safe. Be it magic or superstition, I know not, but I will wear it, at least, to remember her by. |
16672 Perdue's Short Sword I have received 50 gold pieces and Perdue's grudging thanks for the return of his short sword but little else. In retrospect, I shouldn't be surprised as he has been a pest and a nuisance from the start. Ah well, I knew his price was low when I went into it. |
16673 Oh, Mad, Mad Arcand with your crumbling mind, your dizzying ditties are more cryptic than kind. But thanks for this bottle, whate'er it might be. Oh, I'm tempted, so tempted to look in and see... but you've warned me against it and to your words I'll stay true, at least so long as I'm wanting to. |
16674 Book of Ancient Knowledge |
16675 History of the Nether Scrolls |
16676 I killed the ogres that Sarhedra mentioned. Upon reporting this to her, however, she got so flustered trying to think of something more I could do for her that she forgot to give me my reward. Ah well, a few dead ogres is reward enough, I suppose. |
16677 I feel ashamed to take it but Ardrouine has thrust her last 60 gold pieces into my hands. At least her son is safe, though nightmares will surely keep him from that old abandoned lighthouse for years to come. Alas but there flees a child's innocence, shamed and broken by the dark. |
16678 If you are interested, friend, I am a Greycloak from Evereska. It is my duty to watch over the political events of the human nations along our borders. From what I have learned so far, there is some sort of mercantile organization known as the Iron Throne that has been trying to cause turmoil along the Sword Coast. To what end, I could not tell you, as I was captured before learning any more. |
16679 This whole mission has been a dismal failure from the very start. Consider my debt repaid, friends, as I certainly do. |
16680 While my stay with you was admittedly fruitless, it has, at least, been fun. I might even enjoy sharing another ill-fated adventure with you, should you ever require the use of my considerable talents. |
16681 What?! You galley-whipped short-knickers! Tiax the Grand will not stand to be cast aside! He shall ascend without your bumbling sneakery! The Great Tiax, betrayed on all sides by those seeking to undermine his coming rule, casts aside the refuse he once called his slaves! Mindless fools! Breathe deep and fill your ill-fated lungs with the salty airs of your sorry destiny! |
16682 Yes, yes, the all-seeing Tiax thinks that his leaving would be best. He must finalize his stratagems and consult in secret with Cyric. You shall, of course, meet the Great Tiax again, at which point I will make my grand ascension and appoint you to your rightful place as whipper of the slaves and faithless. |
16683 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. |
16684 V-v-very well. Though I doubt G-Gorion would approve of me leaving you, I cannot force my company upon you. These choices are yours to make. Come Jaheira, we should take our leave for now. |
16685 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. |
16686 I c-cannot say that I have enjoyed our t-time together, but for the sake of Gorion I will not protest your actions further. If there is anything of him within you, you will ultimately turn out all right... though it does seem doubtful at the moment. Come Jaheira d-darling. We must leave this one to <PRO_HISHER> chosen path. |
16687 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. |
16688 I openly question your judgment, but it is your decision to make. You do show some measure of leadership, and I should be glad to assist you in the future. Come Khalid, we must depart for now. |
16689 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. |
16690 Perhaps it is for the best. I would rather be somewhere else, as you appear to be something of a lost cause. You have some of Gorion's sense, but little of his wisdom. Come Khalid, there are better places for us than this. |
16691 I am Faldorn, a member of the Shadow Druids. The Shadow Druids are a sect of druids that believes in the destruction of civilization. I have come to this region of the world to sow disorder among those druid sects that are too weak to share our vision. |
16692 I have no patience for your weaknesses. If I want action, I guess I'll have to make my own. |
16693 Very well, but do not forget what I have taught you, friends: Walk with rage against all who threaten the Great Mother. |
16694 I've been in prison for a considerable time. I really don't know what's been happening on the surface. All I can tell you is this: whatever those Iron Throne crooks are up to, it's not good, not good at all. |
16695 Fine, I'll be leaving the likes of you, then. This party's been just another prison for me. |
16696 You've been good to me, friends. Bust some heads, will you? |
16697 You're no better than Ms. Silke! It will catch up with you someday, mark my words. |
16698 Ah well, I suppose it will give me the opportunity to work on this new ballad I've been thinking of... I bet you'll never guess who the protagonists are! |
16699 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. |
16700 As ye would have it. I likely would have put a dagger in ye eventually, but for now ye have been adequately useful. Come wizard, we are inseparable until the day ye die. |
16701 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. |
16702 And good riddance to yer bad rubbish! I suggest ye sleep with one eye open from now on. Come wizard! I'll not miss yer inevitable death by leavin' ye behind! |
16703 I've no wish to strain our relationship, but you did promise to go to Nashkel. Our delay is making me rather... tense. I'm not nice when I'm tense. |
16704 Much as I truly care about your needs, I would prefer that we forgot your petty travels and went to Nashkel! |
16705 You said we would go to Nashkel! You did! I don't wanna be your friend no more! Wahhhhhh! |
16706 You... you're letting me go? But we have shared so much... so many good times... this is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. |
16707 Well, my good friends, perhaps you'd like to know a little more about me? I'm part of an order known as the Zhentarim. We've been sent to learn why the Zhentish name has been slandered along the Coast Way. It would seem that someone has been trying to make our order look bad. |
16708 You... you're letting me go? But we have shared so much... so many good times... this is truly a sad day indeed. Goodbye, so sad, blah blah blah and all that rot. Come along Montaron. You are my counterpart and we shall not be separated. |
16709 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Toodles. |
16710 Indeed, it is quite about time that we should part company. You have proven unsympathetic to my interests, and I look forward to eventually owning a charming little ashtray made from your skull. Come, Montaron. We shall not be separated by this fool. |
16711 Ooo... subtle, yet insulting. |
16712 Now you've gone and set him off! Blasted mage will blither for hours! Off wit' ye! I'll not suffer the both of ye! |
16713 I'm already going to Nashkel. One of my current acquaintances wishes to visit there as well. |
16714 I'm already going to Nashkel. One of my current acquaintances wishes to visit there as well. |
16715 Indeed? Interesting. In that case I think we should definitely travel as one. You can never be too careful about the dangers of the open road. Wherever they may spring from. |
16716 We take too long! My charge is in desperate peril! If we do not go now you are a coward! |
16717 You agreed to help in my cause, yet now you break your word by your inaction! I'll have none of it! Feel the wrath of Minsc and Boo! |
16718 I have never seen such behavior in all my days! And you claim to be heroes? Raaaargh! |
16719 Boo and I were about to leave anyway! I have never seen such behavior in all my days! And you claim to be heroes? Good riddance! Come Dynaheir, I will not feel good about your safety until we are away from here. |
16720 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. |
16721 I am truly saddened that you wish Minsc and Boo to leave. If you have any need for a stout blade, and an even stouter man to swing it, do not hesitate to call on me. Let's go, Dynaheir. You are safe with me regardless. |
16722 I fear that where Dynaheir goes, so must I! It must be both of us, or neither. |
16723 Then neither it must be. I do not need either of you. |
16725 Then I shall welcome you both to the party. |
16726 Stand easy Minsc. They are to be trusted, for it was their valor that rescued me. |
16727 Now Minsc, that thick head is best left where it is, regardless of how little it is used. Thou shalt continue to accompany me as previously assigned. No doubt our new friends would welcome a warrior of thy... perseverance. |
16728 I am sorry, but I have space for Dynaheir alone. |
16729 If I have my choice, I should prefer to take Minsc on his own. |
16730 You are both welcome additions. |
16731 The choice thou makes dost puzzle me, but 'tis thine to make. So be it. |
16732 Sorry, but I should prefer it if both of you went on your way. |
16733 Pay him little mind. Minsc must make his dajemma by seeking adventure, while I must prove my worth to my... sisters in much the same manner. 'Tis an interesting time for the realms, with great things foretold for the Sword Coast. Hopefully we shall all find what we seek. |
16734 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. |
16735 If thou dost no longer desire my companionship, then so be it. I shall not force myself where I am not wanted. Come Minsc, we will continue on ourselves. |
16736 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. |
16737 Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade. Come along Minsc. |
16738 So the witch Dynaheir is dead! I would have thought her more formidable to be so far from her homeland. Why then was she here? Her demise is not the checkmate I had hoped for, merely the check. What? What do you want?! (Oh yes, the matter of payment, although I begin to doubt whether their input was all that vital. Still, something for their trouble is in order, if only to appease them.) As we never fixed a price, your payment shall be one year of my services as a wizard. I am sure you agree that my guidance will be far more valuable than any monetary sum. |
16739 I suppose that shall suffice, though it's a dirty switch you've pulled. |
16740 Not to sleight your abilities, but I would rather have my payment in coin. |
16741 (Their desires lack vision and originality.) If simple coin be all you wish, perhaps I would rather travel with more "adventurous" adventurers. Take what I have, and remember your choice when it is long since spent. |
16742 You would cast me out as though I were a servant? (They will all pay for their insolence!) |
16743 You would have me leave the group? I agree to do so, but only as it serves my purposes for the time being. (I will wait here, but I am not a patient man.) |
16744 I shall watch thee as well, though I expect to receive less pleasure from my task than thou from thine. |
16745 Do you remember our agreement? You had agreed to help me kidnap Skie from the estate of Entar Silvershield. Well, I think this is the perfect opportunity. I could take us to the estate right now. |
16746 Not now. |
16747 Sure, lead the way. |
16748 You had agreed, if you're not going to live up to your part of the bargain, I'll find someone else who will. |
16749 Good riddance. |
16750 Hey, we're sorry. Take us to the estate. |
16751 Just follow me. |
16752 Aren't you coming? |
16753 This is the estate right here. Skie has told me that there is a secret door in the northern section of the wall. I'll find it. |
16754 We should sneak in and find her room. Once there, we'll sneak her out. We shouldn't kill any guards, as that will bring the wrath of the Flaming Fist down on our heads. |
16755 When the word stupidity was introduced to the language, they must have had you in mind. I'm not going to be a part of this group. |
16756 Skie! It's good to see you again. We're here to get you away from this place. These people with me are friends of mine; we're what you might call adventurers. |
16757 Let's get out of this place as soon as possible. |
16758 If you won't have Skie, then there's no place for me with you either. |
16759 I've got in contact with one of Entar Silvershield's agents. Seems Dad is quite worried about his little girl. He's so worried that he's willing to pay good money to make sure no harm comes to her. Every two days, we're to go to the Blade and Stars and meet with someone named Elkart. Elkart will give us the ransom money, and we can be on our way. |
16760 I'm back! I hope you all missed me dearly. |
16761 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. |
16762 Well, as your best friend I can tell you a few things. There's been some economic troubles in Baldur's Gate. There's been a lack of iron, and with the tensions between Amn and Baldur's Gate, this has been causing some concern. A mercantile organization called the Iron Throne has been making some headway within the economic circles of Baldur's Gate. |
16763 I would rather travel alone than spend a second more with you boorish oafs. Goodbye, and good riddance. Come along Skie. |
16764 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? |
16765 It is a pity. Our time together has been thoroughly charming. Perhaps we will meet again? Come along Skie. |
16766 My father never let me out much. I don't think there is anything I could tell you that would help you. |
16767 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? |
16768 You... you don't want me anymore? But... but where will I go? Oh, this hasn't worked out like I'd hoped at all. You'll come back for me... right? Eldoth, you'll stay with me, won't you? Please? |
16769 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. |
16770 Fine! I was going to leave soon anyway! You're really not the kind of people I should be traveling with. Eldoth is better company than you anyway. |
16771 What's taking you so long? Remember, we have an agreement. |
16772 We have agreed to help Safana recover a treasure from the talons of some type of monster. She was most persuasive when requesting our help. The treasure cove is located somewhere along the coast just south of Candlekeep. |
16773 Well, we have worked well together, wouldn't you agree? Perhaps we could continue this working relationship beyond just one treasure huntâ€â€that is, if you'll have me. If you haven't guessed yet, my skills are of a thieving nature. |
16774 We don't need another thief, not even an incredibly gorgeous one (Wait! What are we saying?) |
16775 Sure, you can work with us any time. |
16776 If that's the way you want to be, then I guess this is goodbye. |
16777 You've made the right decision, boys, but now we should talk about the leadership of this group. I think it needs overhauling. |
16778 Why are you doing this, Angelo? |
16779 Your daughter is who speaks to you Angelo, or have you somehow forgotten? |
16780 Ah, I'm finally released from this infernal duty! I swear by every god in a million pantheons that I will NEVER lose a duel to another overly masculine thug in my life. |
16781 Damn it, you lose one well-fought duel to an oafish lout of a man and you get attached. I almost hate to say it but you've earned my respect. |
16782 Well, look what I found. This is the body of Silvershield's son. Guess I'm in a lot of trouble now. With him dead, I'll be a wanted dwarf. From what I've gathered so far, all of you are after them damnable bandits. Well, since my reputation is now mud how 'bout I help you gain revenge on those scumbags? |
16783 We don't want you around anymore, so hit the road. |
16784 Sure, we could use your skills. |
16785 Stupid chumps, your loss. |
16786 I don't have friends, so I don't get why you've suddenly come into my life. Well, friends, if I had something to tell ya, I would, but I don't. |
16787 Heh, my reputation's probably calmed down by now anyways. See ya around, ya lumps. |
16788 You've got hardy hides, folk. If you ever need a little more dwarven muscle around, you've got it. |
16789 Now we must take the beast's head and bring it to the Temple of Morning in Beregost. It is there that we can receive our reward. |
16790 I have a daughter? That's... that's ahhhhh... wonderful. |
16791 Her name's Namara. Curse, what curse? Slow down and let me... |
16792 All right, I'll do this for my... ummmm... daughter. So, friends, are you with me or not? 'cause if you're not I'll have to do this alone. |
16793 We don't have time for stupid family problems, you're on your own. |
16794 Sure, we'll help you. |
16795 I'm sorry, Briel, but I just don't have the time or inclination to care for your... I mean our child. |
16796 What knowledge would you like from me? I could tell you about the beautiful forests of Tethyr, or the many gorgeous damsels that have fallen for my charms. I have studied up on the wyverns that prey upon the area. They have wicked barbs upon their tales, which they use to poison their victims. They are cruel beasts that enjoy inflicting suffering upon their prey. I really have not much more to say. |
16797 Mite pretty town, ain't this? A word to the wise, though: She's all surface. Scratch her a bit, and that rot shines through, I tell ya. Check out the Undercellar sometime. Ye'll see what I'm meanin'. |
16798 Good Berry |
16799 Fighter |
16800 My dearest Mirianne, The road has been difficult, but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap. Always and forever, Roe |
16801 Hey, guys. Remember me, your old bud Husam? *hic* Iz so good to see ya all again. Lots has happenedz since ya were gone. Heh heh, ya I've beens hearing all sortsa things. I heards you guys are wanted for murders. Hah, so yers murderers, eh? Well, I still like ya. Hey, I have somore info for yas. Do ya want ta hear it? |
16802 What?! I'ms not drunk, ya got me confused wit' somebody else. |
16803 You there! I have come to speak with <CHARNAME>. Hast thou come to collect the inheritance from your father? He left thee several items, all of which are within his old room. You remember where his old room is, don't you? If you've somehow forgotten, it's on the fifth floor of the central keep. Please forgive my abrupt nature, but much requires my attention this day. It is important that we later speak of your foster father, but not now. |
16804 Hello young one, I am sorry to see thee in such terrible circumstances. I know thee well enough to see that you have been falsely accused. Tomorrow Ulraunt will most likely sentence thee to be sent to Baldur's Gate. There, thou wouldst receive the death penalty for these actions. I know that Gorion would not want to see his only child killed a scant few weeks after his own death. 'Tis as a favor to his memory that I will help thee escape. Make thy way through the catacombs beneath the library, but disturb them not. I have your possessions with me, you must take them and go with haste. |
16805 It is good to see you again. The libraries are yours to use for the duration of your stay. Let me show you to your hostel room. |
16806 There are several rules that need be adhered to, of which you are no doubt aware. First, you are prohibited from taking any of the books from their respective rooms. Second, certain rooms will be inscribed with a rune, and are not to be entered. Third, you are not to stay within the confines of Candlekeep for more than ten days. Now follow me, I'll take you to your quarters. |
16807 I know of no one named Koveras, but Koveras is the reverse of Sarevok, a young man who accompanied the leaders of the Iron Throne when they first came. I know not where he has gone. |
16808 Do you know anyone by the name of Koveras? |
16809 Thank you for helping us. |
16810 You there! Stop and surrender yourself. You are accused of murdering the men Brunos Costak, Thaldorn Tenhevich, and Rieltar Anchev. If you give yourself up now, you will be assured of a fair trial. |
16811 Don't let this happen, <CHARNAME>. If you resist, I'll be forced to use lethal force. |
16812 Bring it on! |
16813 Now that you put it that way, take us to your prison. |
16814 I didn't murder anyone, and I'm not surrendering to the likes of you! |
16815 I didn't murder anyone, so I'm perfectly willing to go to trial. My innocence of this accusation should be refuted quickly within any fair court of law. |
16816 It saddens me that is has come to this. |
16817 I'm glad you still have some of the sense Gorion taught you. Please, follow me. I'm sure everything will be sorted out quickly. |
16818 Fine, we'll be on our way. |
16819 You're the leaders of the Iron Throne! We're the ones who've caused you so much trouble over the past weeks. We know what you're all about, and soon, so will Duke Eltan. |
16820 You're the bastards behind all of the troubles from here to Baldur's Gate. Now that we have you where we want you, don't think we're going to let you live! |
16821 You're the...? And you're stupid enough to admit this? Well, my young friend, you may find safety within the library, but once you've left there will be no place for you to run. |
16822 Now there's a face I never thought I'd see again in a million years. When we heard about Gorion's passing, Fuller and I went out to gather his body but you were nowhere to be seen. I don't know what you two came across that night but Gorion died a noble death saving you from it. |
16823 I need your help, Hull. |
16824 That night's all a blur. We were ambushed and he told me to run, so I did. |
16825 Thanks for taking care of his remains, Hull. I didn't have the means. Someday we'll sit down over a mug of ale and I'll tell you about it. |
16826 It's good that you did, kid, or you wouldn't be here to talk to me right now. There's never been any shame in running every now and again. |
16827 What kind of help? |
16828 Koveras |
16829 Can I have one of those potions of antidote you always had on you? |
16830 Koveras |
16831 What can you tell me about the Iron Throne? |
16832 Best hangover cure I ever found but, from the sounds of it, you've got a more important use for it. Here, let me give you one now. |
16833 The Iron Throne? They're a merchant's guild, I think. Winthrop probably knows more about them than I do... On the other hand, two of them are in the libraries right now. They've been around for a few days now. Said they had some business to conduct here. |
16834 I look forward to it, kid. |
16835 Well, I'll be! If that isn't someone with a tale to tell, I don't know who is. What have you been up to this past while? |
16836 I don't know, I guess I just took the long route home: the Friendly Arm, Beregost, Nashkel, Baldur's Gate... |
16837 Killing more kobolds than you could ever imagine. Hey, you wouldn't happen to need a few rusty old short swords, would you? Because I've got tons. |
16838 I've been trying to get to the bottom of this metal crisis. I haven't put it all together yet, but the Iron Throne has their hand in it somehow. |
16839 The Gate, is it? I hear that, if you can stand the smell, the nightlife's great! You're taking me on an all-expenses-paid tour of the place someday, you realize... |
16840 Always good for a laugh, you were... Hey, I'm uh... I'm sorry about Gorion and all... I guess you've seen more than just kobolds, haven't you? |
16841 The Iron Throne? Two of their leaders are here right now, in the central keep... I hope you know what you're doing because Candlekeep isn't the place for blind accusations. Look, we'll just pretend the topic never came up, okay? |
16842 Oh! Why hello. Have you seen my book? Wait. No, you found that already, didn't you? Oh, I just don't know anymore. You haven't been around lately, have you... |
16843 No, I haven't been back since Gorion died... |
16844 Never change, Phlydia. We love you just the way you are. |
16845 No, I've been out investigating the iron crisis. |
16846 Gorion! Why yes, of course! I'm sorry, I've made a boor of myself again... Gorion was a good and wise sage and he obviously raised you with better manners than I would have been able to. |
16847 Why, that's enough to make an old woman blush. Gorion sure raised a charmer in you. |
16848 Iron crisis? We have an iron crisis? Quick, someone had better notify the Gatewarden! |
16849 You've been away without leave, soldier! Are you expecting forgiveness? Are you expecting redemption? Well, spare me! I want five hundred push-ups, and I want them NOW! |
16850 Petulant, sniveling rat's dung, that's all you are... |
16851 My book... Do I have it or don't I? |
16852 You probably have more important things to be doing right now. We'll catch up on old times later. |
16853 Yeah, I'm on duty right now but maybe we can share a few drinks when my shift's over. |
16854 <CHARNAME>! I didn't think you were ever coming back! What's it like out there? |
16856 It's pretty scary, Dreppin. There's more to that iron crisis than the bandits everyone always talks about. |
16857 It's a lot of fun. I'm not going to be here for long. You should come with me when I go. |
16858 It's big. I don't know how else to put it. I lived my entire life within these walls and in the past while I've seen fifty times as much as these walls could ever hold. It's weird, though: all that space and barely a book in it. I never realized how special Candlekeep really is. |
16859 Yeah? Like what? |
16860 I found a bunch of kobolds tainting the ore at the Nashkel mines with an acid of some sort. That's just the tip of the iceberg, too. It's going on all over the place. |
16861 There's a merchants' league called the Iron Throne at the bottom of all of it. They're in it for the money but there's something more, too. I just have to find out what it all is. |
16862 Let me guess, they want to form an independent kobold city-state too, right? Why don't you just fess up and admit that you've spent the past while as a baker's apprentice or whatever and stop trying to pull my leg? |
16863 Iron Throne? A couple of them came here the other day and headed into the central keep. I wouldn't have remembered it but one of them looked at me as he walked by and it just sent shivers up and down my spine. They should still be around but, if I were you, I'd stay as far away from them as possible. |
16864 Like you'd ever need a stable hand. Me and Nessa are staying right here, thank you very much. |
16865 Yeah, people come from all over to see the books here. All sorts of folks, too: bards, nobles, priests, mages. Volo's even been here and Elminster, too, remember. A couple of just plain old merchants even wandered in the other day. Said they were with the Iron Throne and were here to do some business. They're still around, last I heard. |
16866 Yup, welcome home... Same old, same old, huh? |
16867 Aye, now there's the rapscallion! Set on the little wisp, now, and make every bolt count! |
16868 Winthrop, you old fool! If I had an arrow for every one of these practical jokes you've played on me, I'd... I'd... I don't know, I'd have a lot of arrows! Well met, my friend. |
16869 Where are they? Call them off, Winthrop, I didn't do anything! |
16870 You'll never take me alive! |
16871 *sigh* I was hoping your journey into the big world might have put a better humor into ye but methinks my hopes have failed me. What have ye been up to out there, child? |
16872 I've been trying to get to the bottom of this metal crisis. A merchant's guild is involved somehow. Iron Throne. Do you know anything about them? |
16873 Wearing out your cheap merchandise, what else? |
16874 The Iron Throne, child... Why, there be no bigger or more dastardly mercantile consortium in all the western realms. They've been barred from Cormyr for their unsavory practices, but all it's done is make them nastier. Ye'd best steer clear of them as long as ye've still got life in ye. |
16875 Har, ye've got a better sense of humor than I pegged ye for... That was a joke, wasn't it? |
16876 Yes, ye'd run me right out of the fletching business in a flash, ye would! It's good to see your impish face again! Now fill me in on what it is ye've been doing lately. |
16877 I've been trying to get to the bottom of this metal crisis. A merchant's guild is involved somehow. Iron Throne. Do you know anything about them? |
16878 I've been adventuring, Winthrop. There's a world out there and it needs a righteous old kick in the arse every now and again, doesn't it? |
16879 Spoken with the wisdom of a true fool! By the gods, I love this bastard child! |
16880 Whoa, calm down, kiddo. That big old world has tied yer britches in a knot, han't she? It's just good old Winthrop trying to pull yer leg again... I guess having to see Gorion die like that has its effect on a kid, eh? I'll keep my jokes to myself, next time, I guess. |
16881 Down to business then, is it? We got ale, we got armor, we got... Ah hell, this is old hat. Ye know what it is we all got. |
16882 Ah, I thought I might find you somewhere around here. Allow me to introduce myself... |
16883 Perhaps another time. There is some... research that I am currently working on which demands my attention. |
16884 Please do... |
16885 Research... Well, indeed, that makes two of us and I think I might know what you're looking for. Will you let me be of some small assistance? |
16886 Thank you but no. They are studies of a more private nature... |
16887 Tell me, what exactly is it that I am looking for? |
16888 Winthrop |
16889 Winthrop |
16890 Mm... My apologies for the intrusion, then. |
16891 You are looking for the truth, as are we all... My name is Koveras. I used to work for your father, running messages to his Harper friends in Waterdeep. Before he passed on, he entrusted this ring to me and asked that I give it to you should evil ever befall him... Will you take it? |
16892 Well, evil befell him, all right, but I want nothing of your baubles. |
16893 It is now time for you to go, <CHARNAME>. I can teleport you to the secret room that leads to the catacombs, but from there you are on your own. You must be careful within the catacombs, as there are many guardians and traps, and perhaps whoever planned these murders. However dangerous the catacombs may be, they are a safer alternative to Ulraunt's wrath. |
16894 And what evil befell him, Koveras? |
16895 If it was my father's wish, then I shall wear it. Thank you for your kindness to him, Koveras. |
16896 Surely you are not blind to the Iron Throne presence in these halls! Don't be a fool... Your father knew this was no bauble, and if you have even an ounce of his wisdom, you would know the same! Now take it before I lose my patience with you! |
16897 I have made up my mind and it will take more than your words to change it. Keep your ring, I want it not. |
16898 Forgive me, Koveras. There are so few people to trust and so, in my foolishness, I spurn them all, friend and foe alike. Give me my father's ring that I might relieve you of its burden. |
16899 Do not tempt me, wardling. If you refuse to take the ring, then at least listen to some advice. The people you deal with are very dangerous, and they guard themselves well. Right now they are at their weakest. If you strike at them now, while they least expect it, you may be able to end the threat that they pose to the Sword Coast. You can take this advice or discard it, I do not care. Goodbye <CHARNAME>. |
16900 Wear it with your father's pride about you, then. Before you go, listen to me well. The leaders of the Iron Throne are here in the keep even as we speak. They are at their weakest and most unprotected... if you ever hope to kill them, now is the time. Now go, the Iron Throne awaits you. |
16901 You were there. You saw it all. A woman, an armored figure, two ogres wielding clubs, and two archers. But Gorion's petty magic was of little use against them, was it not? And you, you fled with your tail between your legs, hiding amidst the trees until dawn broke. And now it comes full circle, doesn't it? The Iron Throne so close that you can almost touch them and wreak your revenge for that night. |
16902 You know me well, Koveras, and my father, too. Give me that ring and let me find my vengeance. |
16903 You're right, Koveras. I was there. Myself, my father, and six others who tried to kill us. Where were you, if you know so much? |
16904 If you be so void of trust, I am surprised you have made it this far. It is of little matter. Go seek your vengeance or your doom at the hand of the Iron Throne. I wash my hands of it. |
16905 My name is Koveras. I used to work for your father, running messages to his Harper friends in Waterdeep. Before he passed on, he entrusted this ring to me and asked that I give it to you should evil ever befall him... Will you take it? |
16906 Well, evil befell him, all right, but I want nothing of your baubles. |
16907 And what evil befell him, Koveras? |
16908 If it is my father's will, then I shall wear it. Thank you for your kindness to him, Koveras. |
16909 We'd rather not get information from a drunken lunatic. |
16910 What do you have for us? |
16911 Well, heh heh, quites a bit I have, quites a bit. Does ya know about Duke Eltan, he's diseased heez is. His seconds in command *hic* Scar got killed, assassassinated heez was. *buuuuuurp* Sose that's it. I gots to get going now, if you wants to talk with me some more just come by the Blushing Mermaid. See yas. |
16912 *uuurp* Hey again. Iz me, Husam. I gotta talk to yas. Jez follow me. |
16913 Fine thens, I'll find some other frens. |
16914 Sorry for misleading you, but there are times when subtlety works better than honesty. My associates and I don't want a fight, so we could ease the tension if all of us sheathed our weapons. |
16915 We don't trust you one bit. Prepare to defend yourselves! |
16916 Okay, we don't want a fight either. We'll give you a chance to explain yourself. The truth this time. |
16917 Okay then. First off, my name really is Husam. I have never owned a business in Baldur's Gate. My associates and I belong to an organization called the Shadow Thieves; I'm sure you've heard of us. I'm here in the Gate because of the lies being spread about our organization and the nation of Amn as a whole. I'm sure you're aware how you were framed as Amnian assassins while in Candlekeep, or how the deaths of Duke Entar Silvershield and Commander Scar were blamed on the Shadow Thieves. Well... we had nothing to do with it. It seems that someone is going through a lot of trouble to create a feeling of animosity between Baldur's Gate and Amn. Amn has never been interested in a war with this city and has definitely not been responsible for all of the troubles in this region. All of that can be placed squarely upon the shoulders of the Iron Throne, or more specifically Sarevok. Now that I've told you who I am, perhaps you can tell me who you are. |
16918 We're just mercenaries. We've been hired by Duke Eltan to investigate the Iron Throne. |
16919 We're currently operating with Zhentarim backing. They've had their identities misused as well. |
16920 We're working with Harper assistance. |
16921 You don't need to know who we are. |
16922 Mercenaries, huh? Well, your employer isn't in the best of shape right now, so perhaps you need some help. |
16923 Sorry, we work alone. |
16924 How did you plan on helping us? |
16925 The Zhentarim, an organization after my own heart. Well, we seem to have the same problem, so perhaps working together wouldn't be a bad thing. |
16926 Sorry, we work alone. |
16927 How did you plan on helping us? |
16928 Harpers. They seem to meddle in everyone's affairs. |
16929 Well, in that case, we wouldn't want to meddle in any of your affairs. Goodbye. |
16930 How did you plan on helping us? |
16931 Fair enough, but I do know that you're an enemy of the Iron Throne, and an enemy of an enemy is a friend. |
16932 Sorry, we work alone. |
16933 How did you plan on helping us? |
16934 I've been tracking the movements of two Night Masks who've been operating in the city over the past few weeks. I'd say they were responsible for framing the past several murders on the Shadow Thieves. I know they've been staying at a place called the Undercellar. How 'bout we pay them a visit? |
16935 No thanks, we have other things to do than track down assassins (but we're not sure what). |
16936 Show us the way. |
16937 Just follow us to the Ilmater shrine, it has one of the entrances to the Undercellar. |
16938 Here we are. The entrance is just in the back. We'll stay up here and run interference. The two you're looking for are named Slythe and Krystin. Talk to the priest of Ilmater in the temple, he'll get you into the Undercellar. Meet us up here when you've dealt with the assassins. |
16939 How did you fare? |
16940 We killed both of them. |
16941 We didn't find anybody. |
16942 They should be down there; I had guards on all of the entrances. Go back and try again. |
16943 Good. Did you find anything on their bodies? |
16944 No, we didn't. |
16945 We found several documents spelling out their next assassination. They were to join with a group of doppelgangers to kill the two remaining Grand Dukes during the election. We also found an invitation to Sarevok's coronation on their bodies. |
16946 That's happening tonight! If they succeed, Sarevok will have seized control of the entire city. We should move immediately; we have to get to the dukes before it's too late. We must gain entrance to the palace. You can use the invitation you found. The rest of us will see if we can gain access through the sewers of the city. I don't know how successful we'll be, so it's really up to you, <CHARNAME>. |
16947 Here we are. From what I know, there's a secret entrance into the palace, via the sewers. Unfortunately, it's heavily warded and guarded. That's where you come in. You'll have to disable the wards and traps. Once we're inside, us Shadow Thieves will create a diversion for the rest of you. You make your way to the election room, find out who the doppelgangers are and kill them. Remember, make sure you know who the doppelgangers are. If you're right they'll revert to their true form; if you're wrong, you're in a heap of trouble. Here is where the location of the secret door is. It's all up to you. |
16948 Here's the secret entrance, it's up to you now. Get us through this without anyone dying. |
16949 Sorry, Husam, we don't have time for your wacky antics right now. |
16950 Okay, show us where you want us to go. |
16951 I've got a way out of here, you know... Heh, hidden it well, haven't I? Search all you want and you won't find it, heh heh. |
16952 Heh, good thing ol' Neb decided to mix a little bit of illusioncraft with his thievery, eh? Sure, sure... I'll tell you what. Murderer to murderer now, monster to monster, are you wanting out? |
16953 Please, we'll do whatever it takes... It's very important that we get out of here. |
16954 I'd rather rot in this cell than be indebted to the likes of you. |
16955 Heh, sure, sure, everyone's wanting out, but does the world really want us out? Maybe it's safer if we all just stay in here, heh... Monster to monster now, murderer to murderer, how many little children passed away at old Neb's hands? Not one, not two, neither four nor seven nor twelve nor twenty but the next one, the next one in the sequence... |
16956 You killed twenty-six children, Neb... A murderer and a monster, indeed. |
16957 You killed thirty-eight children, Neb... How could you? |
16958 You killed eighteen children, Neb... The very thought of it sickens me. |
16959 You killed forty-one children, Neb... May you rot for as many lifetimes in this cell. |
16960 You killed thirty-three children, Neb... May the gods and all their solars wreak their vengeance. |
16961 You killed seventy-six children, Neb... All this and no remorse. |
16962 You killed thirty children, Neb... Do their voices not haunt you in your sleep? |
16963 You killed thirty-eight children, Neb... May your gnomish soul burn in each of the Nine Hells. |
16964 Let the solars come and I shall kill them too! In a world without justice, the gods are little more than a divine puppet show. Come, the tunnel's through the wall here, and it is time we cut ourselves free from this confining womb. |
16965 Thirty-three! Thirty-three! The entire world should know that Neb murdered thirty-three children in the dead of night! And then you speak of it so disdainfully, too, as if it were beneath you... How many did you kill, then? Thirty-four? |
16966 Hey there, folks. I assume Husam sent ya. Well, ya better hurry, there ain't much time to dawdle. Just follow me, I'll show ya the entrance to the palace. |
16967 Heh, then rot you will, rot you will... |
16968 Heh heh... so you still want to get out, do you? Yes, I do hold the power in this situation, don't I...? You can love me, you can hate me, it doesn't matter... You still must do as I wish. Quick now, a riddle for my captive audience: If you look at me, we look at each other, you with eyes and me with yours. If you speak to me, I only mime your words, for while I wear your lips, I have no voice. What am I, foolish ones? What am I? |
16969 A potato. |
16970 A mannequin. |
16971 A squid. |
16972 The wind. |
16973 A doppelganger. |
16974 A lover. |
16975 A mirror. |
16976 Time. |
16978 Wrong again! Who knows, maybe I give you riddles with no answers. I love it. I love power. Can you feel it? Ha ha ha... |
16979 A mirror, yes... Like you to me or me to you, we are the same, we are siblings separated by a thin and fragile pane of silvered glass. Come, let me show you my tunnel that we may make good our escape, my twin! |
16980 Yes, another riddle, ha ha! Another riddle for the little children! I have never been and have yet to be. None have ever seen me nor ever shall. The wise plan for my coming yet will never find me, while fools forget I exist and pay when they meet me... Who am I, children? Tell me who I am! |
16981 You are death. |
16982 You are tomorrow. |
16983 You are old age. |
16984 You are sleep. |
16985 You are the night. |
16986 You are Judgment. |
16987 You are the ocean tide. |
16988 Yesterday, today, tomorrow, I would change none of it! Come, children, my tunnel is just over here. Old Neb will see you safely to its end. |
16989 Foolish children! You lack the wisdom of age and at this rate you shall ne'er live to gain it! Talk to me again when you have some sense. |
16990 I'm getting outta here. Take my key and get lost. You are no fun! |
16991 I am again in your debt. That creature has kept me helpless for too long. Perhaps if I hadn't been incapacitated, I might have been able to prevent Scar's death. *cough* Angelo will soon hear of my recovery. It is important that you take me away from here; I'm sure Angelo won't want me coherent and among the living. Take me to the Harbor Master's building. The Harbor Master is a good friend of mine. I can rest there until I'm fully recovered. Take this letter; I managed to filch it off Rashad when he was "caring" for me. From what I read of it, it seems that Sarevok has dire plans for the city. I fear for the lives of my fellow Dukes, Liia and Belt. If they were to die, Sarevok would take over the city. You must find Slythe and Krystin, and stop them... *cough* Hurry! We must make haste. |
16992 I should be safe here. In the mean time, you have quite the task ahead of you. If I'm right, the Iron Throne is going to stage a coup. You're the only ones who'll be able to stop them. |
16993 What are you still doing here? You have much to do, hurry! |
16994 If you don't have an invitation citizen, then all you're doing is wasting our time. Please move along. |
16995 The Storehouse |
16996 The Inner Grounds |
16997 West to Candlekeep |
16998 Telescope |
16999 Telescope |
17000 Ah, suffer long, this unholy flesh. |
17001 Yes, yes. Go in pain then, child. Go in pain. |
17002 Yes, suffer long, my brother. I must go now. |
17003 Unholy flesh, is it? Yet is not flesh a thing of beauty, created in the very image of the divine? |
17004 I fear I will never understand your faith, brother. Our souls are tortured enough... Why is it that our flesh must also suffer? |
17005 The divine... heavenly thighs, the ruddy locks of Sune herself... Aye, there be a bit of the divine in each succubus, erinyes, or alu-fiend. The Nine Hells are full of good men and women burning in the very flames of their fallen passion! |
17006 Or is it the reverse? Our flesh is tortured because our souls are not troubled by the flesh's actions. |
17007 And who is Sune? |
17008 And burn they should. Love is a pure chalice not to be tainted with the poisoned wine of passion. |
17009 And are there no shades of gray? |
17010 Sune, Lady Firehair, the goddess of passion... I have met her in her earthly form in a... in an establishment near here... |
17011 And what a sweet poison it is... |
17012 What shades of gray can you place on passion? It is a wild array of reds and violets and yellows, a heavenly kaleidoscope flesh... But think not of it lest it tempt you to your doom. |
17013 I have little desire to hear of your foolish fantasies. |
17014 And where might this... establishment... be? |
17015 I... But... Begone, or... or suffer the wrath of the gods upon your sinful flesh! I never spoke to you and know you not! |
17016 Ssh, you must... you must tell no one... It is called the Undercellar and I have a... a secret passage from my quarters. Would you... like to see? |
17017 Yes, I would be most interested. |
17018 Perhaps another time. |
17019 Come with me, then. |
17020 Yes, yes, of course... You know where to find me. |
17021 And what actions might those be, priest? |
17022 In truth, I am a fan of neither rhetoric nor theology. Let me be, priest. |
17023 There is a... a place I frequent, a woman I see... |
17024 A place? Is it nearby? |
17025 A woman? What need has a priest for a woman? |
17026 There is... There is nothing written against it. She gives me pain. She is my penance. What is wrong in that? |
17027 Ah, it is you, the one who took such an interest in the theological nature of the flesh and its sins. There be a passageway leading off my quarters which may allow you to investigate such sins close at hand. It, ahem, leads to a place called the Undercellar. Would you be interested in accompanying me? |
17028 Nothing. Nothing, brother, I merely asked. |
17029 There is plenty wrong in it, brother, and you should not need me to tell you so. |
17030 Well, well, well, dear. What have we here... blade fodder? |
17031 Yes, show me to the Undercellar. |
17032 The Undercellar? Perhaps another time... |
17033 Pain, oh dear sweet pain. I shall suffer your wrath and find my peace in it. |
17034 I don't know, Slythe. They're so big and threatening... Oh, my mistake, I was thinking of someone else. |
17035 Ooh, she's got a tongue of steel and a heart of gold, my Krystin does... And she's so pretty that she makes herself all invisible so guys don't give her hassle. Not that they would with a tough guy like me looking after her, of course... |
17036 Slythie-baby, you tell them, honey... |
17037 Bah, Krystin, don't give it all away like that, now. It's on... what do they call that again, the silver bladder? Ah, enough of this cat and mouse stuff, anyhow. I ain't cut out for it. We'll kill 'em now and do the dukes after lunch like Sarevok said us to. |
17038 Mmm, I love you for your mind, Slythe. |
17039 Hmph. I bet you aren't going to the inauguration ceremony. |
17040 What inauguration ceremony? |
17041 I've got an invitation just like everyone else in this town, so shove it. |
17042 I'd like to but I don't have an invitation yet. |
17043 They're crowning Sarevok as the new Grand Duke. Anyone who's anyone knows that. |
17044 Sarevok? What do you think of him? |
17045 Lookit, I'm not here to be pushed around by some two-bit hustler in a clown suit, all right? |
17046 This city needs a strong hand to get rid of riff-raff like yourselves. Personally, I think he'll do wonderfully. |
17047 You have no idea what you're getting yourselves into. Sarevok is no leader. He is a tyrant and must be stopped. |
17048 Hail Sarevok! May he breathe wealth and power into this city. |
17049 Blah, blah, blah... You groundlings are all the same. Go fight your petty revolution elsewhere. |
17050 Hail Sarevok. |
17051 Pity. This city has lost all sense of proper standards and etiquette... Sarevok will change that, I have no doubt. |
17052 I returned a flamedance ring to Joia in the Friendly Arm Inn. She was very appreciative, even if she had no gold to give me. |
17053 Joia |
17054 A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. STATISTICS: Weight: 0 |
17055 Go to the stupid inauguration, then. I've got better things to do with my time. |
17056 Joia |
17057 Don't make me laugh, peasant... |
17058 Hmph. Like playing in the sewers, I suppose... |
17059 I know your type. All words and no action. Go ahead, take your best shot! |
17060 Why the gall of you... Guards! Guards! Seize these vandals! |
17061 And thank the gods for that! Rubbing shoulders with the likes of you would probably give me tetanus... |
17062 Don't judge adventurers by the roughness of their garb. It is a rare day when we don't see a treasure your sheltered mind has never even dreamed of... How much are you asking for that invitation of yours? |
17063 Then go to your silly inauguration. I've got better things to do. |
17064 The only way you'll catch tetanus is at the edge of our swords. Now hand over the invitation before we slit your throat. |
17065 The only way you'll catch tetanus is at the edge of our swords. Now hand over the invitation or we'll slit your throat. |
17066 Away with you, beggar. I have had enough of your white-knuckled pleading. |
17067 Please, you must help me get into that inauguration ceremony. I pray to all the gods that act kindly upon me now. |
17068 Psst! Hey, you, ya wanna schmooze with the dukes? |
17069 Do what with the who? |
17070 Can you get me in? |
17071 Schmooze with the dukes, kick up your heels with the Big Guys... You see, Entar Silvershield was off'd by the Shadow Thieves, so they're naming this guy Sarevok as the new Grand Duke. And you can't name a new duke without a big party, right? |
17072 Sarevok? |
17073 Mm. I think I'll give it a pass. Sarevok's bad news, and I'd rather stay as far away from him as I can. |
17074 This might be useful. Can you get me in? |
17075 Well, have a look at my wares. These here are high quality forgeries of the official invitation. Use at your own risk, though, 'cause the guards might take a second look at the likes of you. Just 'cause we're chums, though, I'll give it to ya for a clean 150 gold pieces. Is that good? |
17076 That'll be great. Here's the 150 gold pieces right now. |
17077 Maybe another time. |
17078 Can you get me in? |
17079 Can you get me in? |
17080 This might be useful. Can you get me in? |
17081 This might be useful. Can you get me in? |
17082 Well, have a look at my wares. These here are high quality forgeries of the official invitation. Use at your own risk, though, 'cause the guards might take a second look at the likes of you. You're a tough kind of customer so how about I give it to ya for 200 gold pieces. That sound good? |
17083 Sounds great. I've got the 200 gold pieces right here. |
17084 Maybe some other time. |
17085 Well, have a look at my wares. These here are high quality forgeries of the official invitation. Use at your own risk, though, 'cause the guards might take a second look at the likes of you. I'm taking extra risks giving this out to your type, you realize, so it's gonna cost a little more than usual. Does 250 gold pieces sound good? |
17086 250 gold pieces! You're not just a forger, you're a thief, too. Here's the money, now give me that invitation. |
17087 Maybe some other time, Ignatio. |
17088 Yeah. Dig his style, too. Spikes and armor all over the place. Remind me to stay on his good side... if he has one, that is. |
17089 So can you get me in? |
17090 So can you get me in? |
17091 So can you get me in? |
17092 Trust me, he doesn't. |
17093 Aye, you look like you'd know. Well, run while you can 'cause them Dukes have long arms, you see... Longer arms than folks like you or I would ever want to encounter. |
17094 Aye, well I'll be around here somewheres, just in case you change you mind. Keep your head down out there, you hear? |
17095 It's been a pleasure doing a little bit of illicit business with ya, then. Keep your head down out there, now, will ya? |
17096 I don't recommend throwing your weight around in a place like this. You're liable to get hurt. |
17097 Sure ya don't want to schmooze with the dukes? |
17098 Yeah, I'm sure Ignatio. |
17099 All right, all right. |
17100 All right, all right. |
17101 All right, all right. |
17102 Nester's Dagger |
17103 Angel the Cat |
17104 write magic |
17105 spell |
17106 scroll |
17107 Rusted Dagger |
17108 NOT IDENTIFIED |
17109 Pick Script |
17110 CURRENT SCRIPT |
17111 script |
17112 remove party members |
17113 Auto-Paused: Weapon Unusable |
17114 Auto-Paused: Attacked |
17115 Auto-Paused: Hit |
17116 Auto-Paused: Badly Wounded |
17117 Auto-Paused: Dead |
17118 Auto-Paused: Target Gone |
17119 Level Up |
17120 Hide In Shadows Failed |
17121 [COW] Ouch. I mean moooo. |
17122 Auto-Pause Disabled |
17123 The main character has died. |
17124 Bounty Hunter |
17125 Bounty Hunter |
17126 Graphics |
17127 Sound |
17128 Brightness |
17129 font size |
17130 Color Depth |
17131 full screen |
17132 The name of the saved game is not a valid filename. |
17133 The name of the saved game cannot contain the following characters: ? . : \< \> | * / \\ " |
17134 800 x 600 |
17135 1024 x 768 |
17136 1280 x 800 |
17137 test video card |
17138 character subtitles |
17139 attack sounds |
17140 character movement sounds |
17141 seldom |
17142 Gameplay |
17143 tooltip delay |
17144 mouse scroll speed |
17145 keyboard scroll speed |
17146 auto-pause |
17147 MESSAGES |
17148 Feedback |
17149 to-hit rolls |
17150 combat information |
17151 actions |
17152 state changes |
17153 miscellaneous |
17154 Auto-Pause |
17155 character hit |
17156 character injured |
17157 character death |
17158 character attacked |
17159 weapon unusable |
17160 character's target destroyed |
17161 tutorial messages |
17162 graphics |
17163 feedback |
17164 sound |
17165 gameplay |
17166 auto-pause |
17167 CUSTOM (<script>) |
17168 HALT! You will go NO FURTHER! Word of your crimes has preceded you, and you shall be punished accordingly! If even half of what I have heard is true, you are deserving of nothing but the swiftest death! |
17169 You monster! You kill us when we do nothin' to you. Well, Ursa kill you. Ursa protect us because Ursa kind. |
17170 They're coming The yipping demons, they're everywhere! Save me! |
17171 Don't be foolish, I've never heard of a yipping demon. |
17172 Never fear, we shall protect you from any harm! |
17173 Demons?! |
17174 Please, just calm down. Everything's going to be okay. |
17175 Someone wishes me dead! Gorion is right to think we are no longer safe here, though I have no idea why someone would want to cause us harm. The attempt on my life may have been laughable, but I fear there will be more threats to come. |
17176 But I There they are! There they |
17177 Let us cure you of your affliction. |
17178 I'm sorry, but there is little that we can do to help you. |
17179 Kereph's Skull |
17180 Kereph's Skull |
17181 selection text |
17182 gore |
17183 Armor Class |
17184 Current Hit Points |
17185 sprite mirror |
17186 Algernon's Cloak |
17187 Algernon's Cloak |
17188 To use a custom portrait, place the desired portrait in "Documents\Baldur's Gate - Enhanced Edition\portraits" (you may need to create the portraits folder). The image must be in 24-bit BMP format, and the file name must be no more than eight characters long. Note that the standard dimensions for portraits are 210x330; images that are larger or smaller will be resized to fit the frame. No image may be larger than 1024 in either dimension. Your custom portraits will show up in the regular list of portraits. Click left from the first portrait to see custom portraits. |
17189 Memorize Mage Spells |
17190 If desired, you may select an alternate portrait from the list to be displayed on the Gameplay screen. If no alternate portrait is selected, your primary portrait will be used. |
17191 SOUNDS |
17192 [custom sounds] <number> |
17193 The server is busy and cannot accept players yet. Please try again. |
17194 Client machines are not allowed to save in a multiplayer game. |
17195 G'axir |
17196 VIDEO CARD |
17197 G'axir the Seer |
17198 You must have the leader's permission to rest the party in multiplayer mode. |
17199 rest |
17200 server is removing party members |
17201 video card |
17202 Character Sounds |
17203 This slider controls the brightness of all graphics in the game. |
17204 This slider controls the font size for all the non-UI text in the game. |
17205 Color depth is the number of bits per pixel used to represent colors. |
17206 Ye waste my time and test my patience! To Nashkel we must go! |
17207 Nashkel is where I must go. If ye will not go there yerself, then here is where we part company! Sleep lightly, if ye dare to sleep at all! |
17208 I'd sooner be back in my cell if you merely wish to stroll about with no purpose. We must flood the mine to dampen the plans of the Throne! |
17209 Miner Beldin |
17210 I cannot waste any more time on your pointless meandering. If you will not try to destroy the Iron Throne mine, then I shall have to set off on my own. |
17211 Ursa the Cave Bear |
17212 Nexlit the Xvart |
17213 Ignatio Phleed |
17214 B-b-beg your pardon, but it would be good if we could go to Nashkel in the near future. I-if you don't mind? |
17215 I will stay with you out of duty to Gorion, b-but we should really go to Nashkel sometime soon. |
17216 As much as I admire your desire to travel your own path, I must insist that we go to Nashkel soon. |
17217 Still we have not gone to Nashkel. Where do you get this streak of laziness? Gorion was a man of action and conviction. |
17218 I have hired you for a purpose and expect results. If the witch is not found and dealt with soon I shall be forced to sever our relationship (gladly, I should think). |
17219 Priest of Ilmater |
17220 (If they'll not do the deed, then our deal is forfeit!) You have taken too long and wasted my time. I shall find more active lackeys to do my bidding. Good Riddance! |
17221 Sir Lothtyran |
17222 As much as I have enjoyed our jaunty banter, I simply must be going. I've a wyvern to kill and simply cannot waste any further time. |
17223 I could while away days on end in the company of friends, but there is business to attend to as well. We must set out after our wyvern quarry soon lest we lose the chance at all. |
17224 Memorize Priest Spells |
17225 You said you would help in my search for the bandits and their camp. Please quicken your step, or I will have to find aid elsewhere. |
17226 I fear that I must take my leave. I have urgent matters that must be attended to, and I cannot wait for you any longer. Farewell. |
17227 I don't want to rush you mutton-heads, but I have a caravan to find! Get a move on! |
17228 I'm getting nowhere with you useless chumps! I'll find my lost caravan on my own, and yous can all just get bent! |
17229 Priests' Quarters |
17230 The cursed Girdle of Femininity and Masculinity, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. STATISTICS: Equipped abilities: – Changes the wearer's gender – May only be removed with a Remove Curse spell Weight: 2 |
17231 Chrysoberyl is a hard, transparent, green gem which is usually facet-cut. It is said that chrysoberyl has ties to the Outer Planes, hence its use with battling demonic possession and the undead. STATISTICS: Weight: 0 |
17232 A typical manual of gainful exercise provides the reader with a strictly regimented routine of daily stretches and tests designed to increase muscle bulk. As if this isn't enough, the manual is also magically enhanced, thereby allowing an individual to raise his or her Strength by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Strength: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
17233 A typical manual of quickness of action provides the reader with a wide variety of tips and pointers regarding the motion and coordination of one's hands and feet. This small tome is much in demand by people from many walks of life, including rogues wishing to improve their slight-of-hand and Paladins wanting to perfect their thrust and parry. The secret of such a manual lies in its magical nature, as it permits an individual to raise his or her Dexterity by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Dexterity: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
17234 Leave me be! |
17235 A typical tome of clear thought contains a collection of esoteric and scholarly literature, often involving obscure mathematical or algebraic formulae or the occasional reference to inter-planar biology. Such tomes are usually magically enhanced, thereby allowing an individual to raise his or her Intelligence by a single point. Unfortunately, the manual will disappear after a single use. STATISTICS: Intelligence: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
17236 This is an aesthetic choice and will not affect your attributes in any fashion. |
17237 The race of your character will determine what their base abilities can be, as well as assign possible intrinsic talents such as infravision. Some restrictions in class selection may also apply, because game balance dictates that certain races are unsuited for certain professions. |
17238 One of the most popular recent tomes of leadership and influence is the cynically entitled book "How to Win Friends and Influence People." Like others of its ilk, it peddles a philosophy of personal ascendancy and manipulation by charisma alone. The authors and advocates of such tomes claim that, by drawing on the most recent theories in sociology and interpersonal psychology, it is possible to raise an individual's Charisma by a single point. In truth, such increases in personal charisma are the product of magical spells placed on the text as it is in the writing process. These same spells also cause the tome to disappear after their first use. An excellent marketing strategy, you must concede... STATISTICS: Charisma: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
17239 A typical tome of understanding contains a sober, if dry analysis of legal battles, historic events, government policies, philosophical treatises, and theories of magic and metaphysics. While rarely interesting to anyone outside of their already well-educated niche market, it is said that some such tomes have even added a single point to the Wisdom of certain half-ogres. Such marvels, however, are the product of a potent magic placed upon the tome as it is being written. Unfortunately, this same magic causes the tome to disappear after a single use. STATISTICS: Wisdom: Raised by 1 point permanently Special: The book is consumed upon use Usage: Place into quick item slot Weight: 25 |
17240 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both Saving Throws and Armor Class. It is ideal for Mages and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Weight: 3 |
17241 The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Equipped abilities: – Armor Class: +4 vs. missile attacks – Save vs. Death: +2 – Save vs. Breath: +2 – Save vs. Wand: +2 Weight: 3 |
17242 A character class is like a profession or career. It is what your character has worked and trained at during <PRO_HISHER> younger years. Each class has different special powers and abilities that are available only to that class. |
17243 The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband. STATISTICS: Equipped abilities: – Charisma: +2 Charge abilities: – Charm Creature (Save vs. Breath at -1 negates) Range: Touch Duration: 12 hours Area of Effect: 1 creature Weight: 3 |
17244 A multi-class character improves in two or more classes simultaneously. Experience is divided equally between each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions. Only demihumans can be multi-class characters. |
17245 MAGE: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, <PRO_HESHE> studies strange tongues and obscure facts and devotes much of <PRO_HISHER> time to magical research. A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards. The Mage studies all types of magic and learns a wide variety of spells; <PRO_HISHER> broad range makes <PRO_HIMHER> well suited to the demands of adventuring. CLASS FEATURES: – May not wear any armor. – May only use the following weapons: dagger, quarterstaff, dart, sling. – May only become Proficient (one slot) in any weapon class. – May not place any slots in any fighting style. – May cast arcane spells. – Hit Die: d4 Prime Requisites For Dual-Classing: Intelligence |
17246 The cursed Helm of Opposite Alignment is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent solar, the multiverse, as we know it, will surely meet an abrupt and painful end. STATISTICS: Equipped abilities: – Alignment will become opposite – Protects against critical hits – May only be removed with a Remove Curse spell Weight: 2 |
17247 These are the basic statistics that make up your character. Minimums and maximums vary somewhat according to class and race prerequisites. |
17248 You have been given <number> extra percentage points to distribute among your skills. These are talents granted by your character's class. The base skill percentages are determined by your race and base ability scores. |
17249 As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Equipped abilities: – Protects against critical hits – Wearer is immune to Charm Weight: 4 |
17250 You may choose <number> spells to put in your spellbook. These will be the spells that your character currently has knowledge of at the beginning of the game. |
17251 The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined. STATISTICS: Equipped abilities: – THAC0: +1 – Armor Class: +1 – Saving Throws: +1 – Hit Points: +5 – Protects against critical hits Weight: 1 |
17252 The pure white pelt of the winter wolf is soft and luxurious. It is often sewn into garments as diverse as the rugged vests of the northern Uthgardt Barbarians and the delicate and fashionable winter stoles worn by noblewomen throughout the Sword Coast region. STATISTICS: Weight: 10 |
17253 You may memorize <number> spells from the above list. Choose which spells your character will have memorized at the beginning of the game. |
17254 You may memorize <number> spells from the above list. Choose which spells your character will have memorized at the beginning of the game. |
17255 This is an aesthetic choice and will not affect your attributes in any fashion. |
17256 In their role as protectors of good, Rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to second level, every Ranger must select a racial enemy. Thereafter, whenever the Ranger encounters that enemy, <PRO_HESHE> gains bonuses to <PRO_HISHER> hit and damage rolls against them. Make your selection based on what would be an appropriate match for your character concept. EFFECTS: +4 bonus to hit and damage rolls vs. racial enemy. |
17257 This idol depicts Kozah the Stormstar, a long-extinct god who was venerated and feared among the less-powerful strata of ancient Netherese society. Worship of this god of storms, earthquakes, strife, and rebellion was outlawed by many of the civilization's powerful archwizards. Many Kozahyn shrines and temples were therefore built in secretive, underground locations where the devout were better able to escape detection. STATISTICS: Weight: 1 |
17258 Chickens are flightless, domesticated birds valued not only for their tender meat but also for their eggs, a daily morning delicacy in many farms and cities throughout the Sword Coast region. STATISTICS: Weight: 1 |
17259 The bodies of the dead can be reanimated in a wide variety of undead forms, ranging from zombies, ghouls, and ghasts to the more commonly encountered skeleton. It is from this latter creature that skulls, useful both for magical and academic purposes, can most easily be obtained. |
17260 While nymph's hair has no magical properties of its own, it is an important component in a variety of Charisma-related spells and items, not the least of which is the fabled Nymph's Cloak. STATISTICS: Weight: 1 |
17261 The severed head of a wyvern is both a fearsome and a reassuring sight. Gruesome as its fanged maw and blazing eyes may be, there is consolation in the knowledge that they can be conquered by mere and lowly mortals. STATISTICS: Weight: 30 |
17262 This magical bowl holds great power in that it grants the owner a certain degree of control over magical creatures known as water elementals. As is the case with all elemental forces, this control can be turned towards either good or evil, law or chaos. One would therefore be well advised to use discretion when dealing with any such creatures. STATISTICS: Weight: 1 |
17263 The iron crisis sweeping across the Sword Coast region seemingly knows no mercy. This once fine weapon now lies in a jumbled heap of metal shards before you. STATISTICS: Weight: 1 |
17264 The iron crisis sweeping across the Sword Coast region seemingly knows no mercy. This once fine shield now lies in a mangled heap of wood and metal before you. STATISTICS: Weight: 5 |
17265 The iron crisis sweeping across the Sword Coast region seemingly knows no mercy. This suit of armor, once a prized possession, is no longer fit for even an xvart. STATISTICS: Weight: 20 |
17266 Whatever this once was, it is now mangled beyond recognition. STATISTICS: Weight: 5 |
17267 These gigantic spiders are even more disgusting dead than alive. Their bulbuous, crystalline eyes stare vacantly in your direction and, every now and then, one of their eight chitinous legs twitches spasmodically. STATISTICS: Weight: 0 |
17268 The label on this wine bottle reads "Marsember Blushâ€â€Fine Vintage" and claims to be a fruity blend of spices and dew-flower fragrances. The vineyards of Marsember are well-known for their firm grapes, which draw their flavor from the fragrant salt air of the Sea of Fallen Stars. STATISTICS: Weight: 1 |
17269 Pantaloons of a quality heretofore unseen by the eyes of either man or beast. Dynamic styling and comfort that cradles, cuddles and coddles. Seduce your thighs, cajole your calves; enjoy Golden Pantaloons... TODAY! Trousers you would be proud to take home to mother, if mother rode fast and fought hard. STATISTICS: Weight: 0 |
17270 This unfortunate cat appears to have ventured too close to the tumultuous waterfall in which you found it. Its wet and battered form is devoid of all signs of life. STATISTICS: Weight: 3 |
17271 Rufie's chew toy consists of moist and ragged scraps of flesh hanging from a mangled bone of indiscernible origin. You think you can detect a few metal fragments amidst the gore, but it is hard to be sure. STATISTICS: Weight: 1 |
17272 While the physics behind a telescope have been well-known for some time, the glass-grinding skills required to actually construct one are still quite specialized. The lenses of this telescope are finely made, however, and its collapsible tubing has obviously been wrought by someone well-versed in the delicate art of jewel-setting and metalwork. STATISTICS: Weight: 1 |
17273 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +2 Damage: 1d6+3 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 2 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 3 |
17274 Star diopside is the most prized form of a hard, durable gemstone that is rarely found in attractive colors. It is usually too dark for beauty; however, mountain and streambed pebble crystals of a pale green hue make attractive stones such as diopside. When a gem is found that is darker green, it can be cut in such a fashion so as to produce four- or six-rayed stars. STATISTICS: Weight: 0 |
17275 Coast Way Friendly Arm Inn to the North Beregost to the South Lion's Way West to Candlekeep |
17276 The Golden Pantaloons did surely see the very beginnings of our realm, though I must press that they "saw" this formative time by their simple presence, and not through some vestigial eyes that might have erupted through a rear pocket perhaps concealing teeth and other improbable extremities. I am sure that the various owners of the pantaloons can attest to the general lack of animated digits or ocular sensors, as evidenced by the continued sanctity and privacy maintained by their respective buttocks. Lyric pantoums of an age long since out of print speak of "trousers that were as metal, though soft about the shanks." While it might be easy to jump to the seemingly inevitable conclusion that the trousers rose while Netheril fell, it is doubtful that the pantaloons were the garments of which they speak. One must clarify these oft-misquoted verses with knowledge of the Pantechnicon, an ancient bazaar once prized for Silver Pantalets. Fine these may have been, but golden they were not. Nickel Panties are also said to be currently available, though the dockside establishments that claim to offer these products are beyond my meager experience, and thus I can make no report. The purpose of the Pantaloons is as mysterious as ever, and will likely remain so until the Pantocrator himself returns, though some properties can be divined though intimate observation. The "uplifting" properties of the gusset very nearly defy gravity, shaping quite nicely both the front and rear. This improved contour would likely increase self-esteem for a wearer of either sex. I would hazard a guess, however, that this continuing self delusion might actually hamper cognitive functions, and care should be taken in the wearing of any pantaloons of golden nature. STATISTICS: Weight: 0 |
17277 An eagle bow is a shortbow that has been imbued with magical properties. Any Archer using it will experience a noticeable increase in both accuracy and damage. |
17278 Judging by the arcane symbols printed on its cover, it is clear that this book is imbued with magical properties of one sort or another. Until you attempt to either read or identify it, however, its precise nature will remain unknown to you. STATISTICS: Weight: 25 |
17279 A Protection From Acid scroll offers protection to the target from all forms of acid, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: – Target receives Acid Resistance: +50% Range: 30 ft. Area of Effect: 1 creature Duration: 12 hours |
17280 A Protection From Cold scroll offers protection to the target from all forms of cold, be they of a natural or magical nature. This effect is not permanent, however, and will wear off after 12 hours. STATISTICS: – Target receives Cold Resistance: +50% Range: 30 ft. Area of Effect: 1 creature Duration: 12 hours |
17281 A Protection From Electricity scroll offers protection to the target from all forms of electrical damage, be it of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: – Target receives Electrical Resistance: +50% Range: 30 ft. Area of Effect: 1 creature Duration: 12 hours |
17282 A Protection From Fire scroll offers protection to the target from all forms of fire, even that of magical or elemental nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: – Target receives Fire Resistance: +50% Range: 30 ft. Area of Effect: 1 creature Duration: 12 hours |
17283 A Protection From Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3-ft. radius from the user. No form of magic can pass into or out of it, but physical matter is not hindered. This will remove spell effects that the caster is currently under. The effect is not permanent, however, and will wear off within 2 hours. STATISTICS: – Creates a globe of anti-magic around the user: Spells cannot be cast from the inside or to the outside of the globe, and all magical effects affecting the user are dispelled. Range: 0 Area of Effect: The user Duration: 2 hours Requires: 9 Intelligence |
17284 The protection afforded by this scroll extends only to the reader. No form of poisonâ€â€ingested, contacted, breathed, and so onâ€â€will affect the protected individual, and any poison already in the reader's system is permanently neutralized. The effect is not permanent, however, and will wear off after a given time. |
17285 A Protection From Undead scroll invokes a 3-ft. radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, and so on. It does not offer any protection from magical attacks, however, and will wear off with the passage of 2 hours. STATISTICS: – Target is immune to all physical attacks made by undead creatures Range: 30 ft. Area of Effect: 1 creature Duration: 2 hours Requires: 9 Intelligence |
17286 A Protection From Petrification scroll offers protection to the reader from all forms of attack, magical or otherwise, that turn flesh into stone. The effect is not permanent, however, and will wear off with the passage of 6 hours. STATISTICS: – Target is immune to petrification Range: 30 ft. Area of Effect: 1 creature Duration: 6 hours |
17287 A Wand of Fear strikes terror into the heart of any creature within its target area. This panic is not universal, however, as the stout of heart have been known to resist its magic. Like all wands, the Wand of Fear can only be used a limited number of times before it is destroyed. STATISTICS: Charge abilities: – Causes enemies to run in fear unless they save vs. Spell Range: 100 ft. Area of Effect: 20-ft. radius Duration: 15 rounds Requires: 9 Intelligence Weight: 1 |
17288 A Wand of Magic Missile is similar to the 1st-level wizard spell of the same name. It emits a small, glowing sphere that tracks the intended target and explodes on contact. As with all wands, the Wand of Magic Missiles has a limited number of uses. It destroys itself once these are expended. |
17289 The Claw |
17290 The Claw of Kazgaroth |
17291 The Horn |
17292 The Horn of Kazgaroth |
17293 A Wand of Paralyzation allows its wielder to render a specified target rigidly immobile for a brief period of time. As with other wands, the Wand of Paralyzation has a limited number of uses. Once these have been expended, it shatters. |
17294 The Candle |
17295 The Candle |
17296 The Dream Dagger |
17297 The Dream Dagger |
17298 A Wand of Fire coughs forth a pea-sized sphere that streaks out to the desired range. Upon arrival, it bursts into a fiery, violent blast akin to that produced by the Fireball spell. Like all wands, the Wand of Fire can only be used a limited number of times. Once these have been expended, it dissolves into a pile of ash. |
17299 The Dream Potion |
17300 The Dream Potion |
17301 The Dream Skull |
17302 Skull of Kereph STATISTICS: Weight: 1 |
17303 Invitation |
17304 Invitation |
17305 This is an invitation to the inauguration of the newest Grand Duke of Baldur's Gate. It will be held at the Ducal Palace. Present this invitation to the guard at the gate and you will be allowed entrance. (This looks to be an important note, one that you should hold on to.) |
17306 A Wand of Frost acts in a similar fashion to the Cone of Cold spell. Crystallized particles of snow and ice fan out from the wand's tip, defining an area wherein the temperature drops to -100 degrees F. Like all wands, the Wand of Frost can only be used a limited number of times before it melts into a harmless pool of water. |
17307 Female Body |
17308 Female Body |
17309 Male Body |
17310 Male Body |
17311 Skull of Kereph |
17312 A Wand of Lightning causes a bolt of electrical energy to be discharged from its tip to strike at a specified opponent. Be warned, however, that this bolt has the tendency to bounce uncontrollably, once released, potentially hitting its creator or any other innocents nearby. Like all wands, the Wand of Lightning has a limited number of uses. Once these have been expended, the wand is reduced to little more than a chunk of scarred and twisted metal. |
17313 A Wand of Sleep can cast a powerful sleep spell on a selected target. The effect is temporary, of course. As with other wands, the Wand of Sleep dissolves after a limited number of uses. |
17314 A Wand of Monster Summoning teleports an array of monsters to the wielder's side, placing them under his or her complete control. As the controller wearies from this exertion, the monsters slowly disappear. As with other wands, the Wand of Monster Summoning can only be used a limited number of times before crumbling into a pile of dust. |
17315 Shandon is another name for natrolite in the realms. Its slender, colorless crystals yield tiny faceted gems used often in veils and robes in order to capture the beading effect of water glistening upon the material. STATISTICS: Weight: 0 |
17316 Item must be identified before use. |
17317 Item has no usable ability. |
17318 [MOVIESGUI]play |
17319 Hey there again. I wouldn't miss that party at the palace if I were you. I hear that it's the place to be if you're anybody. |
17320 One down and two to go. Poor Dukes... Wouldn't it have been better if they had all died together? |
17321 Oh, baby, you know me. You know your Slythie... Hey, you, don't you go watchin' us go all mushy, all right? It ain't none of your business... What's that you whispering, sweetheart? Hey now, my girl Krystin tells me that yous all have a soft spot for the Grand Dukes. Sure is a shame about Entar Silvershield, isn't it? |
17322 I've become very tired of your blackmail. Today I have a little surprise for you. I hope you like it! Tor Lobo! Kill these bandits. |
17323 Do not bother me, unless you wish to court the Bitch Queen's wrath! |
17324 Auto-Paused: Unknown Reason |
17325 I see that you're here prompt for your ransom money. I hope you don't think you'll get away with this forever! |
17326 Get out of my face. |
17327 You foolish little prigs, you've become way too predictable. HEY! They're all here ripe for the slaughter! |
17328 Elkart |
17329 Elkart |
17330 Euric |
17331 Nadine |
17332 Bouncer |
17333 Bouncer |
17334 Angelo! Those people are the ones wanted on multiple counts of murder: KILL them! |
17335 Well, a busy day for me today indeed. Strange noises throughout the night, and now a plethora of people strolling about the wood. You do look a touch more hospitable than the last two I met though. Well met, stranger. I am called Kolssed. |
17336 Stand away from me! I've very little trust left after last night's events, and I'll not waste any on you! |
17337 I apologize for the outburst, but I am in dire straits. Can you help me? |
17338 Could you help me? My foster father and I were attacked last eve, and now I'm not sure where to go. |
17339 I would have your assistance. I was ambushed in the night and I require whatever you can give. |
17340 You saw two people in the wood? I was told to meet some friends at the Friendly Arm Inn. Perhaps they and the ones you met are one and the same. |
17341 Why are you in the woods? I have heard nothing but how dangerous they are. |
17342 Why are you in the woods? I have heard nothing but how dangerous they are. |
17343 I doubt these are the ones you seek. They do not seem the friendly type, and are far afield of the inn. If you wish to meet them, I left them not a moment ago just up the road. You will have to pass them anyway if you wish to go to the Friendly Arm. There is a crossroads a ways to the east and the Inn is north of that. |
17344 Thanks for your time. I shall be on my way. |
17345 Could you help me? My foster father and I were attacked last eve, and now I'm not sure where to go. |
17346 I have little to give besides advice and goodwill. Make friends where you can, as traveling alone is almost certain death. You will want to surround yourself with like-minded companions lest you risk making enemies in your own party. Aside from this little tidbit of wisdom, I'd say you're on your own. Luck be with you. |
17347 To you as well. |
17348 Thanks for nothing. |
17349 Tsk. Not a very promising start. |
17350 Fare thee well, as they say. |
17351 Me? Oh, I'm a hermit. Well, I'm rather new at it actually, and I haven't quite got the isolation bit down yet. Too much of a people-person, I suppose. Used to be a merchant in Nashkel I did, but lost everything due to the iron shortage. Been wandering the woods for a while now and it's been rather relaxing, I must say. Aside from eluding the occasional bandit, that is. I'm generally left alone because I have nothing of value. |
17352 I must apologize, but your interest makes me a touch uncomfortable. Suffice to say that I lost my livelihood due to the iron shortage, and now I take solace in the normally quiet woods. I am left alone because I carry nothing of value. |
17353 What of the two people you saw? I was to seek friends at the Friendly Arm Inn. Perhaps these were them? |
17354 Could you assist me? My foster father and I were attacked last eve, and now I'm not sure where to go. |
17355 Then I've not the time for you. Leave me. |
17356 As you would have it. I wish you luck. You're certainly going to need it. |
17357 What of the two people you saw? I was to seek friends at the Friendly Arm Inn. Perhaps these were them? |
17358 Could you assist me? My foster father and I were attacked last eve, and now I'm not sure where to go. |
17359 Then I've not the time for you. Leave me. |
17360 Well, I imagine you're either the cause or a victim of the carnage I heard to the north last night, then. It's a shame what the iron shortage has done to people's manners. You would do well to treat people you meet with a touch more respect, at least until you determine if they're a threat or not. You'll not get far if you don't make friends, though there are a couple of fellows on the road to the east that would suit your demeanor quite nicely, I am sure. |
17361 If I wished your opinion, I would have asked for it. Leave me. |
17362 The carnage to the north must be the aftermath of your little skirmish then. I am most assuredly sorry about your predicament, though there be little I can do for you. I've nothing of serviceable value to impart, except common sense and a few directions. A ways east of here, you should find a crossroads. North of there is the Friendly Arm Inn, and south is the town of Beregost. Both can offer shelter, though rates at the Friendly Arm are likely better. It is a friendlier atmosphere for the young adventurer as well. Staying close to the roads will make your journey safer, but that will depend on where you are heading as well. I cannot accompany you, though there were a pair of travelers not far up the road. They might offer assistance, but I would be wary of the cost. I didn't like the look of them myself. |
17363 I thank you for your time. Good luck in your travels. |
17364 Can you do nothing else? I could use any help. |
17365 If all you can offer is mere directions, I have no time for you. Leave me. |
17366 I have no doubt such a harsh request is backed by threats of violence. No matter, for I have little to give besides advice and goodwill, misplaced though it may be. I imagine you're either the cause or a victim of the carnage I heard to the north last night. It's a shame what the iron shortage has done to people's manners. You would do well to treat people you meet with a touch more respect, at least until you determine if they're a threat or not. You'll not get far if you don't make friends, though there are a couple of fellows on the road to the east that would suit your demeanor quite nicely, I am sure. |
17368 Gervisse |
17369 Gervisse |
17370 If I had wished your opinion, I would have asked for it. Leave me. |
17371 I apologize for my demeanor, but I am in dire straits. Can you help me? |
17372 skills |
17373 store |
17374 recall |
17375 Voltine |
17376 Voltine |
17377 Sarhedra |
17378 Maximum Hit Points |
17379 Saving Throws |
17380 Paralysis / Poison / Death |
17381 Rod / Staff / Wand |
17382 Petrification / Polymorph |
17383 Breath Weapon |
17384 Spell |
17385 properties |
17386 Created by the Goodberry spell, these simple-looking blueberries will heal one point of damage for each handful of berries eaten. STATISTICS: Special: Heals 1 Hit Point Weight: 0 |
17387 And who might you be then? Hmmph? Come to check out the wares of ol' Halbazzer? Well, be quick about it! And mind you don't get fidgety when we talk payment. You knew when you came in the door that my wares were magical; premium items demand a premium price. |
17388 Perhaps another time. |
17389 While an adequate place to rest, rooms of this type offer little more than a roof over one's head. Recuperative benefits will likely be minimal. You get what you pay for. |
17390 Ho there, wanderer. Stay thy course a moment to indulge an old man. It's been nigh unto a tenday since I've seen a soul walking this road, and I've been without decent conversation since. Traveling nowadays appears to be the domain of either the desperate or the deranged. If thou wouldst pardon my intrusion, may I inquire which pertains to thee? |
17391 Charm |
17392 Dire Charm |
17393 Rigid Thinking |
17394 Confused |
17395 Berzerk |
17396 Intoxicated |
17397 Poisoned |
17398 Nauseated |
17399 Blind |
17400 Protection From Evil |
17401 Protection From Petrification |
17402 Protection From Missiles |
17403 Magic Armor |
17404 Held |
17405 Sleep |
17406 Shielded |
17407 Protection From Fire |
17408 Blessed |
17409 Chant |
17410 Free Action |
17411 Barkskin |
17412 Strength |
17413 Heroism |
17414 Invulnerable |
17415 Protection From Acid |
17416 Protection From Cold |
17417 Resist Fire/Cold |
17418 Protection From Electricity |
17419 Protection From Magic |
17420 Protection From Undead |
17421 Protection From Poison |
17422 Non-detectable |
17423 Good Luck |
17424 Bad Luck |
17425 Silenced |
17426 Cursed |
17427 Panic |
17428 You cannot use items on this page. To use an item, place it in a Quick Slot and use it on the main page. |
17429 Well now, our paths cross once more. I suppose proper introductions are in order, as we will no doubt meet again. My name is Elminster. I've heard nothing but tales of thy exploits in the time we have been apart. It would seem that thou art destined to have quite the impact on the Sword Coast. Quite the burden for one so young. |
17430 If you're just about done poking about this PRIVATE room, please don't hesitate to get the bloody hell OUT! |
17431 My utmost apologies. I simply wished to know the topic of your meeting. |
17432 You talk pretty big for such a small man. I go where I wish. |
17433 I assure you, I simply entered the wrong room by mistake. I'll be on my way in a moment. |
17434 If the topic of our meeting was open to the public we'd have posted it on the door, and even then you wouldn't have had to come in the room. There's no fighting allowed in the keep, but so help me if you don't leave my next warning will be delivered on the edge of a blade! |
17435 I gave you a warning as blunt as your head, and still you meddle where you shouldn't! So be it then! |
17436 You are threatening me? Of all the nerve! Measure the odds, fool, and leave while you're still able! |
17437 Entered the wrong room? I care not a whit why you came in, so long as your exit proceeds with due haste! Consider this due warning! |
17438 Not to insult your demeanor on our first meeting, but I've met more considerate creatures in the darkest of dungeons. You had best have a good explanation for this intrusion. We were assured that these rooms were to be private. |
17439 I don't care what you were assured. If I wish to interrupt you, I will. |
17440 My apologies. I will leave directly. |
17441 I've been to Amn and back dozens of times, but I've never met a creature so determined to die. Well, perhaps one other, though you are more likely to succeed than he. Leave now, while you are still able. |
17442 I gave fair warning, as any gentleman would, and you still squandered your chance to leave gracefully. Now, we must force you to leave in the most unpleasant manner. |
17443 Save your nice apologies for someone who will reply in kind. Just go. |
17444 This is a long way to come for privacy. What might you be talking about here today that's so sensitive? |
17445 Likely you are just compensating for a lonely childhood, but now is not the time to go seeking attention. Leave us be. |
17446 Hey, you, new blood! Just you keep in line, 'cuz I'll be watching you! |
17447 And who might you be? |
17448 I don't respond well to orders. |
17449 Yes, sir! Whatever you say! |
17450 Me? I'm Credus. I'm your superio... superbior... I'm your boss. I was the newest recruit until you showed up. Now you'll get all the crappy guard duty and I'll be moving up. |
17451 I hope I do as good a job as you did. What would I be guarding? |
17452 What needs to be guarded in a camp full of heavily armed bandits? |
17453 What if I don't want you for a boss? |
17454 If you say so, but I'll wait to hear it from that Tazok fellow. |
17455 Good attitude! Important work it is! Gotta keep an eye on Tazok's tent and make sure no one gets too close. They do super secret planning in there, all about where the iron and stuff goes. Smack anybody who goes near! Hey, maybe we'll give you a little test. You can guard the place for tonight. Tazok will be pleased that we took initinivvi... initititive... ini... that we didn't wait. It'll give me a break for tonight too. You just make sure nothing goes missing, or your head goes next. |
17456 Lots of people say that. "What do we need guards for?" "What's so special 'bout Tazok's tent?" "Must not be very important if Credus can guard it." Well, they know nothing! Credus guards really well and a good thing too. Not many people know, but Tazok keeps important stuff in there. Papers and things. You just watch your step at night, because I have to thump anyone who comes near. No exceptions. I better go, so you be careful. |
17457 You should be glad to get me! I'm tough, I'm dependable, and... I also know what it's like to be the new guy. Had to fight to get respect. At first they didn't want me guarding Tazok's tent. They said I would fall asleep, or blab about the papers. Well, I know better, and I proved it! So you just count your lucky sheep that I'm on duty, 'cuz maybe I'll put in a good word for you. Or maybe not! I'll decide later. |
17458 Oh, you don't want to be talking to him. Tazok is kinda scary. I do a good job guarding his tent so he's only smacked me once, but if you talk too much, he might hurt you worse. Especially if you interrupt him reading his important papers. Just guard them and shut up, that's what I say. I better go. Talking about Tazok is bad for your health. |
17459 Yeah, I was like that once. Then I met Tazok. Now I keep my mouth shut and do what I'm told! You should too, even if it's guarding stupid ol' papers like I have to do. I dunno what Tazok sees in them, but he sure keeps them locked up tight in his tent. I better go, but just you remember what I said. Do what you're told. |
17460 Yeah! You snap to it, just like I had to. It's gonna be great being the boss for a change! No more standing around for hours guarding stupid papers and garbage. It's not as if we need guards for Tazok's tent. No one is dumb enough to cross him. Anyway, you'll be my helper from now on. Maybe tonight you should guard Tazok's tent. We'll break you in so he don't do it. You just make sure nothing goes missing, or your head will be next. |
17461 Don't you go pestering me. I gotta get back to work. |
17462 Now I have to thump you good. Can't let you into the boss' tent, or you'll get his important stuff. Sorry, but you gotta die. |
17463 You know nothing of my burdens, old man. |
17464 Just doing what I thought best. |
17465 Just doing what had to be done. |
17466 I did what was necessary. That is all. |
17467 I was not aware that my actions were common knowledge. |
17468 Perhaps, perhaps not, but I have seen much in my many years. I would agree, however, that I have not often seen the like of thee. Still, Gorion had faith in thee, and therefore I have no question as to thy competency. All that remains is to determine motive. |
17469 Perhaps not common knowledge, but everything is plain for those that know where to look. As it is, I am aware of thine efforts and accomplishments. Thou art quite adept, as Gorion predicted. All that remains is to determine motive. |
17470 Gorion? You knew him? But you said nothing before. |
17471 My motives are my own and no one else's. |
17472 My motives are my own and no one else's. |
17473 My motives are my own and no one else's. |
17474 Gorion? You knew him? But you said nothing before. |
17475 My motives are my own and no one else's. |
17476 My motives are my own and no one else's. |
17477 My motives are my own and no one else's. |
17478 Okay. |
17479 'Twas neither the place nor the time for such things. As painful as the circumstances may have been, it was time for thee to forge thine own path. One of the most valuable lessons that life has taught me is when NOT to go sticking my pipe in other people's affairs. Such is the case now as well. |
17480 But you could tell me so much, about Gorion and myself alike. Please, stay a while. |
17481 Thank goodness. Does that mean I shall be spared any more of your chatter? |
17482 Then I shall be on my way. |
17483 I fear I cannot. Self discovery is best left to the self, and all thy questions will be answered in time. I will offer a small tidbit of information, though thou hast likely heard the same from another source already. The bandits that thou dost seek make a habit of traveling in the northeast. A search in that direction will no doubt yield fruitful results. With this, I shall take my leave. |
17484 It is a questionable mind that disregards a friendly voice, regardless of how nebulous the advice. Nevertheless, I shall say my piece in plain words and leave. The bandits that thou dost seek make a habit of traveling in the northeast. Fare thee well. |
17485 As it should be. Thou hast quite the journey ahead of thee. I do have one bit of information to impart, though 'tis likely old news for thee. The bandits that thou dost seek make a habit of traveling in the northeast. With this, I shall take my leave. |
17486 That certainly seems to be the case. Thine actions are a testament to charity and free will, whether intentional or not. But enough of my ramblings. Thou hast a long journey ahead of thee, and I will not have my meanderings delay thee. I will impart one piece of information before I go, though 'tis hardly a surprise, I am sure. The bandits that thou dost seek make a habit of traveling in the northeast. With this, I shall take my leave. |
17487 Thou hast certainly taken it upon thyself to straddle the morality fence, but I cannot truly fault the results. I shall leave the future to thy discretion, and we shall see what happens. I do have one piece of information for thee before I go, though 'tis hardly a surprise, I am sure. The bandits that thou dost seek make a habit of traveling in the northeast. With this, I shall take my leave. |
17488 I am unsure, however, whether the distasteful road that thou hast chosen is the result of a sadistic humor, or just the path of least resistance. If thou must indulge thy predatory instincts, at least be sure that they do not take total control. This would be especially dangerous for thee. I will impart one piece of information before I go, though 'tis hardly a surprise, I am sure. The bandits that thou dost seek make a habit of traveling in the northeast. With this, I shall take my leave. |
17489 This plate mail has been expertly crafted by Taerom Fuiruim of Beregost. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not susceptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go, but fatigue is a constant enemy. STATISTICS: Armor Class: 1 (-2 vs. slashing, 0 vs. piercing and missile) Requires: 8 Strength Weight: 25 |
17490 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing or piercing, whichever is better) Speed Factor: 8 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 14 |
17491 Not to imply anything, but how do you measure up to your own standards? Pestering strangers about their mental state doesn't seem all that well adjusted to me. |
17492 A fair bit of desperate, actually. Might you know the way to the Friendly Arm Inn? I was told I might find some friends there. |
17493 I am not so stupid as to listen to strangers in the middle of nowhere, no matter how infirm they appear to be! Off with you! |
17494 Well... Deranged it is then. I shall leave thee, if that is what thou dost wish. Heed my parting words, however, and treat strangers with a touch more respect. At least until thou hast determined whether they are a threat, and perhaps more powerful than they seem. Do not dally about on these roads for long. Someone with thy manners will not last an eve. The Friendly Arm Inn is to the north. They extend sanctuary even to such as thee. |
17495 Halbazzer Drin |
17496 Halbazzer Drin |
17497 That I would. The inn is but a short distance to the north, and its doors are open to all. I have no doubt that thy friends shall be there, waiting with open arms. My sympathies for any hardships the road may have inflicted upon thee, though I am certain everything shall turn out for the best. My, but I have wasted too much of thy time and said too much already. I shall take my leave and wish thee all the best. |
17498 Point well taken, and thou hast answered my query most adequately. I shall think of thee as determined instead. I shall trouble thee no more, as thou art more than capable of the task at hand. North is the Friendly Arm Inn, where I am certain thou shalt find trustworthy friends awaiting. I have said too much and taken too much time from thee. Fare thee well. |
17499 Another name for natrolite in the realms, its slender, colorless crystals yield tiny faceted gems used often in veils and robes to capture the effect of of beads of water glistening upon the material. STATISTICS: Weight: 0 |
17500 Aquamarine is a hard, transparent form of beryl, blue-green in color. These sought after gems are found primarily in the barbarian tribes that roam the northern tundra. STATISTICS: Weight: 0 |
17501 Garnet is a general class of crystals ranging from deep red to violet. A typical cut for this rare isometric gem is twelve to twenty-four sides, with the very rare thirty-six sides being known from time to time. It is rumored that a forty-eight-sided garnet exists, although none have ever been able to track down its location. STATISTICS: Weight: 0 |
17502 Lynx eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of stones is pale to dark gray and has patches of colored reflections. This "flash" is most commonly blue but can be of all shades. "Green flash" labradorite is called lynx eye in the realms. STATISTICS: Weight: 0 |
17503 Sunstone is a feldspar gem, closely related to moonstone and more properly known as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer (cabochon) variety. This yields gemstones that have bright red or orange spangles (minute crystals) suspended in a nearly colorless background in a parallel fashion, giving the whole a rich golden or reddish-brown color. STATISTICS: Weight: 0 |
17504 Turquoise is an opaque aqua stone with darker mottlings, and is found in the more arid reaches of the realms. Horsemen will often place a sliver of this stone in a horse's harness as a sign of good luck. STATISTICS: Weight: 0 |
17505 Fire agate is the name given to chalcedony which contains thin lines of iridescent goethite. When properly cut, the iridescence displays red, brown, gold, and green hues, and the finest specimens are partly translucent. STATISTICS: Weight: 0 |
17506 Bloodstone is a dark greenish gray variety of quartz flecked with red crystal impurities. Ninety percent of the bloodstones in the realms come from the Galena Mountains in Damara, and most of those from a single mine in Bloodstone Pass. The border pass is heavily fortified and guarded as bloodstones are the chief export for this region. STATISTICS: Weight: 0 |
17507 remove |
17508 Skydrop is the common name given to clear or lightly colored tektite material: fragments of glass of celestial (meteoric) origin, found in the vast shifting sands of Anauroch and other deserts. STATISTICS: Weight: 0 |
17509 Andar is hard and durable, yielding translucent gems ("andars") that flash green-red or brown-red when properly faceted. STATISTICS: Weight: 0 |
17510 Horn coral, which is also called night coral, is a deep black coral similar to angel's skin save for its solid color. It is incredibly difficult to work with, and is used in jewelry as a polished twig or branch of material, or is cut cabochon. STATISTICS: Weight: 0 |
17511 Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens are blue or have bands of blue against the other colors. Jasper can be crushed and used in making potions and magical devices which protect against poison. STATISTICS: Weight: 0 |
17512 This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. |
17513 Iol is actually short for iolite (cordierite), although a common nickname is "violet stone" even though its overall hue is usually blue. Iols are usually cut into faceted gems to best display the stone's color change as it is viewed from different directions. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance such as hematite crystals, which give the same rich golden flash of color as in sunstones. STATISTICS: Weight: 0 |
17514 Moonstone is an opaque, white feldspar gem polished to a bluish sheen. Old legends say that the sight of a moonstone would cause a lycanthrope to revert to <PRO_HISHER> animal form. Whether or not this is true is unknown, as anyone close enough to find out apparently hasn't lived to tell the tale. However, moonstones have been used in spells that affect this particular curse. STATISTICS: Weight: 0 |
17515 [no text] |
17516 Let's see what you have, then. |
17517 A favorite of the frugal business traveler, rooms of this type are basic but comfortable. A good solid mattress and clean linen, for when one must awaken presentable, but not so pampered as to promote oversleeping. |
17518 Are you sure you want to remove this character from the party? |
17519 A truly luxurious experience at an equally exorbitant price. Beds filled with the softest down, draped with the finest Calimshan silks and linens. Nearly as restful as a week in a lesser room, though who but royalty could afford the cost? |
17520 Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other mollusks. The resulting pearl has a rich, deep luster. Most of the pearls in the realms are white; however there are varieties that are much more rare such as rainbow and black. STATISTICS: Weight: 0 |
17521 These rooms are of excellent quality at a somewhat reasonable price, and a definite luxury for those accustomed to sleeping under an open sky. None but the most pampered dandy would have complaints with these accommodations. |
17522 Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled cutters) of various yellow to green shades, the most prized of these being a fine emerald green. STATISTICS: Weight: 0 |
17523 A protection scroll is a set of magical runes imprinted on enchanted parchment. These scrolls are unique in that any class of character can read them, whether adept in magic or not. When the runes are read aloud, the protective magic is released upon the target of the reader's choice. These scrolls can have a wide variety of beneficial effects, though care should be taken with scrolls gained from suspicious sources. |
17524 Black opal has a greenish hue with black mottling and gold flecks. Usually found in ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the north "black as an opal" is used as a subtle form of praise for kind-hearted rogues and the like. STATISTICS: Weight: 0 |
17525 Water opal is a colorless, clear opal with a play of color. It is rare and valuable in the realms, where it is used in scrying devices. STATISTICS: Weight: 0 |
17526 Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold mottling. Related in type to fire and black opals, it is only slightly more common. STATISTICS: Weight: 0 |
17527 Star sapphire is a precious variation of the sapphire; however, it is more translucent, with a white star highlighted in its center. A star sapphire has been known to ornament devices that protect against magic. STATISTICS: Weight: 0 |
17528 Together enter... Together fall... Such was the vow agreed... None shall leave until all are one... Such the vow remains... We must be as one... |
17529 Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow, or pink. The hardest of all the gemstones, and among the most valuable, diamonds are usually found in the northern mountains by underground races and then traded to the surface world. STATISTICS: Weight: 0 |
17530 An emerald is a brilliant green beryl, cleaved along straight box-like lines, with rectangular cutting in the finished gem. Emeralds are often connected with health. STATISTICS: Weight: 0 |
17531 King's tears are very rare and found only in the realms, where they are sometimes called frozen tears. Clear, teardrop-shaped, smooth-surfaced, and totally unbreakable so far by any means, these stones are said to be the crystallized tears of long-dead necromancer kings. In each gem can be seen that which the weeping king loved long ago. Their true nature is unknown, but suffice it to say that sages prize these gems above all others. STATISTICS: Weight: 0 |
17532 A small, shifting, rainbow colored, iridescent gemstone. The fluid shades of color appear almost liquid under normal sunlight; it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the realms. STATISTICS: Weight: 0 |
17533 So it was... So it is... Together enter... Together fall... Brother traitor completes the one... Together free... |
17534 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: THAC0: +2 Damage: 1d6+2 (missile) Launcher: Bow Weight: 0 |
17535 This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the ogre mage. STATISTICS: Combat abilities: – Slay ogre mage upon touch Damage: 1d6 (missile) Launcher: Bow Weight: 0 |
17536 This arrow is coated in acid. When it strikes an enemy, it not only pierces flesh but also eats it away, enlarging and deepening the wound. STATISTICS: THAC0: +1 Damage: 1d6+1, +2d6 acid damage Damage type: Missile Launcher: Bow Weight: 0 |
17537 This arrow was designed as a deadly complement to the archer. Poison smeared on the barbed arrowhead infiltrates the bloodstream of its victims, causing agony and often death. STATISTICS: Combat abilities: – Target must save vs. Death or lose 30% of its maximum Hit Points within 20 seconds Damage: 1d6 (missile) Launcher: Bow Weight: 0 |
17538 This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area. STATISTICS: Damage: 1d6, +6d6 explosion upon impact (Save vs. Spell for half) Damage type: Missile Launcher: Bow Weight: 0 |
17539 This arrow will remove the magical enchantments that its victim is surrounded by. STATISTICS: Combat abilities: – Dispel Magic on target when hit Damage: 1d6 (missile) Launcher: Bow Weight: 0 |
17540 This is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: THAC0: +2 Damage: 1d6+2, +1d6 fire damage (Save vs. Spell for none) Damage type: Missile Launcher: Bow Weight: 0 |
17541 This arrow is long and thin, imbued with magical properties that allow it to "push" itself through armor, striking out towards the heart of the victim. STATISTICS: THAC0: +4 Damage: 1d6, +6 piercing damage (Save vs. Death for none) Damage type: Missile Launcher: Bow Weight: 0 |
17542 This arrow is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1d6, +1d6 cold damage Damage type: Missile Launcher: Bow Weight: 0 |
17543 I will not be questioned like this, forget it! |
17544 I am sorry to disturb you, "friend." I'll just be on my way. |
17545 custom |
17546 You're a little early. Come back later and you'll get your damn blood money! |
17547 Green Slime |
17548 Green Slime |
17549 Movies |
17550 Lendarn |
17551 Lendarn |
17552 Kobold Commando |
17553 Kobold Commando |
17554 Ghost Knight |
17555 Ghost Knight |
17556 Paused for chapter text |
17557 Paused for movie |
17558 Paused for rest screen |
17559 Hobgoblin Elite |
17560 Hobgoblin Elite |
17561 Ogre Berserker |
17562 Ogre Berserker |
17563 This rusted set of armor must be centuries old. From what you make of it, it must have once been a magnificent set of plate armor. STATISTICS: Weight: 15 |
17564 Kick Player |
17565 Modify Characters |
17566 Buy and Sell |
17567 Travel |
17568 Dialog |
17569 View Characters |
17570 Pause Game |
17571 Leader |
17572 The Party Has Gained Gold |
17573 The Party Has Lost Gold |
17574 The Party Has Gained Experience |
17575 The Party Has Lost Experience |
17576 The Party Has Gained An Item |
17577 The Party Has Lost An Item |
17578 Edie |
17579 Edie |
17580 Fenwick |
17581 Fenwick |
17582 FIGHTER AGGRESSIVE (Ranger, Paladin): |
17583 The warrior will attack enemies, following them if necessary. If companions are injured, a Ranger or Paladin will attempt to heal them with spells or Lay On Hands. (<script>) |
17584 FIGHTER DEFENSIVE (Ranger, Paladin): |
17585 The Fighter will attack any enemies <PRO_HESHE> notices who are attacking party members (including <PRO_HIMHER>self). The character will not move far away from the party leader, so if <PRO_HESHE>'s pursuing an enemy, <PRO_HESHE> will turn back and return to the party if <PRO_HESHE> has gone too far. This script is recommended if you have trouble keeping track of your party. (<script>) |
17586 FIGHTER PASSIVE (Ranger, Paladin): |
17587 The Fighter will not move to engage enemies. If <PRO_HESHE> is attacked from a distance, <PRO_HESHE> will reciprocate with missile weapons. If an enemy engages <PRO_HIMHER> in melee combat, then <PRO_HESHE> will draw <PRO_HISHER> melee weapon and attack. (<script>) |
17588 FIGHTER RANGED ATTACK (Ranger, Paladin): |
17589 The Fighter will attack any enemy when <PRO_HESHE> sees them with the missile weapon <PRO_HESHE> is most proficient with; <PRO_HESHE> will try to keep <PRO_HISHER> distance from enemies, but if <PRO_HESHE>'s attacked in melee combat, <PRO_HESHE> will switch to a melee weapon. (<script>) |
17590 THIEF AGGRESSIVE: |
17591 The Thief will attempt to Hide In Shadows when an enemy is not in sight. As soon as the Thief is hidden, <PRO_HESHE> will attempt to backstab the closest enemy. (<script>) |
17592 THIEF DEFENSIVE: |
17593 The Thief will attack any enemies <PRO_HESHE> notices who are attacking party members (including <PRO_HIMHER>self); <PRO_HESHE> will not move far away from the party leader, so if <PRO_HESHE>'s pursuing an enemy, <PRO_HESHE> will turn back and return to the party if <PRO_HESHE> has gone too far. If the Thief is reduced to 50% or fewer Hit Points, then <PRO_HESHE> will run away and then attempt to Hide In Shadows and avoid combat. (<script>) |
17594 THIEF PASSIVE: |
17595 The Thief will not move to engage enemies. If <PRO_HESHE> is attacked from a distance, <PRO_HESHE> will reciprocate with missile weapons. If an enemy engages <PRO_HIMHER> in melee combat, then <PRO_HESHE> will draw <PRO_HISHER> melee weapon and attack. (<script>) |
17596 THIEF RANGED ATTACK: |
17597 The Thief will attack any enemy when <PRO_HESHE> sees them with the missile weapon <PRO_HESHE> is most proficient with; <PRO_HESHE> will try to keep <PRO_HISHER> distance from enemies, but if <PRO_HESHE>'s attacked in melee combat, <PRO_HESHE> will switch to a melee weapon. While not in combat, the Thief will attempt to find traps. (<script>) |
17598 WIZARD AGGRESSIVE (Bard): |
17599 The Mage will begin casting offensive spells against any enemy as soon as <PRO_HESHE> sees them. The Mage must have an offensive spell memorized for <PRO_HIMHER> to cast a spell. If <PRO_HESHE> does not have an offensive spell memorized, then <PRO_HESHE> will remain where <PRO_HESHE> is standing and use any missile weapon that <PRO_HESHE> possesses. If an enemy engages <PRO_HIMHER> in melee combat, then <PRO_HESHE> will attack them with <PRO_HISHER> melee weapon. (<script>) |
17600 WIZARD DEFENSIVE (Bard): |
17601 As soon as the Mage sees an enemy, <PRO_HESHE> will cast the most powerful defensive spell on <PRO_HIMHER>self (Armor, Shield, Ghost Armor, etc.); <PRO_HESHE> will then begin casting offensive spells at the closest enemies. If at any time <PRO_HESHE> is attacked with a melee weapon, <PRO_HESHE> will run until <PRO_HESHE> is safe. (<script>) |
17602 WIZARD PASSIVE (Bard): |
17603 The Mage will not cast any spells (unless <PRO_HESHE> is ordered). If <PRO_HESHE> is attacked from a distance, then <PRO_HESHE> will reciprocate with missile weapons. If an enemy engages <PRO_HIMHER> in melee combat, then <PRO_HESHE> will draw <PRO_HISHER> melee weapon and attack. (<script>) |
17604 WIZARD BERSERK (Bard): |
17605 The Mage will begin casting offensive spells against any enemy as soon as <PRO_HESHE> sees them. The Mage must have an offensive spell memorized for <PRO_HIMHER> to cast a spell. If <PRO_HESHE> does not have an offensive spell memorized, then <PRO_HESHE> will draw a melee weapon and attack the closest enemy. This is a dangerous script, as a Mage does not have the armor or Hit Points to survive long in melee combat. (<script>) |
17606 CLERIC AGGRESSIVE (Druid): |
17607 The Cleric will begin casting offensive spells against any enemy as soon as <PRO_HESHE> sees them. The Cleric must have an offensive spell memorized for <PRO_HIMHER> to cast a spell. If <PRO_HESHE> does not have an offensive spell memorized, then <PRO_HESHE> will remain where <PRO_HESHE> is standing and use any missile weapon that <PRO_HESHE> possesses. If <PRO_HESHE> does not have a missile weapon, then <PRO_HESHE> will engage the closest enemy with a melee weapon. (<script>) |
17608 CLERIC DEFENSIVE (Druid): |
17609 The Cleric will cast defensive spells on <PRO_HIMHER>self and then move about the battlefield, healing <PRO_HISHER> companions. If necessary, <PRO_HESHE> will defend <PRO_HIMHER>self, attacking with ranged or melee weapons depending on how close <PRO_HISHER> enemies are to <PRO_HIMHER>. (<script>) |
17610 CLERIC PASSIVE (Druid): |
17611 The Cleric will not cast any spells (unless <PRO_HESHE> is ordered). If <PRO_HESHE> is attacked from a distance, then <PRO_HESHE> will reciprocate with missile weapons. If an enemy engages <PRO_HIMHER> in melee combat, then <PRO_HESHE> will draw <PRO_HISHER> melee weapon and attack. (<script>) |
17612 CLERIC RANGED ATTACK (Druid): |
17613 The Cleric will attack any enemy when <PRO_HESHE> sees them with the missile weapon <PRO_HESHE> is most proficient with; <PRO_HESHE> will try to keep <PRO_HISHER> distance from enemies, but if <PRO_HESHE>'s attacked in melee combat, <PRO_HESHE> will switch to a melee weapon. (<script>) |
17614 Tutor |
17615 Tutor |
17616 You can pause the game at any time by hitting the SPACE BAR or left-clicking on the clock face. Unpausing occurs the same way. Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's attack. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. If you do not use the SPACE BAR, you will find the entire game very difficult to play. |
17617 Dead Halfling Messenger |
17618 Interaction defaults to Talk for neutral targets and Attack for hostile targets. To talk to a neutral character (neutrals are identified by blue circles), left-click on one of them. Don't forget to select one of your party members to do the talking. If you would like to talk to a hostile character, select the Talk icon and then left-click on the character. If you would like to attack a neutral, select a weapon icon and then left-click on the target. |
17619 Open doors by left-clicking on the doorway. The mouse pointer will change into a door icon when in the right position and the door will be outlined in blue. Your party can then enter the building if you left-click on the area just inside the door. |
17620 You can look at your Inventory page by right-clicking on your character portrait. This also pauses the game. |
17621 Equip items by placing them in the appropriate slots around your character on the Inventory page. Once equipped, you can pick the weapon you wish to use by left-clicking on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
17622 Hostile creatures have red circles around their feet. Left-clicking within the circle will direct your character to attack. You can switch weapons using the Quick Weapon icons. The weapon outlined in green is the current weapon. Attack with fists only (empty Quick Slot) if you only wish to knock your opponent unconscious. If you have a character with magical abilities, try casting a spell using their Spell icons. |
17623 If you have a Mage, Cleric, or Druid in your party, your character must memorize spells using the Rest button on the Mage Book or Priest Scroll pages. To get to these pages, right-click on your character portrait and then select the book or scroll icon that appears on the left. |
17624 To assist you in recording important information, many details will automatically be entered in your Journal. To access the Journal, click the quill icon on the left side of the screen. Entries are catalogued according to the story chapter in which you encountered them. |
17625 While in temples, talk to the priests as you would an innkeeper. They offer an array of useful services, and you will often be able to heal your party, purchase specialty items, or identify treasures acquired during your travels. |
17626 Wizards, Clerics, Druids, and Bards can all cast spells. Select their Cast Spell button, choose a spell, and left-click on your target. You can also configure Quick Spells by right-clicking on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. To cast the Quick Spell, left-click on the appropriate Quick Spell slot and then select your target. |
17627 Bards can inspire their comrades in combat by use of the Bard Song. They are able to move when singing, but any other action will end the song. While they may be rogues, Bards primarily concern themselves with people. Because of this, they can pick pockets but lack the other thieving skills. |
17628 Clerics and Paladins have the ability to Turn Undead. Activating this icon will cause many undead creatures to flee or even be destroyed. When in this mode, the character can move wherever they wish. Any other action, such as attacking or casting a spell, will deactivate the ability. |
17629 Buy items by talking to the keeper of a store or inn. You can also rest your party by renting a room, try to hear a few rumors over a mug of ale, or attempt a little shoplifting. In the Buy/Sell screen, items that the currently selected character cannot use (due to class limitations or weapon proficiencies) will be tinted red, though others in your party may have a use for them. |
17630 Direct your selected character to climb stairs by moving the pointer to the top of a stairway and left-clicking. The graphic will change to a stair icon when in the right spot. |
17631 Hey there, <CHARNAME>! I see you're up early this day. Well, your father, Gorion, has asked me a strange favor. Seems like he wants you to learn some fighting and asked me to be the teacher. So I hope you brought your staff with you. |
17632 Jondalar |
17633 Jondalar |
17634 Erik |
17635 Erik |
17636 Hostile creatures have red circles around their feet. Left-clicking within the circle will direct you to attack me. You can switch weapons using the Quick Weapon icons. The weapon outlined in green is the current weapon. Attack with fists only (empty Quick Slot) if you only wish to knock your opponent unconscious. You don't have to worry about that with me, so use your staff. If you have magical abilities, try casting a spell at me by left-clicking on the spell icon at the bottom of the screen. Left-click on one of the spells that come up and cast it on whichever target you want. I just hope you have an offensive spell memorized. |
17637 During our fight, I'm going to spring a little surprise on you. Remember, you can press the SPACE BAR at any time and pause the game. This will give you time to think, especially once my little surprise comes up. Are you ready now? Good! |
17638 You did good, kid, especially after Erik started firing those arrows at ya. I'm sure your father would be proud. You should go talk to the Gatewarden if you want some experience in fighting with a group of people. You can find him just south of here. Out there, it can be pretty important to know how to fight with allies at your side. |
17639 Wow, you're quite a fighter. I think Jondalar was right when he said you didn't need any practice. You should go talk to the Gatewarden if you want some experience in fighting with a group of people. You can find him just south of here. Out there it can be pretty important to know how to fight with allies at your side. |
17640 Priest of Ilmater |
17641 Verling |
17642 Verling |
17643 The longbow is similar to the shortbow, except that the staff is about as tall as the archer isâ€â€usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THAC0: +2 Damage: +1 Speed Factor: 6 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 3 |
17644 Rigid Thinking (Enchantment/Charm) Level: 3 Sphere: Law Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. |
17645 Free Action (Abjuration, Enchantment) Level: 4 Sphere: Charm Range: Touch Duration: 5 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affects <PRO_HISHER> movement. This includes the effects of Web, Hold Person, Grease, and Entangle. |
17646 Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. |
17647 Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Until triggered Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 Upon casting this spell, a skull is thrown by caster at the target area. The skull floats in the area until a creature comes within 20 ft. of it. When this happens, the skull is triggered and explodes, damaging everyone within a 30-ft. radius. The damage inflicted is equal to 1d6 Hit Points per level of the caster, or half with a successful Save vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. |
17648 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Equipped abilities: – Armor Class: 8 Weight: 2 |
17649 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Equipped abilities: – Armor Class: 7 Weight: 2 |
17650 Kolssed |
17651 Kolssed |
17652 When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes its target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. The missile will inflict 1d4+1 points of damage. STATISTICS: Charge abilities: – 1 magic missile will strike the target Damage: 1d4+1 magic Range: 100 ft. Area of Effect: 1 creature Requires: 9 Intelligence Weight: 1 |
17653 When used, this wand shoots forth a thin ray of bluish color to a maximum range of 100 ft. When a creature is touched by the ray, it must save vs. Wand in order to avoid being stunned for 1 turn. STATISTICS: Charge abilities: – Stun target (Save vs. Wand at -4 penalty negates) Range: 100 ft. Area of Effect: 1 creature Duration: 1 turn Requires: 9 Intelligence Weight: 1 |
17654 The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 90 ft.) and bursts in a fiery, violent blast, just like the Fireball spell. The Fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s. The victim(s) may make a Save vs. Wand in order to take only half damage. The second ability of the wand is akin to the spell Agannazar's Scorcher in that a column of flame will streak towards the victim, inflicting 6d6+6 damage with a Save vs. Wand for half. STATISTICS: Charge abilities: – Fireball Damage: 6d6 fire (Save vs. Wand for half) Range: 90 ft. Area of Effect: 30-ft. radius – Agannazar's Scorcher Damage: 6d6+6 fire (Save vs. Wand for half) Range: 90 ft. Area of Effect: 1 creature Requires: 9 Intelligence Weight: 1 |
17655 White crystalline motes spray forth from the wand in a column towards the victim, striking them square in the chest with numbing force. The temperature inside the column is deadly, and damage is 8d6 with a Save vs. Wand for half. STATISTICS: Charge abilities: – Column of Ice Damage: 8d6 cold (Save vs. Wand for half) Range: 100 ft. Area of Effect: 1 creature Requires: 9 Intelligence Weight: 1 |
17656 The possessor of the wand can discharge a bolt of lightning. As it passes through a creature, it does 6d6 points of damage with a Save vs. Wand for half. The bolt will continue through the target and proceed to "rebound" until expended. STATISTICS: Charge abilities: – Lightning Bolt Damage: 6d6 electrical (Save vs. Wand for half) Range: 100 ft. Area of Effect: Path of bolt Requires: 9 Intelligence Weight: 1 |
17657 This wand will emit a gold beam of energy at its targets up to a maximum range of 60 ft., affecting a 30-ft. radius. If the target creatures fail their Save vs. Wand, they will fall into a deep, comatose sleep for 2 turns. STATISTICS: Charge abilities: – Sleep (Save vs. Wand negates) Range: 60 ft. Area of Effect: 30-ft. radius Duration: 2 turns Requires: 9 Intelligence Weight: 1 |
17658 This wand emits a thin, green beam that darts forth to a maximum distance of 60 ft. Any creature touched by this beam must make a Save vs. Wand or be polymorphed into a squirrel. STATISTICS: Charge abilities: – Polymorph target into squirrel (Save vs. Wand negates) Range: 100 ft. Area of Effect: 1 creature Duration: Permanent (until dispelled) Requires: 9 Intelligence Weight: 1 |
17659 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Equipped abilities: – Armor Class: +2, an extra +1 vs. missile attacks Requires: 14 Strength Weight: 12 |
17660 This potion will imbue the person drinking it with 50% resistance to fire damage. The effect will last for 2 hours or until dispelled. STATISTICS: Fire Resistance: +50% Duration: 2 hours Weight: 1 |
17661 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 19 (Hill Giant Strength) Duration: 2 hours Weight: 1 |
17662 This potion contains a strange green substance similar to residue you have seen in some of the mining carts. The liquid inside appears to very slightly discolor iron that it comes in contact with, and is likely related to the mysterious "plague" that renders smelted weapons and tools brittle. The kobolds you killed must have tainted all the ore leaving the mine, though it is unlikely they would have concocted this plan themselves. STATISTICS: Weight: 1 |
17663 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 21 (Frost Giant Strength) Duration: 2 hours Weight: 1 |
17664 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 22 (Fire Giant Strength) Duration: 2 hours Weight: 1 |
17665 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 23 (Cloud Giant Strength) Duration: 2 hours Weight: 1 |
17666 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 24 (Storm Giant Strength) Duration: 2 hours Weight: 1 |
17667 When wholly consumed, this potion restores 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process. STATISTICS: Special: Restores 9 Hit Points. Weight: 1 |
17668 Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This is a magical shortbow, giving the user an additional +1 to hit and damage. STATISTICS: THAC0: +1 Damage: +1 Speed Factor: 5 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 |
17669 You people look new to Nashkel. I assume you've come to see the fair. It's really too bad 'bout all of the troubles we've been having here lately, 'cause it's kinda ruined the whole mood at the fair. |
17670 Wait! Why don't we give them a second chance? Stop this foolishness, <CHARNAME>. Just agree to what Eltan has asked of you. |
17671 No! We won't agree to anything you have to tell us. Take us to your cells; we'll enjoy it there. |
17672 Sorry, we've been under a lot of pressure lately, and sometimes it affects our judgment. |
17673 You folks are really something. I don't think you're meant for the cellsâ€â€it's the gallows for you, idiots! |
17674 Where is this fair located? |
17675 What are the troubles you've been having lately? |
17676 The fair? It's just east of Nashkel. There ain't too many people there though. |
17677 All of the troubles 'ave been 'cause of the mines to the east. Some fine folk have disappeared in those mines, never to return. There's alot a speak about demons and such, but I think it's probably somethin' a little more mundane. |
17678 Natasha |
17679 Natasha |
17680 Hareishan |
17681 Hareishan |
17682 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: THAC0: +1 Damage: 1d4+2 (missile) Launcher: Sling Weight: 0 |
17683 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: THAC0: +2 Damage: 1d4+3 (missile) Launcher: Sling Weight: 0 |
17684 Helmet |
17685 Tarnesh |
17686 Tarnesh |
17687 Hello there, lovey. The way ye're all decked out, it looks as if ye're the adventurin' type. That's good; we need some brave folk, considerin' what's been going on at the mine site. |
17688 What's been the trouble at your mine site, lady? |
17689 Nice speaking to you, lady, but we're in a hurry. |
17690 There's something evil in the mines, I tell ya. Several girls here in town have lost good husbands to that evil place, yet they keep sending new men to work there. I don't know what's going on, but I think it'd be really good if the bunch of you went down and took a look see. |
17691 Fine then, you adventurin' types are always so impatient. |
17692 We be proud citizens of Amn here, not pussyfoots like you northerners... |
17693 I recognize you! Ye're those adventurers who've been cleaning up on all the bandits, ain't ya? The leader of yer bunch is named <CHARNAME>. Why are ya up here at the Gate? Are ya restocking, or 'ave ya come 'cause there's evil to fight in town? |
17694 Amn? I thought this town was called Nashkel... |
17695 Watch your tongue or you'll soon be eating it. |
17696 We're just here to stock up on adventuring equipment. Would you know a good place we could do that? |
17697 Evil? Here in Baldur's Gate? Why would you think that? Have you heard rumors or any some such? |
17698 There's a lot of stores about that sell equipment and weapons, I'm sure you'll find one soon enough. Oh! It's so exciting to meet some real live adventurers. Bye, bye <CHARNAME>. |
17699 I heard some weird stuff about the merchant consortiums in town. Both the Seven Suns and Merchants' League have been acting real strange of late. Then there's that new Iron Throne that just moved in. They took over that huge abandoned tower in the west side of town. Well, that's all I really know. It was nice meeting some real adventurers. Bye now. |
17700 You've lived a sheltered life if you've never heard of the great trading nation of Amn. Nashkel here marks its northernmost boundary, though that may change before too long. Mark my words, there'll be Amnian soldiers lining the streets of Beregost by winter if those devils from Baldur's Gate don't stop sabotaging our iron... |
17701 Pleasant day to you all. My, my, you all look rather handsome decked out in your adventuring garb. That's what you are isn't it, adventurers? Well, I don't know what you're doing in our little town, from what I hear, the real excitement's happening down in Nashkel. |
17702 You heard me, pussyfoot... If you don't like it, take your troubles to the guards. This is Amnian law ye're under now. |
17703 What's been going on down in Nashkel? |
17704 Where we go, excitement follows. |
17705 Why, aren't you the most arrogant people I've come across in a long time. I guess it don't matter, your type's always been that way. |
17706 Please, unless you're here to do something about that wretched mine, leave me be. I lost my brother to its maw and now they've sent my only son into its depths. Please, have the grace to let a common woman mourn. |
17707 From what I've heard, there's some sort of trouble happening at the mines southeast of there. |
17708 I care little about your personal life, woman. Bother me no more. |
17709 Excuse me, but I think I recognize you from some descriptions I've been given. Is your name <CHARNAME>? |
17710 I have heard much about the terrors of this mine. Tell me where it is that I may cleanse it and thereby breathe new hope into your fading heart. |
17711 Yes, that would be my name. |
17712 I think you've confused me with someone else. |
17713 Oh, sorry about that. |
17714 Well, I think you should know that there's been a lot of people asking about you. There were a man and woman who were asking about someone named <CHARNAME>, and then there was this spooky fellow who was doing the same. A few days ago there was a big man who was looking for someone with your name. I don't know why ye're so popular, but I'd watch it: Some of these people didn't look too sociable. |
17715 They say that there be monsters that roam the earth's depths... Well, fie on them, for I say they have already broken free from their infernal chains to stand before me now! Go ahead, rend my flesh, you monsters, for you have already left my life in tatters! |
17716 Hey there, friend. Ye're some kinda adventurer, aren't ya? Well, I've heard that Commander Scar's been on the lookout for some hardy folk. Won't say why he needs more mercenaries, but then that's Flaming Fist business. |
17717 Heroes are made of strength and courage such as this. The mines lie southeast, beyond the fairgrounds. Now please, make haste and save the men of this fair town while they yet live. |
17718 Thanks for the pointer. |
17719 Who is this "Commander Scar"? |
17720 No problem, have yourself a good time now. |
17721 Scar? He's the second-in-command of the Flaming Fist, the right hand man of Duke Eltan. A good soldier that one, always on the lookout to keep the city a safe place. You look like adventurers. Maybe you should go see him. |
17722 Good day to you. So have you heard of all the trouble brewing in the south? Awww, you probably don't care, you don't look like the political type. |
17723 I think you've misjudged us, we're as interested in politics as the next person. So what's this trouble you were just talking about? |
17724 You're right, we don't give a damn about any politics. |
17725 Well, I guess that's yer choice, eh? See ya. |
17726 Why, nothing bad could ever happen in such a beautiful city! |
17727 The Undercellar? What happens there? Anything to do with the folks from the Iron Throne? |
17728 Aye, well the Gate, she'll learn ya soon enough. Ain't nothing or no one ever comes to this city without gettin' their souls a little blacker afore they go... |
17729 Well, from what I've heard, there's some tension between the nation of Amn and the city of Baldur's Gate. I've heard that the Grand Dukes of Baldur's Gate think that Amn's behind all of the iron troubles along the coast. Some people have even gone as far to say that Amn might be preparing to invade. I think it's just the usual rumormongering that goes on from time to time, but then, you never know. |
17730 Mayhaps it does, but I wouldn't know. That place takes all types: the filthy rich and the dirty poor, the brightest of rogues and the most tarnished of holy men... Aye, for there walk the ladies of the night and all souls sink 'fore their kisses, like moths to the light. Now go, it is best not to linger on such thoughts. |
17731 Hey there, newcomer. You'll do fine here at the Friendly Arm, as long as you don't get on the bad side of Bentley and Gellana. Just a friendly bit of advice fer the bunch of you. |
17732 Alas, the rot's got poor Ghorak. I doubt he'll be with us much longer. |
17733 We don't intend to get on anyone's bad side. |
17734 Who are these people, Bentley and Gellana? |
17735 That's good, pal. I'm glad ye're not the troublemaking kind that mercenaries usually turn out to be. |
17736 Gellana and Bentley are husband and wife. They've run the Friendly Arm for as long as anyone can remember. Bentley likes to tend the bar in the inn, while his wife Gellana is the high priestess at the temple to Garl Glittergold. They're real good people. |
17737 The rot? Why, that's horrible... |
17738 Who's Ghorak? I don't recognize the name. |
17739 Aye, it is a horror indeed and e'en more so in one who once shone so brightly. He was one of Tymora's own, and, alongside his brother Kereph, the kindest soul. But then ill befell him... It is not like Lady Luck to abandon and persecute her faithful so. |
17740 He was a fixture in this city, sharp of wit and fair of face... Indeed I loved him once, we all did! Ghorak and his brother Kereph. We were like giggling girls scattering ourselves at their feet and they treated each of us with such respect and dignity. Lady Luck loved them too, it seemed, but she is a fickle and cruel mistress. Kereph is long dead, you see, and Ghorak bears the plague. Aye, like a spurned lover, Tymora turns her loves away that she may draw them closer in the end. |
17741 Hey, aren't you <CHARNAME>? You're the one who saved the mines, killed all those dog-men. You must be real brave to have done what you did. Wow, real heroes here in Nashkel. |
17742 Hey, ain't you the folks that just finished clearing out them mines? I think one of yer names was <CHARNAME>? Well, I gotta thank you. What you done has saved our community. |
17743 I don't like the looks of it. What with the iron shortage and the bandits 'round about, no one seems to pass through the Friendly Arm anymore 'cept in gangs and armed to the teeth like you. |
17744 Hey, ain't you the mercenaries who saved the mines of Nashkel? Well, good fer you; we need more people like you. I suppose you're going to give those bandits some trouble now? Good for you if you are. You'll make a lot of people happy, you will. |
17745 A right evil man, that Bassilus! He don't just kill people, he makes them into zombies and pretends they're his family. What would make a man do that, exceptin' evil? |
17746 A more puzzling thing I've never heard. I was left for dead by the raiders, and a stranger healed me. Had the worst visage I ever hope to lay eyes on, but his bearing I cannot question. |
17747 Have you heard about those adventurers from Nashkel? They killed a thousand kobolds, they did. They must have been twenty feet tall, at least. Ehhh, I know that's ridiculous, but stories get so much better each time they are told. |
17748 Aye, I like it no more than you. The treacherous roads have near cost me my life. Which routes are still clear, do you know? |
17749 You look a lot like those mercenaries from down south I've been hearing about. Brave work, battlin' those dog men and such. I guess Amn wasn't faking the trouble in the mines after all. They could've staged the whole thing though. I wouldn't put it past them. |
17750 There should have been a merchant caravan through here just yesterday. Odd that they have not arrived yet. They were supposed to bring iron ore down from the north. I bet they suffered the same fate as all the rest. |
17751 You're the adventurers who killed all them monsters at Nashkel, aren't you? You must be really brave. If we had more like you, we'd never have to worry about things like this again. |
17752 Where is all this trouble coming from? |
17753 I've merchant relatives that routinely make the trip along the Coast Way road. They have said that the route they travel is normally bustling. Surely this could be a veritable floodgate of iron if the need were great. |
17754 Word around here is that the west road is the safest, at least for now. The road south to Beregost is dangerous but there's still been some traffic. Farther south to Nashkel is supposed to be some rough traveling. No more caravans are making it through from the iron mine down there but it's probably just as well. Their iron's been weak as tin of late. As for the road north, well... we haven't had a shipment from Baldur's Gate for more than a month. For all we know, it's been sacked and burnt. |
17755 Amn, if you ask me. The rotten iron they've been sending out of Nashkel's just salt for the wounds... They'll starve us of metal all summer and probably attack Beregost before winter sets. Gods only know if the dukes in Baldur's Gate will defend us this time. |
17756 Used to be a bandit, I was. More money there than in the mines at Nashkel, that's fer sure. Probably less danger, too, from the sounds of it. |
17757 You were a bandit, were you? |
17758 What's so dangerous about the Nashkel mines? |
17759 That I was, and I ain't afraid to say it neither. But those bandits out there now, they're different, I tell ya. They've got a mean streak in 'em and their minds set on taking over the whole area... Most of my old pals have gone missin', and I don't like it one bit. That's why I'm holed up here. I've been good to Bentley and Gellana in the past, so now it's their turn to look after me. |
17760 Know what I heard? I heard that some brave souls went through the mines and gave the beasties in there a big ol' whuppin! I sure hope it's true! |
17761 It is true indeed, for it was I, <CHARNAME>, that did it! |
17762 You and everyone else. I've already met three others that claimed the deed as their own, so you'd best get in line. As if heroes like that would be such braggarts. Sheesh. |
17763 Well, if you believed every tale you heard, you'd have to say the King of the Nine Hells himself were down at the bottom of it, smoking a pipe and making the place comfortable. To be honest, I don't know what's down there. All I know is that a lot of the folks who work in that infernal place don't ever make it back up to the surface. |
17764 If it is true, that pretty much solves all your problems, doesn't it? |
17765 Not by a long shot. Don't matter if we got ore when bandits control the roads north. Besides, everyone still thinks Amn is behind it all. If they are, it means war isn't far off. No more troubles? I wish. |
17766 It's a good day for a change. The mines have been purged and that means back to work for a lot of folks. |
17767 [no text] |
17768 Aye, the world is falling apart around us and here before me lie a band of groveling adventurers, preying on my every word to hear rumors of the latest dungeon fad... |
17769 locator feedback |
17770 Sorry to bother Your Highness... |
17771 Dungeons...? |
17772 Stuff your sarcasm and get out of here, lout. |
17773 You're pathetic... Okay, I'll rattle it off for you like I did for the last adventurer and the one before that. I have no doubt you'll share their fate. Let's see, there are the ruins of an old mage school to the southeast. Traps, dead things that try to kill you, you know the schtick... Then there's the Firewine Bridge: ghosts, winding narrow passageways, some poetry, blah, blah, blah... Honestly, I can't think of a life more tedious than that of an adventurer. Personally, I get far more out of wandering around aimlessly and scratching my arse like this. |
17774 Good news for all concerned. Any word on those responsible? |
17775 You mean the heroes? Why, sure! <CHARNAME> was the name I heard. Don't know if it's true or not though. The story gets bigger with each telling. By the time I heard it, the heroes were ten feet tall and used tree trunks for clubs. |
17776 Things will be getting back to normal then? |
17777 Well, it may be better, but we're a long way from normal. The mine may be up and running, but it will be a long while before the effect reaches the whole of the region. Bandits still hold the roads to the north, so merchants aren't going anywhere, whether they've wares to sell or not. |
17778 character sounds |
17779 Oh, I wish I could be an adventurer like you rather than a simple scullery maid like me. My sister and I would hold off a thousand Amnian soldiers, standing back to back, our arms tiring as twilight falls and mists begin to rise from the moonlit lake... |
17780 Ah, the choice 'tween scullery and skullduggery then, is it? Well, a woman's arms are as strong as a man's and your courage seems stronger yet. You are welcome to join us and your sister, too, should she be willing. |
17781 I'm afraid it often lacks the romance with which you have imbued it. Kill a single Amnian soldier, and all of Amn is after you. Stand back to back, and your flanks are unprotected. Those mists that rise from your moonlit lake are pretty to behold, but they bring rust with them and the chill of damp steel against your flesh... |
17782 You... you look familiar for some reason. Kinda like the group that stormed the mine. Leastwise you look like the description my brother Emerson gave. Ah heck, even if it's not you, I just feel like thanking someone. Good work down there! |
17783 A tempting offer but I guess I should wait for more peaceful times. There's plenty of time to dream and think of pretty pictures when scrubbing floors. Laid in a cold and shallow grave, I doubt I'd have the luxury. |
17784 Your thanks are welcome, though perhaps a reward might say it better. |
17785 Well, you've got some nerve! Sure you may have helped the town, but it's not like everything is wonderful now. I'll be back to work tomorrow, but it won't matter. As long as everyone thinks Amn was behind all of this, Nashkel could be on the front line of a war. You try to sleep at night when such as this is going on! |
17786 You've got some nerve wrecking a woman's pretty illusions like that. In times of trouble they're all we have. And without them, our children will grow up to be petty bureaucrats and mindless cogs in some Gondish machine, all harsh and bitter, never realizing that a world of wonder is still out there, somewhere just beyond their walled horizon! |
17787 It was my great pleasure to help you, the common man. I could not stand by while such villainy as this was allowed to pass! |
17788 No wonder you went down those mines. You're a complete loon. Well, as long as the job is done, I suppose it doesn't matter if your helm is on too tight. Hey, how about pointing your righteous wrath at the brigands to the north? Iron isn't going to be getting through to most of the region until the trade routes are clear. |
17789 I only did what was necessary. It could have been anyone. |
17790 Nay, it couldn't have been anyone. People were scared; most still are. Don't get me wrong, everyone is grateful. It's just that things aren't going to change much. Rumours still talk of Amnian plots and Zhentarim agents, and iron is still going to be scarce for a while. At least until the trade routes are cleared of bandits, anyway. |
17791 Armor of Missile Attraction +2 |
17792 It's back to work soon enough for most of us now. Good news, but I hear who organized the whole plot is still a mystery. Until they know for sure, the Grand Dukes of Baldur's Gate aren't going to let up pressure on Amn. |
17793 Good luck on your travels. |
17794 Wait! Perhaps it would be better if we traveled together. |
17795 It's wonderful that the mines are going to be opening again. Glad to get the hubby out of the house, I will be. He was practically going insane not being able to work. I suppose now all we have to worry about is... well... bandits hijacking all our merchant caravans. |
17796 Rezdan |
17797 Rezdan |
17798 But having the mines open will surely relieve some of the tensions in the area, won't it? |
17799 Kysus |
17800 What trouble could some paltry bandits cause? With ore being mined again, the region is on its way to recovery. |
17801 Kysus |
17802 Drasus |
17803 Oh, certainly! It's just that since the bandits attack all merchant caravans, no one dares to transport goods. They are apparently extra vicious if you are dealing in iron. We can produce it, but no one will dare the roads. |
17805 Drasus |
17806 Genthore |
17807 Well, everyone would probably relax a bit more if they knew who was behind all these plots. With all the talk of Amnian agents, Zhentish spies, bandit raids, and Baldur's Gate politics, nobody knows who to trust anymore. |
17808 Genthore |
17809 Sorry, but I don't have time for talkin'. The mine may be opening, but my life is no easier. Bandits raid every caravan we send out of town, so it don't matter if we have iron. Nobody else is going to be getting any. |
17810 So you're the high and mighty heroes who saved the Nashkel mines, eh? Pardon me if I don't jump for joy, but the only thing your efforts got me was a chance to retrieve my husband's body. I should be grateful for that, I suppose, but I don't feel too much like celebrating right now. |
17811 Your name wouldn't be <CHARNAME>, by any chance? You look a bit like the person that supposedly saved our mines. |
17812 Alai |
17813 Alai |
17814 That would be me, but I don't really want to make a big fuss about it. |
17815 This armor was the property of the famous rogue Telbar. How or why it left his possession is not known. STATISTICS: Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile) Requires: 6 Strength Weight: 8 |
17816 Why yes, I am the hero that liberated your livelihood. |
17817 Aasim |
17818 Aasim |
17819 I was going to thank you, but it sounds like you're doing a fine job congratulating yourselves. Still, you did a great service to our town. Once the bandits on the roads are dealt with, the rest of the region will benefit too. |
17820 Diyab |
17821 Diyab |
17822 You are too modest. With what you've done, this town is on its way back to normal. Not that everyone can relax just yet. Hopefully whoever was behind it all is found soon, before Amn and Baldur's Gate fall into war over it. |
17823 Naaman |
17824 Naaman |
17825 Yes, I would like your companionship. |
17826 No, I haven't changed my mind. |
17827 You're the adventurers that saved the mines, aren't you? I should be thankful and all, but I just think there's so much more to be done. The mines are clear, but bandits rule the roads and relations between Amn and Baldur's Gate are still horrible. Lots to be done yet. |
17828 Zhalimar Cloudwulfe |
17829 Zhalimar Cloudwulfe |
17830 I done heard that the mines in Nashkel are up and running again, but we still ain't got no iron because of the bandits. I bet those snakes are just using the bandits as an excuse, staging raids themselves. I knows it's all a big plot by AMN. Never did trust them. Well, if it's war they want, they'll get it! |
17831 The bandits are worse than ever now. Once the Nashkel mines started up again, attacks on caravans went through the roof. The blasted brigands have to be in cahoots with the kobolds killed in the mines. There's no other explanation for it! |
17832 You been down south recently? You see them heroes everyone is talking about? |
17833 Did I see them? You could say that. Allow me to introduce myself. I am <CHARNAME>. |
17834 <CHARNAME>? That supposed to mean something to me? Anyway, if you DO see them heroes, tell 'em thanks and all, but could they do something about all the bandits now? Seems like the mines and the bandits is linked somehow. Maybe Amn is behind 'em both or something. I don't know, but something should be done. |
17835 Well, I did hear about them. Supposedly real brave, and damn good-looking too. |
17836 Yeah yeah, whatever. I just want to know if they can do something about the bandits and such. Our weapons and tools are just about falling apart now. Never stand up against an assault from Amn in this condition. |
17837 I got customers screamin' for iron, but I don't care if the dukes themselves need ore. I'll not risk my neck on them roads until I'm sure it's safe. |
17838 I arrived in town with not too much trouble. If I could get through, why not you? |
17839 Were you laden with ore? If not, then you aren't a worthy target for them. I tell ya, they ain't after gold or jewels, only iron. You travel with a pack full of ore, and you'll be lucky to outlive the day. |
17840 Aw, quit your bellyaching. With no risk, there's no profit. If you don't go, someone else will. |
17841 You show me a merchant that will risk the roads these days, and I'll show you a man who's dead but doesn't know it yet. No, the brigands are too well organized to risk it. Who but another nation would have the resources to back them, though? Has to be an Amnian plot. |
17842 Messengers have brought news that whatever the trouble in the mines was, it's been cleared up by a group of adventurers. Good to hear, but it's still too dangerous to travel, and caravans won't risk the roads. |
17843 You... I know you. You're the adventurers that saved the Nashkel mines, aren't you? I just know it. Leader was named, um, <CHARNAME>, wasn't it? |
17844 The Grand Dukes in Baldur's Gate are sending troops to fortify Beregost and the area around Amn. I think it's because the heroes that cleared the Nashkel mines revealed a huge plot, but not who was behind it. Lots of people still think Amn wants to weaken the coast for an invasion. I don't know though... |
17845 This potion is imbued with a powerful enchantment that will simulate a temporary increase in level. The effect lasts for 2 hours, which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors. STATISTICS: Hit Points: +10% (base only) THAC0: Set to 90% of current base Duration: 2 hours Weight: 1 |
17846 Why yes, that would indeed be us. Thank you for noticing. |
17847 Maybe, maybe not. If we were them, perhaps we'd want to keep a low profile. |
17848 Oh, how could I not? Saviors you are! Nashkel will recover soon enough, and then the rest of the area will follow. Hey, THAT must be what you are doing here! You've come to get rid of the bandits! Of course that must be it! You'll be scouting around just north to find and defeat those nasty brigands! I should have known heroes such as yourselves wouldn't be just wandering aimlessly, no, <SIRMAAM>! |
17849 Lobar |
17850 Oh? OH! Of COURSE, how foolish of me! You'll be keeping quiet, so as to catch the bandits in the area by surprise! Brilliant! That means you'll be heading north to the last ambush sites. Don't worry, I won't tell a SOUL! Well, maybe Shallie. She'll never believe I met you. Oh, and maybe Dilben and Wadsworth too. I'll HAVE to tell them, just to show them up. Don't you worry though. Not a soul other than them! |
17851 I heard rumors that the mines in Nashkel have produced their first ore in quite some time. It don't mean a thing though. It'll be weeks before even an ounce gets through to us, what with bandits everywhere. They're exceptionally bad to the north, though. |
17852 This potion confers invisibility similar to the 2nd-level wizard spell of the same name. Entering combat terminates invisibility. Barring that, the effects will last for 12 hours. STATISTICS: Special: Invisibility Duration: 12 hours Weight: 1 |
17853 This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 20 (Stone Giant Strength) Duration: 2 hours Weight: 1 |
17854 This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. It can only be used by those trained in the martial arts. STATISTICS: Armor Class: 0 Saving Throws: +5 Duration: 1 hour Weight: 1 |
17855 Once exposed to air, this oil will immediately burst into flame, inflicting 5d6 points of damage (Save vs. Breath for half) to all within the immediate area around the potion. It can be hurled up to around 40 ft., at which point it hits the ground and immediately explodes into a ball of fire. STATISTICS: Damage: 5d6 (Save vs. Breath for half) Weight: 1 |
17856 This oil increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. However, this does not reduce spellcasting time. The duration of the effect is 1 hour. STATISTICS: Special: Doubles movement and attack rates Duration: 1 hour Weight: 1 |
17857 The elixir of health is a powerful healing mixture designed to cleanse the body of all impurities. First, it cures all poisons and diseases; then, once the system has been purged, the imbibed is cured by 10 Hit Points to speed the recovery process. STATISTICS: Special: Cures poison and disease and heals 10 Hit Points Weight: 1 |
17858 This potion, as would be expected, will absorb external attacks once it has been consumed. All crushing attacks made against the imbiber are cushioned so that only the strongest get through. Also, there is 100% immunity to all electrical attacks for the duration of the effect, which in this case is 2 hours. STATISTICS: Armor Class: +10 vs. crushing attacks Electrical Resistance: 100% Duration: 2 hours Weight: 1 |
17859 This potion will set the Dexterity score of the imbiber to 18, affecting Armor Class and missile attack adjustment for the duration of the effect, in this case 3 hours. STATISTICS: Dexterity: 18 Duration: 3 hours Weight: 1 |
17860 As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. STATISTICS: Special: Cures poison Weight: 1 |
17861 This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the imbiber feels an overwhelming sensation of calm and purpose, such that <PRO_HESHE> will be unaffected by threatening influences like feeblemind, confusion, fear, and charm. This feeling will last for 1 hour or until dispelled. STATISTICS: Special: Prevents feeblemind, confusion, fear, and charm Duration: 1 hour Weight: 1 |
17862 This potion will imbue the person drinking it with 50% resistance to cold damage. The effect will last for 2 hours or until dispelled. STATISTICS: Cold Resistance: +50% Duration: 2 hours Weight: 1 |
17863 This potion confers protection against physical attacks, setting the imbiber's base Armor Class to 0. The effect lasts for 2 hours. STATISTICS: Armor Class: 0 Duration: 2 hours Weight: 1 |
17864 Very much as the name implies, this potion will increase the Intelligence of the imbiber by 4 points, up to a maximum of 25. The effect will last the full duration, which is 3 hours, or until dispelled. STATISTICS: Intelligence: +4 (up to 25) Duration: 3 hours Weight: 1 |
17865 This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 feet, namely infravision. The effect will last for 4 hours or until dispelled. STATISTICS: Special: Infravision Duration: 4 hours Weight: 1 |
17866 This potion will imbue the person drinking it with 50% resistance to electrical damage. The effect will last for 2 hours or until dispelled. STATISTICS: Electrical Resistance: +50% Duration: 2 hours Weight: 1 |
17867 This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time, all spell effects of 5th level and lower are removed from the imbiber. The effect will only last for 5 rounds, however, so careful timing is necessary. STATISTICS: Special: Immunity to spells of 5th level and below Duration: 5 rounds Weight: 1 |
17868 This powerful elixir imbues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific. STATISTICS: Damage Resistance: +50% against all forms of magical non-physical damage Special: All Saving Throws are automatically successful Duration: 3 turns Weight: 1 |
17869 This potion will leave the drinker with 50% resistance to all harmful magic. The effect will last for 2 hours or until dispelled. STATISTICS: Magic Resistance: +50% Duration: 2 hours Weight: 1 |
17870 This potion will temporarily transform the drinker into a master thief. The skills that are affected are Open Locks and Pick Pockets, which are increased significantly. The effect will last for 3 hours; however, only Thieves and Bards may use this potion. STATISTICS: Open Locks: +40% Pick Pockets: +40% Duration: 3 hours Weight: 1 |
17871 This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. STATISTICS: Intelligence: +3 Dexterity: +3 Duration: 12 hours Weight: 1 |
17872 This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed. STATISTICS: Find Traps: +20% Pick Pockets: +20% Open Locks: +20% Hide In Shadows: +20% Duration: 6 hours Weight: 1 |
17873 This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 Hit Points per round. STATISTICS: Special: Regenerate 2 Hit Points per round Duration: 3 turns Weight: 1 |
17874 It will be as if a higher being had stepped into the drinker's head, filling it with intuitive thoughts and amazing insights. The effect is to set the Wisdom of the person to 18 for approximately 6 hours or until dispelled. STATISTICS: Wisdom: 18 Duration: 6 hours Weight: 1 |
17875 This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to set the Strength of the imbiber to 18 for approximately 4 hours or until dispelled. STATISTICS: Strength: 18 Duration: 4 hours Weight: 1 |
17876 You have been cursed with confusion. |
17877 You have been cursed with a drunken stupor. |
17878 Karlat |
17879 Karlat |
17880 Neira |
17881 Neira |
17882 Hi, friend. I've not seen you here before today. What brings you to the Friendly Arm? |
17883 Nothing much, really. Just road-worn travelers, looking for a place to rest. |
17884 I am here to meet some friends. |
17885 I'm not your friend and my business is my own. |
17886 I see, I see. Pardon my being too forward, but you've the bearing of someone I've been looking for. About your height, they were. Same style of dress, or thereabouts. I daresay, you seem to be the spitting image of them. Might you have traveled from Candlekeep, by any chance? |
17887 You have been cursed with lethargy. |
17888 Actually yes! I was there until quite recently. |
17889 I may have visited there on occasion. What of it? |
17890 Candlekeep? Never heard of it. |
17891 Well, that just about clinches it then. By any wild stretch of the imagination would your name happen to be <CHARNAME>? |
17892 Why yes, good sir, that is my name. It would seem that I am the one you have been looking for. |
17893 Never heard that name before in my life. Sorry. |
17894 Yes, yes it would. In that case, don't move. I have something for you. |
17895 Really? I would beg to differ. You fit the description, so I think it would be safe to assume you are the one I seek. Don't move. I have something for you. |
17896 Oh, you must be whom I am to meet then. I will take you to your friends, but first I should be sure you are the correct person. Is your name <CHARNAME>? |
17897 Why, yes it is. |
17898 Sorry, but no. I don't think you're the person I'm supposed to meet. |
17899 Perfect. You are indeed the person I seek. Hold still a moment, won't you? |
17900 How rude. No really, that is utterly rude of you. I'd teach you a lesson about manners, but that implies that you are going to live. If I weren't going to anyway, I'd kill you just for being so uppity. |
17901 Oh, nothing really. I'm just looking for someone from that region. Would your name be <CHARNAME>, by any chance? |
17902 Why, yes it is. |
17903 Never heard that name before in my life. Sorry. |
17904 BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of <CHARNAME>, the foster child of Gorion. Last seen in the area of Candlekeep, this person is to be killed in quick order. Those returning with proof of the deed shall receive no less than 200 coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. |
17905 You're at the end of your rope, I'll wager. Not that it's anything personal, you understand, but I'm afraid your time on this here ball of mud is just about done. |
17906 Why are you doing this? I've done nothing to you. |
17907 Whatever you're being paid, I'll double it. |
17908 I hope you've the will to back up those words. |
17909 You've done nothing to anyone, far as I know. Don't matter one whit to me. A price is a price and a head is a head, and whenever the two meet, there's old Karlat makin' his living. Like I said, it's nothing personal. |
17910 Will you, now? Somehow I doubt it, but then I don't meet a lot of honest people in this business. Never have the money on them, and never come back if they say they're going to go get it. It doesn't matter though. I'd never take your panic money over a proven contract. It's just not sound business. |
17911 Aye, that I do. The will AND the way. Shall we get to business then? |
17912 BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of <CHARNAME>, the foster child of Gorion. Last seen in the area of Candlekeep, this person is to be killed in quick order. This offer has been extended to all appropriate guilds. Those returning with proof of the deed shall receive no less than 350 coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. |
17913 Just fancy my luck seeing you stroll in here, bold as day! I expected a hunt and a chase from the description, but who am I to argue easy coins in the purse? May the Lord of Shadows guide you swiftly to your death! |
17914 I would first know my attacker! Why are you doing this? |
17915 I will defend myself, if I must! If you wish to die, then attack as you will! |
17916 Is there no compassion in your heart? Will you not reconsider? |
17917 If money be your motivation, surely we can make a deal? |
17918 Who I am is unimportant, though my name is Neira. What I am, is a hunter of bounties, and on your head is a lovely little sum. Does this satisfy your request? I thought it wouldn't. No matter. |
17919 By all means, defend as you wish. If you were to simply lay down and die, there should be no intrigue in this profession at all. |
17920 To put it as succinctly as possible, no. |
17921 Sorry, chum, but I can't stop to chat. There's been another caravan raided northeast of Beregost and I must report of these dire straits to the Grand Dukes. A messenger's work is never done. |
17922 I have made my deals and shall abide by them. Some others might yield to such an offer, but I would say that they lack focus. |
17923 BOUNTY NOTICE Be it known to all those of evil intent, that a bounty has been placed upon the head of <CHARNAME>, the foster child of Gorion. Last seen in the region of Beregost, this person is to be killed in quick order. The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions. This offer has been extended to all appropriate guilds. Those returning with proof of the deed shall receive no less than 680 coins of gold. As always, any that reveal these plans to the forces of law shall join the target in their fate. |
17924 Draw your daggers and spells, and let's have at 'er! You've crossed our employers, and this is as far as you're going to go, my friend. Should've known that lazy bounty hunting rabble wouldn't get the job done. Never settle for second best, I always say! |
17925 You had best step aside, if you know what's good for you! |
17926 You want to know what I always say? "Always kill the mouthy one," that's what I always say. |
17927 I don't suppose you would care to talk this over? There's no need for bloodshed. |
17928 I know exactly what is good for me! It is good for us to kill you and get paid a large sum of gold! I would say that is good. My party members here think that is good. Those are the votes that count! |
17929 HAW! A good saying! I will use your head for a puppet and make it say it over and over while we drink large amounts of mead! Life is pretty good, you know? |
17930 No need for bloodshed? There's an incredible need for bloodshed! We've been looking forward to it all day! You fight very well, so we are here to stop you. You don't think they call us in to squash bugs, do you? |
17931 We have need of your services yet again, Drasus. We are expecting an incursion at our mine location in the Cloakwood. You are to accompany Davaeorn to the site and prevent entry or assault by anyone that is foolish enough to challenge you. Your standard fee shall be doubled in this instance. If all goes well, you should look forward to more of the same. Rieltar |
17932 No time, no time! On the run with info! Off to Amn to report of things most dire indeed! Bandit raids increasing, iron ore depleting, and everyone is up in arms about their lack of arms. No wonder relations are strained to the brink. On my way I am to AMN. |
17933 Speedy delivery, speedy delivery coming through. Must inform the Grand Dukes of the Nashkel mines liberation. They must be told iron supplies will return to normal once trade routes are reliable once again. Speedy delivery, coming through! |
17934 What was the purpose of this installation? |
17935 The mine? Um, I... I think they were going to try to look like the saviors of the day, riding in with their stores of iron to equip the troops or something like that. With the bandit raids and the rumors about Amn, the Iron Throne figured that the dukes of Baldur's Gate would think they needed arms and ore quickly in case of Amnian attack. They... they figured they could get exorbitant prices or better yet, sanctions against competitors and an easing of trade laws for themselves only. A quick way to install themselves as an underground power on the coast. That's all I know about it, I swear! |
17936 Hthsss! You startled me, child. |
17937 What are you doing to that cat? |
17938 Those before us were fools, as you are. Those before us were weak, as you are. Those before us were not Zhalimar, or Gardush, or Naaman, or Diyab, or Aasim, or Alai. Those before us are dead, as you will be. So it has been decreed; so it shall be done. So orders Sarevok! |
17939 You have breached an inner circle, fool. There are no hired lackeys for you to bribe here, no mercenaries that slather at the sound of coins. We are servants of Sarevok and Sarevok alone, selected by hand to protect his destiny. You... are an insect. You... will be crushed! His will... be done! |
17940 This is an exit of sorts, and you will indeed be leaving. I would hazard a guess that the situation shall be a bit more permanent than you would have liked. Long ago you crossed the line that would have allowed for your survival. So it has been ordained; so it shall come to pass. So commands Sarevok! |
17941 I have a task for you and those you have selected. You, the first of the faithful, are to stand ground in my stead. Be assured that I would not belittle your devotion with simple guard duty. This chore is of particular interest to me, and thus to you. <CHARNAME> has become as a thorn in my side. I wish it removed. Do so, and you shall please me greatly. Such is your charge. Do not fail in this. Sarevok |
17942 It's a shame my line of work doesn't allow for leisurely chats, but it's an important job. Must run the message through, rain or shine or gibberling. Amn grows weary of invasion accusations, and is demanding restitution from the Grand Dukes of Baldur's Gate. This will not sit well indeed! Make way! |
17943 Must get through to Amn, I must! Baldur's Gate demands a stop to the raids of its merchant caravans. I deliver messages quick and true, but when last I heard, Amn was requesting the same of Baldur's Gate! Someone is certainly confused somewhere, but it's not my business to think. Must run! |
17944 Must dash to Beregost, I must! Governor Kelddath must be told of the extra troops being sent his way! Beregost is to be garrisoned in case of Amnian attack, though Amn has denied such intent. Of course they would deny it, the snakes! Make way for the messenger! |
17945 Heh? Who? Get outta my yard, you hooligans! Kinda hard to be a hermit when people keep pestering for hints about the nature of existence. Read a book people! Portalbendarwinden does so command. |
17946 [no text] |
17947 Your... yard? No, wait! Please, I was hoping to speak with you. Has your isolation given you any insights I may benefit from? |
17948 Don't speak to me of such nonsense, old fool. Have you anything useful for me? Information or items perhaps? |
17949 My apologies for disturbing your peace. No doubt you are so isolated because you wish to remain alone. |
17950 Eh, insights? Um, never take raisins from rabbits, never spit in a man's face unless his mustache is on fire, and don't take any wooden knickers unless you've a good supply of salve. |
17951 This potion acts like the spell Free Action when consumed. The drinker becomes completely immune to any effects that influence action or movement, whether it is magical in origin or not. The duration of the potion is 2 hours. STATISTICS: Special: Free Action Duration: 2 hours Weight: 1 |
17952 The potion of firebreath magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The user does not drink this potion, but instead uses it on an enemy. The effect does 6d10 damage to the target with a Save vs. Breath Weapon for half. STATISTICS: Damage: 6d10 (Save vs. Breath for half) Weight: 1 |
17953 Once consumed, this potion will cause a surge of energy to travel through the body, setting the drinker's Constitution to 18. This provides all the bonuses of having a high Constitutionâ€â€such as Hit Pointsâ€â€for the duration of the effect, which is 3 hours. STATISTICS: Constitution: 18 Duration: 3 hours Weight: 1 |
17954 I... see. Thanks for your time but I'll be going now... quickly. |
17955 "That" was all you have to offer? Quite the letdown after the length of time it took to find you. |
17956 Okay, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the Nine Hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?! |
17957 I've heard lots of talk about war: It's all my husband and his loudmouth friends can talk about. I don't believe it for one second! Amn and Baldur's Gate have always been at peace, and I think it'll stay that way. |
17958 Those new Iron Throne people scare me. Ever since they moved into the west tower, things have gotten worse for us little folk. I know it's kinda paranoid to blame the Throne for all the bandits and the iron thing, but none of that happened until they showed up. |
17959 Hello there! You're adventurers, aren't you? You must be real brave to have to fight monsters and such. Um, you know if any of you are wantin' to have a good time, I know a place: It's called the Splurging Sturgeon, and it's located in the northeast of town. |
17960 I'm sorry to be so intrusive, but aren't you those adventurers who cleared out the monsters at the mines of Nashkel? I just have to say how pleasant it is to see people who are willing to risk their lives to help others. |
17961 Hmm? Oh yes, that and my disturbing personal habits. As well, people don't mind advice when they're looking for it, but having someone around continually spouting proverbs and truisms really puts a damper on the picnic. It's worse than when the ants steal the cheese, if you know what I mean. Eh? EH?! Wow, you're really hard to look at. |
17962 Adventurers! Don't you go telling any children your fanciful stories about monsters and swashbuckling. All you do is get the wrong idea in their heads. |
17963 If I had wished comments about my appearance, I would have asked for them. Bah! I have no time to waste on such as you. |
17964 Damn it all! You go through a hard day's work, just so you can see some fancy pantsy adventurers strolling down the streets like they own the city. Why don't ya get a real job, ya flakes? |
17965 Captain Brage went missing a few days ago. Ma and Pa told me that he's crazy. Sometimes at night I'm pretty sure that he's roaming around the woods just outside our house but I'm too afraid to go outside. |
17966 I have to tell ya, keep away from anybody claiming to be a member of the Iron Throne trading cartel. They're bad folk, and not to be trusted. |
17967 I get you. Matter of fact and straight to business. I like that. No, no, "like" is the wrong word. "Hate" is more the feeling I was trying to capture in that phrase. I rather think I've nothing to say to you; now please leave and turn your aura down when you go. You are intensely hard to look at. |
17968 Hey, ain't you those heroes from down south? You guys did real good, wupping those bandits' asses. I always wanted to be an adventurer, but ya know how things work out. Good luck to all of ya! |
17969 What? What about my aura? Please, tell me what you see. |
17970 Ahh, take your mumbo-jumbo and stuff it someplace warm and wet. |
17971 Wow. You guys are real adventurers. Ain't too often that country girls like me get to see a real 'venturer. It must be pretty excitin' to go to far-off places and meet so many different people. |
17972 Oh, I see! Now that I've something to say you're all, "please, what do you see?" and "I'm sorry I trod on your begonias." Well, I've better things to do. Suffice to say that you are decidedly shiny on the inside, regardless of your dim exterior. I would imagine that you're not entirely normal, but I didn't need a third eye or fourth leg to tell you that. Now off with you, before I am forced to... well, probably flee. |
17973 You people must be crazy to travel the roads these days. With all the bandits about, you gotta be rather foolhardy to leave the safety of town. |
17974 I think my husband may take it the wrong way if he saw the bunch of you talking to me in the street. He's got a real nasty temper, and he's real jealous too. Sorry to be so rude, but it's for your own good. |
17975 Well... someone certainly woke up on the wrong side of the realms this morning. So be it, I shall say my piece and nothing more. You have an exceptionally unstable aura because you are literally at odds with yourself. I have not seen your like before, but I get the feeling that is because your type does not survive exceptionally long. Your battles to come are both physical and otherworldly, but I cannot discern the outcome. Your coin is on its edge. If that means nothing to you, then I cannot help. Leave me now. |
17976 You new to town, eh? Well, if I were you, I'd just turn around and leave. Ever since the monsters started the killin' in our iron mines, this town's been cursed. Just a few weeks past, our guard commander lost his mind and slaughtered his family. No good to stay here, trust me. |
17977 This potion will protect the drinker from all forms of petrification and gaze attacks. The effect will last for 1 turn or until dispelled. STATISTICS: Special: Immune to petrification and gaze attacks Duration: 1 turn Weight: 1 |
17978 If you've come to town looking for work, you may as well pack up and go back to whence you came. Our mines to the east are soon to be closed down. No one's willing to work there anymore, 'cept the foolhardy and the desperate. Something's down in those mines... something evil. |
17979 Hey there, friend. Looks like you and yer group are a traveling band. Well, if ye're lookin' to have some fun or maybe restock on your traveling equipment, the place to go is the fair. It's just east of town. The fair ain't too lively, with what's been going on in the mines, but you'll find what ya need. |
17980 What brings your band to our little town? Not much to see here; we're the pimple on Amn's buttocks. If you insist on staying, here's a little word of warning: People are real touchy, so don't go 'round stirring up any trouble. |
17981 If that is what you wish, then feel free to hit the ol' dusty trail. Regardless, I have places to see and people to do. Leave me. |
17982 I heard that there's a lot of money to be made in Nashkel. The people of the town are desperate fer mercenaries. From what I hear, their iron mines are infested with monsters, and since the mines are the town's main source of income... Well, they're rather eager to get things back to normal. |
17983 Red Potion |
17984 Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerer's dream, but that would depend entirely on who you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% Magic Damage Resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork. STATISTICS: Special: +50% resistance to all magical damage Intelligence: 25 Wisdom: 3 Strength: 3 Duration: 24 hours Weight: 1 |
17985 Louise |
17986 Violet Potion |
17987 Greetings, you're new around here, aren't you? We don't see many armed people here in Nashkel, well, except for the Amnian soldiers that is. I've been hearing rumors that bandits and the like are taking over the countryside. To see someone outfitted like yourself, it must be true. |
17988 I hate this stupid town. Nothing ever happens around here. A person could die just from the boredom. What we need around here is a good war; that'll spice things up. Good for the economy. |
17989 My husband does a lot of traveling. He says that monsters as well as bandits are hitting caravans. Rarely are the denizens of the surrounding area so bold. |
17990 I hear they have the softest silks and rare textiles in Baldur's Gate. It must be quite the trading port to have such finery. You can purchase most anything there, I have been told. |
17991 This is one of the oddest potions you have ever examined. Once drunk, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan-like actually, while Dexterity and Constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink. STATISTICS: Strength: 25 Dexterity: 3 Constitution: 3 Duration: 24 hours Weight: 1 |
17992 Wait... I'm sorry, but you have misconstrued my meaning. A bit blunt I am at times, but I shall speak plain if you wish. I meant that your aura is hard to look at. It is exceptionally volatile. You are at odds with yourself in a most literal fashion. I've not seen another such as you, though I get the feeling that your type does not live exceptionally long. I would predict a violent end for you, but I can see nothing of your future. It would seem that your coin is on edge. Enough chatter, I have wasted too much of your time, and mine. Leave me. |
17993 Your insults are misplaced. I only wished to speak, and you could have simply said no. I will leave you. |
17994 I've never been satisfied with the dresses made by Elma Spitwrack. The workmanship is shoddy and the material is coarse. I've never understood why she is considered so highly by the fashion establishment in Waterdeep. I think that a blind goblin could make a better dress. |
17995 Most interesting... After combining mandrake and nightshade, the world slows down and rabbits steal my pants. Lord Engles suggests that an Avatar is to blame but I think he's talking rot. |
17996 If you'll excuse me, I really find that I have no reason to speak with a mangy group of dirty adventurers. Go off somewhere and play your little sword and sorcery games, but please don't do it around me. |
17997 [BEAR, POLAR 09] |
17998 You'll reach the hells before Krystin. |
17999 Inventory Is Full |
18000 Run the game in full-screen mode. |
18001 When sprite mirroring is enabled, the computer draws a sprite backwards (left to right) when a character turns to face the opposite direction. This technique saves memory, since not all of the character's direction sprites need to be loaded. |
18002 That character is too far away. |
18003 biography |
18004 Enable this option only if the video card does not draw mirror images correctly. |
18005 Import Character |
18006 Enable this option only if the video card displays the color green around sprites. |
18007 Enable this option if graphic anomalies appear in the game. |
18008 This slider controls the volume of background noises that are part of the scene. |
18009 This slider controls the volume of miscellaneous sound effects. |
18010 This slider controls the volume of character dialogue. |
18011 This slider controls the volume of the music. |
18012 This slider controls the volume of the movies. |
18013 Play battle cries during combat. |
18014 Hear footsteps and other sounds caused by creature movements. |
18015 Display subtitles for character sounds. |
18016 These buttons control how often party members say their command sounds. Always: Whenever a character is given a command. Seldom: When the character is selected and given an initial command. Never: Disables command sounds. |
18017 This slider controls the delay before a tooltip appears over a control. The maximum value disables tooltips. |
18018 This slider controls how fast the area scrolls in response to mouse movement. |
18019 This slider controls how fast the area scrolls in response to the keyboard shortcuts. |
18020 This slider controls the difficulty level to be used in combat. The middle setting is true AD&D. IF YOU WANT TO PLAY THE GAME USING THE TRUE AD&D RULES, THEN DON'T TOUCH THIS SLIDER. If you move the slider to an easier setting, then you will receive proportionately less experience points. The reverse does not apply when you use a harder setting. |
18021 Always dither characters obscured by objects. Otherwise, characters are only dithered when the cursor is over them or their portrait; when not dithered, obscured characters are not displayed at all. |
18022 Enable this option to hear environmental audio effects such as echoes in caves. This option requires a sound card compatible with the EAX standard. |
18023 Enable this option for gory combat animations. |
18024 This slider controls when the ellipsoid markers are rendered under creatures. Minimum – picked creature Low – picked creature or selected character Medium – picked creature or selectable character High – picked creature or selectable character or targeted creature Maximum – all creatures and characters |
18025 This slider controls when the locator arrows appear that indicate the direction of a character off-screen. Minimum – never Low – character takes damage Medium – character is picked High – always |
18026 Enable this option to see a character's "to hit" rolls in the dialogue window. |
18027 Enable this option to see combat information messages in the dialogue window. |
18028 Enable this option to see a character's action messages in the dialogue window. |
18029 Enable this option to see character state messages in the dialogue window. |
18030 Enable this option to see character selection text in the dialogue window. |
18031 Enable this option to see other types of messages in the dialogue window. |
18032 Pause whenever a party member is hit. |
18033 Pause whenever a party member is seriously injured (reduced to fewer than 30% Hit Points). |
18034 Pause whenever a party member dies. |
18035 Pause whenever a party member is attacked. |
18036 Pause whenever a party member's current weapon becomes unusable. |
18037 Pause whenever a party member's opponent is killed. |
18038 This panel controls the appearance of the graphics in the game. |
18039 mage |
18040 This panel controls the volume of various types of sounds used in the game. |
18041 This panel controls what sorts of sounds are played during the game. |
18042 This panel controls various user-interface features and customization options of the game. |
18043 This panel controls the amount of visual feedback that the user-interface provides. |
18044 Choose the conditions under which the game should automatically pause. |
18045 Please keep your voice down, will you? It's hard enough getting the hang of this fish-wrangling business without you scaring them all away. |
18046 Fish-wrangling? I take it you've never done this before? |
18047 Bah! As if I care for your woes. I make noise as I wish. |
18048 My apologies. I'll leave you to your work. |
18049 Nay, I have not. Used to be a miner, I did. I've sunk to this to feed my family. Not that it's a bad way to make a living, mind you. I just prefer having a good solid pick in my hands and sweating while I work. There's too much standing about waiting for the fish to bite. Ah well, we do what we must. |
18050 If'n I weren't a gentleman I might have something to say to you about that. As it is, go and make your noise. Splash about if you will, and indulge your childish nature if you must. I hope you get a leech. |
18051 I thank you, though this is not my true calling. I much prefer the mines, but I also prefer remaining alive. It is simply not a safe time to be a man o' the deeps. Have to feed the family somehow though. |
18052 A hearty welcome to you! Come to test your mettle against the denizens of the waters, have you? A fine profession it is, and I've not enjoyed myself so in ages, simply AGES! |
18053 You stay by the water in case the villagers come at you with torches, don't you? |
18054 Pardon me for noticing, but you seem a touch Oh, how shall I put this? A touch loony. |
18055 Leave me be. Your demeanor practically makes me ill. |
18056 I fail to "catch" your meaning. Eh? "Catch"? Yeesh, quite the stoic bunch of prudes, aren't you? No matter, I shall put the brightest shine on the day that I can, regardless of how unappreciative the audience. Torlo appreciates my good humor, don't you Torlo? I say, DON'T YOU TORLO? A bit moody, that fellow. |
18057 You are entitled to your interpretation, though I prefer to think of myself as optimistic. I've been put out of work because of the iron shortage too, blah blah blah and all that rot. I have simply chosen to not let it get me down. So I'm out of the mine, so what? I'll fish for food, and look decidedly less pale at the end of the day because I got some sun for a change. Now if you don't mind, I've some SINGING to do! |
18058 Ooooo! A sourpuss, eh? Well, best you be moving on then, because I won't be letting your foul mood darken my day. Sure there's trouble in the mines, bandits roaming the woods, and all manner of beastie munching on innocent travelers, but if you dwell on every little detail it's eventually going to drive you nuts. NUTS! I for one am not going to let that happen to me. No, <SIRMAAM>, not going to happen. |
18059 Leave me be. I'm pickin' fruit for Mommy. Every little bit helps, she says, so I'm gonna help. |
18060 Do your parents know where you are? |
18061 Isn't it dangerous for you to be out here? |
18062 Little brat shouldn't be out in the woods alone. Go on, get! |
18063 Momma thinks I'm playin' at Betsie Finkle's house, but her grandma smells funny so I never go over there. I just told Momma I was there so she wouldn't worry. I'll pick some fruit or berries or whatever, and Momma can make pies to sell or something. I'm safe 'cuz I'm small and quick. |
18064 Yeah, I s'pose. I'm fast though, and town is only a little ways away. I was chased by a gibberling once, but Bunky's dad is a guard and he smacked that grass monkey like it had never been hit before. They keep clear of town. Bandits don't go for kids much, neither. They only hit ya if you're packing ore to town. I gotta get back to pickin', okay? |
18065 Tough bunch o' jerks, huh? Think you can push me around just'cuz you're big? Well, when I'm growed up I'll smack you so hard you'll starve to death doing cartwheels! Just you wait! |
18066 Don't you be getting any closer or I'll have Mom come and give you the belt! |
18067 Relax, kid, I don't want to hurt you. |
18068 Ahh, beat it, child. I've got no time for your whining. |
18069 As you would have it. I did not want to frighten you. |
18070 Oh, sure! That's what that other group of bandits said, and then they went and attacked a caravan I just saw leave. They were a bunch of liars, probably just like you. Get lost! |
18071 Big dummies. If my buddy Albert were here, he'd turn you inside out or somethin'. His mom lets him go wherever he wants, 'cuz he's tough. He'd smack you good! |
18072 Maybe you're not so mean, but that don't mean nothing! Them other bandits didn't seem mean, until they attacked old man Brill. Stupid bandits and their stupid iron. Leave me! |
18073 Well, don't you just add to the local color? Quite the smashing bit of dress you wear there. I'll have to look into such sundries when I next attend one of Lord Ribald's full dress costume affairs. I'd be the talk of Neverwinter, I would. |
18074 Am I to understand that you are from that faraway city? |
18075 Bah! I have heard of such a city, but I have my doubts as to whether it even exists! |
18076 Oh, I actually hail from Waterdeep. The great City of Splendors has much more in the manner of social luxuries suited towards my particular tastes. I do, however, make a point of keeping in touch with Neverwinter, though I have only visited once previously. It was quite popular in those nights, if I recall correctly. I'm going to make a second trip in the coming year, and I'll wager it will be as popular again. |
18077 Perhaps not yet, but soon. |
18078 Hello... well... I was about to tell you not to come any closer, but that never seems to work, does it? Well, regardless, I should remain true to the genre. Don't come any closer or I'll JUMP! Yeah, you heard me, and I'll do it, too! So... don't come any closer... again. And don't try to stop me! |
18079 Okay...? You aren't going to do a thing? Wow. You... you must have incredible faith in my will to live. No one has ever shown such trust in me, not ever! Not even mumsey! Thank you so much for your quiet faith! I choose to live! I CHOOSE TO LIVE! Oh, no! I have to get home before mumsey finds the note! She has no stomach for such things. I'll have Jeeves double her usual cocktails and tell her of my new resolve! Thank you so much. Tra la! Life is grand once again! |
18080 [ZOMBIE 01] |
18081 [ZOMBIE 02] |
18082 [ZOMBIE 03] |
18083 [ZOMBIE 04] |
18084 [ZOMBIE 06] |
18085 [ZOMBIE 08] |
18086 [ZOMBIE 09] |
18087 [ZOMBIE 05] |
18088 Character Biography |
18089 No, by all the gods do not do such a thing! There is so much to live for! |
18090 What a tool. |
18091 By all means, jump if you must. More air for the rest of us. |
18092 [no text] |
18093 You're right, of course. What a fool I was to think this would solve anything. It didn't solve anything the last time I stood here and was stopped, nor the time before that. I really should develop a better method of dealing with adversity. It's such a long walk as well. Hmm, perhaps if I had mumsey construct a cliff closer to town. Ah well, thanks for your concern. Ta. |
18094 Protection Scroll |
18095 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 Speed Factor: 10 Proficiency Type: Crossbow Type: Two-handed Requires: 12 Strength Weight: 14 |
18096 HOW could you be so CALLOUS? I am so obviously in PAIN here! Have you no care for MY needs? No, of course not. No one does. Not Mumsey, not Daddums, not Jeeves. I bet they'd be glad I was gone. If fact, I'd probably be doing them a favor! That's it, I'll stay alive just to spite them! I'll be the most miserable, selfish, upstart of a child! Actually, this won't be much of a change, but now I'm justified! Life is good. |
18097 Keep low and quiet! Can you smell it? Ogres on the breeze. Two, maybe more. |
18098 A Protection From Poison scroll offers protection to the target from all forms of poison, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 6 hours. STATISTICS: – Renders the target immune to poison and neutralizes any poison already affecting the target Range: 30 ft. Area of Effect: 1 creature Duration: 6 hours |
18099 You seem to know the area pretty well. Do you have any clues about the iron crisis? |
18100 I ain't got a care for the politics and crap goin' on. Take all that flamin' garbage and toss it to the crows. Take all the metal away too, for all I care. Don't need it to hunt. Don't need it to kill. Don't need it to smell them ogres neither. Take my advice... er... mac, keep yer weapons ready. |
18101 I sure could use another talented hunter in the party. What do you say? |
18102 This ain't no team sport, not for me at least. I work alone. Don't need you slowing me down. Take a walk, kiddo. |
18103 You seem pretty good at what you do. |
18104 You could say that. Ain't pretty though. |
18105 If ye don't mind, please try to keep your voices down. There be beasties about with better hearing than we. |
18106 You seem quite at home out here. What's the most dangerous thing you've seen? |
18107 What should I be wary of in this area? |
18108 The most dangerous thing I intentionally went after? Stalked an ogre mage for a few days once. Had a party of me own back then. Killed the ogre, lost the party. Not really worth the trade, if you ask me. I've seen more dangerous beasties, but usually over my shoulder as I'm making tracks as fast as I can. No shame in running when your life is on the line. Off with you now, I've meat to catch. |
18109 'Round here? I wouldn't worry yourself too much, unless you're brainless and charge everything you see. Mostly gibberlings, but they aren't too much of a hassle. A fair bow and good sword arm could handle one, maybe two. More with mage or cleric backup. Wolves have become a bit more predatory lately. I think it's because more people are hunting for their food, seein' as how the iron shortage took away their normal livelihoods. A hungry wolf is a nasty thing, and I wouldn't travel without a group if I were you. |
18110 I did not intend for my words to scare you away. They were a simple warning of dangers true, and meant as nothing more. The occasional chat is certainly welcome, but perhaps today is just not the best day for it. The denizens of this wood seem to have grown rather aggressive lately. As gruesome as it sounds, they've probably become accustomed to humanoid meat. Can't really blame them, though. Too many people lost their means to the iron shortage and have turned to the land for sustenance. Monsters and animals must find food somewhere. I'd keep your weapons at the ready as you travel. |
18111 Sorry to have disturbed you. I'll be on my way. |
18112 Let them hear! I am more than able to handle whatever comes! |
18113 Wilco |
18114 Wilco |
18115 Sprat |
18116 Sprat |
18117 Andout |
18118 Andout |
18119 Binkos |
18120 Binkos |
18121 Mick Feelie |
18122 Mick Feelie |
18123 Roger |
18124 Roger |
18125 Bub Snikt |
18126 Bub Snikt |
18127 Aoln |
18128 Aoln |
18129 Chase |
18130 Chase |
18131 Lord Foreshadow |
18132 Lord Foreshadow |
18133 Portalbendarwinden |
18134 Portalbendarwinden |
18135 Chelan |
18136 Chelan |
18137 Torlo |
18138 Torlo |
18139 Mmm... Xzar has spoken highly of you in his reports. |
18140 Xzar is an addled fool. |
18141 Reports? What reports? Who are you? |
18142 Of course he has. Am I not among the finest beings to have ever trod the surface of the realms? |
18143 Yes, but a necessary one and a useful tool, wouldn't you agree? Like yourselves, we are no friends of the Iron Throne. I have instructed Xzar to accompany you to the Iron Throne tower in the west end of the city. Even madness has its place, yes? |
18144 Thank you for your assistance. |
18145 Xzar, Montaron, you, these men around you... Who am I dealing with here? |
18146 Keep to the shadows. |
18147 Good day, travelers. Mmm, Edwin, I did not expect to see you so soon. I hope your... business has been attended to, Edwin, for if it hasn't, then you should do so soon. I think that Zulkir Nevron would be most disappointed if he were to hear that you failed. That is all that really needs to be said. Good day again, and goodbye. |
18148 Has Xzar not told you? Perhaps I have spoken too soon. We are the Zhentarim and I am Xzar's superior. He has been making regular reports to me about your party and the progress of your investigations into the iron crisis. Your work has been exemplary and of great service to our cause. Now go, purge this city of the Iron Throne's presence. They have become more than a nuisance to us... They have become a threat. |
18149 It is so sad to have met you this fine day. Normally, we would be quite ecstatic to have visitors, but in these troubled times we really do desire privacy. We just can't afford to have anyone knowing that we're here. That is why you must die. |
18150 Yes, he did mention your arrogance... The Iron Throne is based in a tower in the city's west end. I have recommended to Xzar that you focus your investigations there. Now, please, leave us be. It is not wise to speak of these things as openly as we are now. |
18151 I see Montaron is with you but what of Xzar? By all that is dark, this does not bode well for our plans. |
18152 Just wait a moment! We won't bother you, just let us go on our way, and you'll never see us again. |
18153 What plans? |
18154 Who are you? |
18155 We're not scared of a bunch of posturing red-robed freaks! |
18156 Xzar did not have time to tell you, then... The Iron Throne has many enemies. I am one of them. Xzar was another. He had been making regular reports to me about your party and the progress of your investigations into the present crisis. When the last few reports didn't come, I assumed that the messengers had been forced to take a more lengthy route due to the bandit activity. But this, this is far worse. Alone, Montaron is of little use to us and you... I do not know if you can be trusted... Please, leave us be. It is time for us to revise our thinking on this entire matter. |
18157 Please don't kill us. We don't want to die. |
18158 Sorry, but the Red Wizards of Thay are not known for their magnanimous nature. We're going to have to kill you. |
18159 A group of arrogant whelps! This is such a reward, and will make your deaths all the more sweet. |
18160 If Xzar were still with you, I would tell you more. Suffice to say that we are enemies of the Iron Throne and, for that reason, friends of yours. They are based in a tower on the west end of the city. I would urge you to focus your investigations there. |
18161 Oh, look what a cute little party... invading our space! We were preparing a ritual, and you all but ruined it. |
18162 I'm sorry. Am I interrupting something? |
18163 What do you mean your space? This is a store and I'm a customer. |
18164 Thank you for that wonderful display of simian logic. Now scram. |
18165 What's a simian? |
18166 For your information, a number of important sociological and psychological theorists have posited that stores exist in an intermediate space, neither private nor public in nature but combining elements of both. Displays in store windows, for instance, can best be viewed as mental constructs projected onto the public consciousness as a means of engendering mass conformity derived solely from the supposedly private domain of consumer choice. |
18167 A monkey, a moron, a chimp... Boys, put this one out of its misery. |
18168 Ack! It's enough to drive one mad... Make it stop, make it stop! |
18169 Like an extremely difficult spell, perchance? Yes, I would have to say that maybe you ARE interrupting something! |
18170 I'm very, very sorry. I'll leave now. |
18171 Then go do it someplace a little more private. |
18172 *sigh* What does it matter now? Do what you will... |
18173 How about a fireball up your arse? Is that a little more private? Go ahead, let's see you interrupt this one! |
18174 [no text] |
18175 Niemain |
18176 Niemain |
18177 Oulam |
18178 Oulam |
18179 Wheber Ott |
18180 Wheber Ott |
18181 You there, is your name <CHARNAME>? Hurry up and answer. Your answer better be the truth, for your life depends upon it. |
18182 Lighten up, girl. We're not going to tell you our name, so why don't you and your little amazons wander back to wherever you came from? |
18183 Yes, my name is <CHARNAME>, what of it? |
18184 No, that isn't my name. I think you have the wrong person. |
18185 You insolent pigs! You know not who you speak to. Your arrogance will cost you your lives. |
18186 That is good. My companions and I have tracked you for many days and I am to give you a message. You and your friends are to die. Your interference with the Iron Throne may have caused some minor setbacks, but die knowing that your actions were mostly futile. |
18187 You lie! Remember what I told you about lying. You were foolish to even try, as my god Cyric allows me to see through all falsehoods. You shall now die, <CHARNAME>. You will never interfere with the Iron Throne ever again. |
18188 default sounds |
18189 [Voic1e:Badly Wounded] I... I am surely close to death. |
18190 [Voic1f:Selected 1] What? |
18191 [Voic1g:Selected 2] Make it quick. |
18192 [Voic1h:Selected 3] Yes?! |
18193 [Voic1i:Action 1] A waste of my talents. |
18194 [Voic1j:Action 2] Of course. |
18195 [Voic1k:Action 3] No sooner said than done. |
18196 [Voic1l:Hit] Eugh! |
18197 [Voic1m:Dying] Haagh... uhn... ugh... |
18198 [Voic1a:Battle Cry] Death to you all! |
18199 So, we finally meet. Poor little <CHARNAME>, I assume you're completely clueless as to why you must die. I'm sure you've already had problems with an assortment of incompetent bounty hunters. Well, those days are done. Today, you will die. |
18200 Wait a moment! Who is it that wants us dead? Before I die, I want to know whose name should be my dying curse. |
18201 I'm sure you'll be about as much trouble as the rest of the rabble we've killed. |
18202 Please! Just let us alone. We have done nothing to you, and nothing to whoever you serve. |
18203 Do not think I would be so foolish as to betray my master's name. You may know that I am Molkar, and I am your death. Now, DIE! |
18204 You'll be a feisty kill, little one. When you die, know that it was Molkar who killed you. |
18205 Pathetic. Why my master should fear you, I'll never know. Let Molkar send you screaming into the pits of hell! |
18206 William Garst |
18207 William Garst |
18208 Denak |
18209 Denak |
18210 Brendan |
18211 Brendan |
18212 Lasala |
18213 Lasala |
18214 Diana |
18215 Diana |
18216 Lamalha |
18217 Lamalha |
18218 Zeela |
18219 Zeela |
18220 Telka |
18221 Telka |
18222 Maneira |
18223 Maneira |
18224 Molkar |
18225 Molkar |
18226 Drakar |
18227 Drakar |
18228 Morvin |
18229 Morvin |
18230 Halacan |
18231 Halacan |
18232 It is so sad to have met you this fine day. Normally, we would be quite ecstatic to have visitors, but in these troubled times we really do desire privacy. We just can't afford to have anyone knowing that we're here. That is why you must die. |
18233 Just wait a moment! We won't bother you, just let us go on our way... and you'll never see us again. |
18234 We're not scared of a bunch of posturing red-robed freaks! |
18235 Please don't kill us. We don't want to die. |
18236 Sorry, but the Red Wizards of Thay are not known for their magnanimous nature. We're going to have to kill you. |
18237 A group of arrogant whelps! This is such a reward, and will make your deaths all the more sweet. |
18238 You would do well to know your own limitations. I don't care whether you're a great swords<MANWOMAN> or a powerful wizard. Regardless you will end up filleted in the noonday sun if you do not take proper care. Move along, will you? You may be intent on digging an early grave, but I've no wish to share it with you. |
18239 You on Ba'ruk's land! Ba'ruk says, "Go away!" So go! |
18240 Who is this Ba'ruk and what is he going to do about it? |
18241 We're just passing through and won't be any bother. You have our word. |
18242 Me be Ba'ruk and you make me angry! Attack them! |
18243 WHAT in the Nine Hells are you doing in my burrow home?! I don't know why you're here, but any assumptions you might have about halfling hospitality do not apply to me. When an intruder breaks into my home, I kill 'em. |
18244 You're rather obnoxious for a halfling. We'll just let you have your rant, and we'll be on our way. |
18245 Your word means nothing to Ba'ruk! Kill them! |
18246 YOU! Kill us?! Don't make us laugh, shorty. |
18247 It sort of smells like kobold in your little hole. I wonder why that is? I thought halflings hated kobolds. |
18248 I don't think you quite understand. The only thing you'll be doing right now is dying. |
18249 Now you've done it. No one calls me shorty. |
18250 Oh, no. You've found me out. Yes, I'm the one who has been letting the kobolds into our quaint little town. It's just too bad that you won't be alive to tell anyone about it. |
18251 Grrrrruaarr... Wrrrretched forrrtrrresss! If you go therrrre, go to conquerrrrr! |
18252 What fortress do you mean? |
18253 I will take no orders from a lowly gnoll. Now prepare to meet your hell... |
18254 The forrtrrresss to the wesssst! I wisshed to rrrroasst the captive when the otherrrs would rather let herrr live within that cellarrr! Foolss! And now my brrrethrren make me an exile frrrom my own clan! Hearrr me: I ssshall tassste herrr flessh yet! |
18255 Die then, wrrrretched pinklingsss! |
18256 Ah, weary travelers, well met! Neville, the fairest of all fair bandits, at your service. What may I do for you this hour? |
18257 Did you find all five of them, then? Pity, I shall have to train them better. Anyhow, I'm afraid that I can't abide by your wishes: My men would think me a coward to surrender in the face of such a paltry force. Truly, I see no other choice than to order them to fire at will and rob your sad corpses of any iron they may carry. Come men, I believe the choice before us is clear. |
18258 Well, for starters, you could tell your men in the bushes to drop their bows and step out into the open. |
18259 Huurm. I be Larze. You be <CHARNAME>. Don't try deny it. You should not have come to Baldur's Gate. You given many warning before, but you ignore them. Now you must pay. Sorry, but Larze must kill. |
18260 Perhaps you could escort us through your territory and ensure that we meet with no harm along the way. |
18261 You could give us all of your money and then let us kill you, one by one. |
18262 Wait one moment, you big oaf. Why would you think that I'm <CHARNAME>? Do I look like I could be that kind of hero? <CHARNAME> is a juggernaut of destruction, with flaming eyes and a roaring voice. My companions and I, we're just normal folks. |
18263 I'm really starting to get tired of threats. Everywhere I go, I'm threatened. Well, you big lug, you're going to end up like all the rest of them. |
18264 How about you just let us go? I'll be walking out that door right now... okay? |
18265 Larze will crush you now, crush you to paste. |
18266 NO! Larze must kill you, and take heads. Heads important, 'cause they are how Larze prove he kill you. Must not forget heads. |
18267 Huh? But you must be <CHARNAME>. Me see picture, and it look like you. It had no fire eyes or big voice. Though pictures don't have voices. Hmm, I confused. |
18268 What an interesting proposal. Indeed, we could protect you from any monsters you might encounter or any ill-willed travelers along the way. It would be possible, even likely, except for one minor detail: Ahem, you see, we be bandits here. Cutthroats, ne'er-do-wells, tommyknockers, and such ilk. We could protect you from all but ourselves, our own urges and greed... In truth, that greed overwhelms us now. Attack men, that we might satiate it! |
18269 That's very good, we'll just be taking our leave of you now. Have a good day, Mr. Larze. |
18270 Larze, my poor confused ogre. There is only one thing for you to do. You have to go back and take a closer look at the picture. I'm sure once you've had a second look, you'll know what a big mistake you've made. Now run along, we'll be waiting right here. |
18271 You LIE! You lie to Larze, to try to save life. Larze will crush you now, then he will rip off all of your heads. |
18272 Yes! Good idea, Larze will find picture and see for sure. You will wait here until Larze gets back. |
18273 Ho, I shall spare your lives for such a fine show of wit and bravado! What is this harsh life without laughter, anyhow? Come, I shall take a bit of gold from you and then be on my way. |
18274 Thirty degrees latitude... longitude varying greatly... moons in conjunction with... pardon my lack of focus, but I've been studying the skies for some time now. Now I've a positively wicked kink in my neck, and cannot seem to focus on anything closer than the horizon. Such are the pains of astrology, I suppose. |
18275 Boo |
18276 Hey there, pal! Seems like your little party's wandered a bit off the beaten path. Well, that's too bad for you, 'cause you've had the misfortune of meeting the fastest draw in the west. See that man over yonder? His name's Zal, and he's the fastest dart thrower that has ever walked the Sword Coast. Now, if I were you, I wouldn't want to test the patience of such a man. So why don't you do the wise thing and hand over all your money? Otherwise, you're going to be in a heap of trouble. |
18277 I have little time for such nonsense. |
18278 And what have your observations revealed to you? |
18279 Study on, I shall not distract your gaze. |
18280 I have heard many talk such as you, and if that is honestly your belief, then so be it. There is little I could do to change your mind, even if I wished to waste the energy on trying. It is a shame, though. Such interesting times are ahead. I suppose some of the excitement is in the uncertainty, but I prefer to take whatever advantage I can. My patron is quite rich from my efforts. Regardless, I wish you well on your journeys. |
18281 Are you some sort of moron? The fastest dart thrower in the west?! That's the stupidest thing I've ever heard of. Bring it on, Vax. You tell Zal to show us his stuff. |
18282 No, stay back lest this madness be catching! |
18283 Calm down. What is this madness of which you speak? |
18284 Well, I don't really want any trouble. Take the money, and just please let us alone. |
18285 I have heard that diseases of the mind are even more contagious than those of the flesh. Leave me be, for I want none of whatever curse has befallen you. |
18286 I have no desire to fight a pair of idiots, nor am I going to give you any of our money. Get lost. |
18287 HEAR THAT, ZAL? Seems they don't take you seriously. Guess it's time to show what for, huh? Sorry, guys, but you're in for a world of hurt. |
18288 Oh, I couldn't possibly tell you all that I see. There is so much raw data that must be interpreted and examined thrice over. It is a wonder that even I can assimilate all that information with no ill effects. Still, the long and the short of it reveals interesting times ahead. If I did not know better, I would say that the heavens themselves look on with interest. Conflicts of great significance are on the horizon. |
18289 I have been a rural merchant all my life and am thereby no stranger to poultry of any shade or color... But there be a fiendish hen to the east that, when I picked her up, spoke to me in a voice most human. Either I am in the chill grips of the deepest fever or that chicken be possessed by a spirit from the very depths of the ninth and final hell! |
18290 Thanks for the money. You made the smart choice. Bye now. |
18291 Yes, I must be more feverish than the most starkly raving lunatic! My entire life shattered by a hellish chicken-fiend claiming to be the voice of utter reason! How sore and fretful be a wasted life! |
18292 Why, looky here. A finer bunch of adventurers, I don't think I've ever seen. Hmm, though from the looks of it, you don't seem to be that well equipped. Well, you're in a lot of luck, I can solve all of your problems. I have a huge collection of potions and scrolls, all for a cheap price. Right now I can give you a potion of extra healing for 25 gold, a scroll of protection from petrification for 25 gold, or a scroll of protection from magic for 100 gold. So what do ya say? |
18293 Perhaps it is for the best. There are great things on the horizon, and I should devote much time to them if I am to fully understand what is to come. Dangerous days ahead indeed. |
18294 ...the best of schools... |
18295 ...a storehouse of arcane knowledge... |
18296 ...lost, all lost... a common dungeon now... |
18297 I know why you're here. It's the same reason everyone else comes to see me, and you shall get the same answer. I do NOT know when the iron shortage will let up, I have NO CLUE as to who controls the bandits in the area, and I have NO INTEREST in accompanying you to the gambling tables in Baldur's Gate. |
18298 Sorry, but we're not really needing to stock up right now. |
18299 How about the potion of extra healing? |
18300 ...we all shall live again... someday... |
18301 Your iron or your life. No, your iron AND your life. Yeah, that one's better. |
18302 The scroll of protection from petrification looks good. |
18303 Protection from magic! Say no more, we want that. |
18304 I don't think we really need to buy anything from you. You hand over all of your precious potions and scrolls, or we'll take them from you by force. |
18305 What do you want with our iron? |
18306 You don't know what you're missing. |
18307 You don't really want to kill us, do you? |
18308 This potion can be a lifesaver, trust me. |
18309 Ours no good! Crumble like elf-bones and make our clan into laughing stock! Ha ha, big joke... We kill you quick, no pain. Just take iron. |
18310 Great protection against basilisks. See you later. |
18311 This scroll is a dandy. If you ever find yourself in a battle against magic users, just read this one off, and you'll have no worries. |
18312 Yeah, we kill you. Maybe eat you later, once iron smelted. |
18313 Holy bloodthirsty! You guys obviously don't calm down often to think about things. Okay now, let me explain: I'm selling magic items for cheap. Therefore, I have easy access to said items. Therefore, you just called out the wrong guy. |
18314 Greetingssss, I am Mutamin. I hope you enjoy the artwork my pretty lizards have sculpted. They sculpt with their eyessss. They sculpt when nasty travelers come by, yesssss. I don't like nasty travelers. They should keep to the roads. |
18315 Is it just me, or is the world filled with wackos? Okay, Mr. Psycho Gnome, I hope you don't take this the wrong way, but we're really not interested in your rock garden. |
18316 Whoa, slow down! I'm trying to plan the grandest of heists here. With all your tromping about, I can't hear a word I'm thinking! |
18317 You murdering psychopath! Your lizards have killed people, and we're not about to let them keep on killing. |
18318 Um. Well, it was really nice talking to you, but we have to go. |
18319 You will go nowhere! You will join the beautiful work of art that standssss before you. You will become a piece of the art... forever. |
18320 Of course you can't hear a word you're thinking. You have to say it out loud first. |
18321 Pardon me, but if you do not trouble yourself with the events of the day, what purpose do your star-gazings serve? |
18322 A heist? That's not particularly noble or, uh, legal of you... |
18323 Okay, okay, here's the plan: There's a big-time mage living just over that rise. Magic items scattered all over the place, I'm betting... Trouble is, he's got these two hideous flesh monsters guarding him and no shadows where I can lurk! Brute force is useless against the monsters; everything is useless. There must be a way to outwit the witless, but damned if I know how... Ah hell, I guess I'd be better off just finding a halfling village somewhere to pick on. This dive is all yours. |
18324 What good are your musings if they do not have practical use? Perhaps your predictions are not as accurate as you would have people believe? |
18325 I've no wish to disturb you further, and shall be on my way. |
18326 Please, wait a moment. I must talk with you. It is very important. |
18327 I... I am sorry for my rudeness. It would seem that I was quite disturbed even before you came anywhere near me. I simply get tired of the asking, especially when people find the answers too vague. The stars are not a reference book with everything laid out plain. Were it so, anyone could pick the page they wished and there would be no need for one such as me. As it is, I have little to say of our current troubles. |
18328 Sure, what do you have to tell us, gnome? |
18329 Sorry, but we don't have the time to chat with some geezer gnome. |
18330 Of all the rude... fine, good riddance. |
18331 Thank you... just let an old man catch his breath... Now then, let me introduce myself, I am Hafiz bin Watat, astrologer, scientist, and mage. Please, tell me your name. |
18332 Sure, my name's <CHARNAME>. |
18333 Are you nuts?! I'm not telling you my name. For all I know, you may be some crazy assassin. Gods know there's been enough of them. Get out of here old man. |
18334 Perhaps they are not accurate? Specific they may not be, but do not presume to question my accuracy! I recognize rotations and alignments more accurately than most people recognize their children! You are indeed a short-minded fool if you discount me just because I don't concern myself with parlor tricks! The nerve! Leave me, and don't darken my path again. |
18335 Fine, then. I'll let you take care of all that noble and legal stuff and I'll get on with being a thief. Now get lost. |
18336 <CHARNAME>! Yes, that's the name I remember. I've seen your face in my dreams. Mmm. The dreams of you are always ones of blood and death, and there is another man who watches, an evil man. They always end with your death or mine. It is so strange that I should meet you, the focus of these dreams. You must be very special. Tell me about yourself; perhaps I can help you. |
18337 Go no further! You are with the party of <CHARNAME>, are you not? |
18338 What purpose? The Sword Coast is by no means the center of the universe. Lives and dramas are lived out across the realms. There are lands closer than you would think that neither know nor care about our little problems. |
18339 That we are and a goodly party it is, sir. How may we help you? |
18340 I don't really have anything to tell, especially to one that I know so little about. I must take my leave of you, gnome. Hopefully, now that we have met, your dreams will end. |
18341 I've never heard of such a person. Why do you seek them? |
18342 Well, gnome, if your dreams always ended with one of us dead, then perhaps we shouldn't be talking at all. It's not personal, Hafiz, but I really want to be the one who comes out of the dream still breathing. |
18343 By surrendering yourselves and not dragging this out any longer than is necessary. Your evil ways have brought a fair bounty upon your heads and I am here to collect it in the service of these woods. |
18344 Well, just across the southern mountains there are troubles brewing in great Amn that will make our current concerns seem small by comparison. To the far north there is a city where winter never rears its ugly head: a city that has not been seen nor heard from for many a year, but will soon welcome the return of a multitude of citizens. Both of these events will unfold regardless of our current troubles. Great may be our concerns, but much more is on the horizon. Leave me be; I have much to think upon. |
18345 There's quite a bit to say, I don't really know if I have the time to go into all of the details. I used to live at Candlekeep with my father Gorion. A little while back we were forced to flee. Seems like there's someone out there who really wants me dead. In trying to kill me, he... killed my dad. |
18346 I have no time for the problems of lands far away. I can barely keep up with domestic concerns as it is. |
18347 And what of these lands? What intrigues lay beyond our borders? |
18348 I, as well, hope that my dreams will end. Perhaps we shall meet again. Goodbye, <CHARNAME>. |
18349 They are a band of uncivilized cut-throats and murderers. A bounty has been placed on their heads and they have been rumored to be heading this way. I would advise you to be wary of anyone matching their description... |
18350 Perhaps what you say is true. It becomes obvious to me that you have a demeanor of evil. If it is combat that you desire, then that is what you will have. |
18351 I am sorry to bring back such painful memories. I wish to help you, and in doing so, end these dreams that plague me. Here, take this. When you do battle against the six who serve your father's killer, read this scroll and it will protect you from their wrath. Goodbye now. Perhaps we shall meet again. |
18352 Wait! My bears have sensed an evil about you that I had failed to see... Your devious ways stop here, <CHARNAME>! |
18353 Your focus will benefit you in the short term, but there will come a time when the Sword Coast is at peace once again. As long as you do not dwell upon the past, simply because it used to be your present. Oh dear, I may have confused myself with that last piece of... wisdom. I should really not stare at the stars quite so vigorously. Leave me, I must rest. |
18354 Come quickly, you are just in time for my experiment! |
18355 Who might you be then? Ah, great adventurers no doubt? I could tell by your hands. Stained with magic and the effort of hefting a weapon. Such markings may be invisible to the average eye, but I can see them plain as day. I can see a lot plain as day. Care for a consultation? Perhaps a little old fashioned palm reading? A little gypsy magic to steer your course straight and true? |
18356 I know enough about magical experimentation to know that I want no part of it. You are on your own, kind sir. |
18357 Travelers from the north, halt! You trespass quite deep into Amnian territory. Perhaps you have come to spy upon our supposed troop buildup. It's quite funny, the stupid notions you northern barbarians can get stuck in your heads. |
18358 What kind of experiment are you attempting? |
18359 Offer a child wisdom, and <PRO_HESHE> chooses folly. Offer a fish water and <PRO_HESHE> chooses sand. May you gain in ignorance what you have lost in knowledge, friends. |
18360 Are you saying that Amn does not threaten Baldur's Gate? |
18361 I am tired of being insulted by every pompous idiot that I come across. Draw steel! |
18362 Who are you, and what do you want? |
18363 Of course not. Our mighty nation has better things to do than attack some self-important barbarian city. Anyhow, take our advice, and go back from whence you came. |
18364 Begone. I have no use for your rambling incantations. I have access to my own magic. |
18365 No doubt you do, but what I offer is not magic in your sense but rather a reading of YOU. Nothing to do with summoning energy, just the reading of that which is already there. Give me your palm, and I shall demonstrate. |
18366 I believe I have developed a spell to empathically control any gelatinous creature and bend it to your will. Slimes, jellies, oozes, all of these things that foul the cook's cellar and the adventurer's dungeon can now be controlled and eradicated with an ease and efficacy never before seen in the history of the realms. It takes an entire hour to gain such control, but that time will be minimized with further experimentation, I am sure. In moments, that hour will be up for a small number of mustard jellies that I have released into the nearby woods. We shall soon bear witness to the results of my endeavor. |
18367 Before you go, who are you that you would roam about the Cloud Peaks? It is a very dangerous place at this time of year. |
18368 I have no interest! Twice I have said this, so leave me be! |
18369 I see no harm in a little divination on your part. Here is my palm. What does it tell you? |
18370 We will be going nowhere. We have as much right to be here as you do. |
18371 Goodbye. May your travels be safe. |
18372 Let's have a look now. Interesting. Though you live the hard life now, your hand tells of a softer existence not long ago. I assume that you have just recently taken to the road? |
18373 Why, it seems that we have stumbled upon some berserkers. I had suspected as much when I caught your scent a few moments ago, but your behavior clinches it. Delgod! Alexander! Let us make short work of these peasants. |
18374 I am Sendai, of the noble merchant house of Argrims, foremost family in Amn. Delgod, Alexander and I have come out here to hunt game. Though perhaps you would make for better sport. I assume you would have no problem with this? |
18375 That much is true, yes. Do go on. |
18376 Are you mad, experimenting on creatures and then releasing them into the wild before witnessing the spell's true effect?! |
18377 I thought as much. Let's have a little closer look now. Back down your life line. I see a scholarly influence, and you are well educated. You had a mentor who was a great sage? Perhaps of considerable power as well? |
18378 What kind of monster would hunt his fellow human like a wild animal? |
18379 I do not wish to know your opinion of my manicure. Enough of this foolishness. |
18380 Those are fighting words missy, and I think you'll soon regret you ever said them. |
18381 Goodbye, peasants. I wish you luck on your journeys; you'll probably need it. |
18382 Of course I was not serious. What I said, I did in jest. You with your barbarian mentality would of course misconstrue my meaning. |
18383 Fascinating. You must write this spell down for me that my party can make use of it in our adventures. |
18384 Rest your fears. I prepared thoroughly for the casting and could not have made a single mistake, unless... oh, my... The wording... The wording, I got it wrong! Rather than controlling them, I fear I have transformed them into a far greater menace: the dreaded green slime. Stay and fight them if you will but, whatever you do, do not let them touch you! |
18385 Sure, lady. We'll be going now. |
18386 Well, perhaps you won't misconstrue this. Draw steel! |
18387 You surrender, or you die. You make choice, and you make choice quickly! Zargal has no patience to wait for slow-witted city folk. |
18388 I have worked years for this and you seek its benefits in mere seconds? Nay, you not only seek them, you expect them! The spell is mine and you'll not take it from me! Come jellies, let us make our mark upon the world! |
18389 Time to die, you ugly knobgoblins. |
18390 We surrender already. Just stop pointing those swords at us, and we'll all be better for it. What is it that you want exactly? |
18391 You very stupid for city folk. You die screaming. ZARGAL STRONGEST ONE THERE IS! |
18392 Zargal want all of your money. Give Zargal your money, and Zargal will let you live. |
18393 You have to be joking. Our money is very important to us. If we just gave it to every foul-smelling hobgoblin who happened by... well, we wouldn't get far in life, now would we? |
18394 Here! Take it. Take every last coin. |
18395 You make smart decision. You get to live. |
18396 Please, I beg of you to go no further! Brage is there, strewn about with the carnage he has wrought. I have tried to reason with him but it is as if he is possessed by another's soul. It was all I could do to flee the swing of his tremendous blade. Please, unless you wish to witness madness in a once-good man, leave him be and pray the spirit leaves him in good time. |
18397 He's driving me... mad! Oh, please make it stop, make him stop his screaming. AAAHhhhhhh...! Shut it up! |
18398 Who is this Brage you speak of? |
18399 If this Brage be possessed by some foul spirit, then I'm afraid we must kill the man to unman the beast. Let us pass and pity him not for, if asked, he would wish it himself. |
18400 What's wrong? What is driving you to madness? Lady, if you want help, you're going to have to calm down. |
18401 Get away from us, you crazy wench! |
18402 No one will help me... No one will help... |
18403 Before this curse befell him, he was captain of the guard in Nashkel. I am his cousin, Laryssa. For all the bonds of love and blood, save him from his present agony if there be a way to do so. |
18404 He... it's in my head. It won't be quiet, just keeps on whispering, and whispering. You see this jar. Do you SEE it?! |
18405 We see the jar, lady. Now just calm down and tell us what's happening. |
18406 You're a crazy one. Too crazy for us. Take your jar and get away from us. |
18407 My companions and I... we explored the Firewine ruins... and we found... we found, this jar. It... it drove them all mad. They hacked and they cut, and... the blood, so much blood. They're all dead now, and only I'm left. The voice... it tells me to say the name. If I say the name, it promises great rewards. But... I won't... I won't. |
18408 He may wish it but I would not! There be a man behind those shattered eyes, and a cousin to my flesh. If you so seek to kill him, then you be as mad as he! Come, draw your blades and rend this flesh that stands before you! |
18409 What do you want us to do, lady? How can we help you? |
18410 If you feel you must, then I see no harm. |
18411 Give us the jar; we'll know what to do with it. |
18412 Poor Carsa cannot be helped. You can't help Carsa! You must run, and run fast. Soon Carsa will not be able to resist... Soon Carsa will say its name. Then it will come... and there will be blood... my blood, your blood. |
18413 You had a reasonably happy childhood with him, aside from being a little difficult. My my, but you were quite the little hellion. Wonder where that comes from? Let's see what we can't learn about you back before this Gorion. Further back I see... I see... Merciful gods! I-see-a-long-and-happy-life-for-you-and-yours. 10 gold, please, and I'll be on my way. |
18414 My foster father Gorion was a sage, and a bit of a mage as well. Go on. |
18415 NO! Carsa will not give the jar. The jar is Carsa's and hers alone. Get away! Get away or Carsa will say the name, and we will all die. |
18416 Oh, end this game. I do not wish to indulge this any further. |
18417 Ah, I think we had better get away from this woman quickly. Okay Carsa, thanks for everything. Good luck on the jar thing. |
18418 Just give us the jar, Carsa. We'll know what to do with it. Don't worry. |
18419 Whoa! This is getting a little crazy. You just keep the jar, and we'll get out of here. |
18420 Give us the jar, Carsa. Give it to us now! |
18421 You not take the jar from Carsa. It's mine. MINE! Stay away, or I say the name. Stay away. |
18422 I think this one's a lost cause. All right Carsa, you keep your jar and we'll be on our way. |
18423 We're taking the jar from you, whether you like it or not. |
18424 Bye-bye... aha ha ha! See you later or sooner, but most likely never. |
18425 Sssh! I'm spyin' on Bassilus an' his spooks. They're funny. |
18426 NOOOoooo. KAHRK! OH MIGHTY KAHRK! |
18427 I ain't got no home to go to there, not since Mom an' Johnny disappeared. I been looking for them but all I can ever find is these spooks. One of them's wearing Johnny's knickers, though, but I don't want to think of where it got 'em... Be careful you don't scare Bassilus, okay? |
18428 This is no place for a child! Return home to Beregost at once and run every step of the way! |
18429 Well, a happy ending after all. Here's your gold. Thanks for the reading. |
18430 I've never heard of a funny spook before... Why are they so funny? |
18431 I change my mindâ€â€I shan't touch it! I take nothing from you! Leave me! |
18432 I am free... at last. Mortals, before you die, know that you have pleased KAHRK, mightiest of the ogre magi. Your deaths shall feed my power, for now I am weak. |
18433 What? What is it that you saw? |
18434 I saw nothing! You will live long and enjoy life, and I will be going now! Back from me! |
18435 Suit yourself. Here is the gold you asked for. |
18436 You must tell me. Please, dear lady. |
18437 I have told all I am going to. Stay back from me! Your life is none of my affair! |
18438 Please, I don't mean to be rude. Just tell me what your vision revealed. |
18439 As you would have it. Here is the gold you asked for. |
18440 Stay away from me! I warn you, I'll not let you near me! |
18441 If that is what you wish, so be it. I would be a touch more polite to old gypsy women in your future though. Not all would take your rebuff as good-naturedly. Fare thee well. |
18442 Bassilus keeps on tellin' these stories about how happy he was as a kid, but all of the spooks just kinda moan and mumble and stuff, like they're not really listening. That's what my brother Johnny used to do before he disappeared, mumble like that when he weren't really listening... You stay here. I'm gonna go tell my friend Netty 'bout this place. She'll think it's really funny, what with her daddy gone and all. |
18443 Not to be rude, but will you stand a bit back from me? By all the gods, I shall be glad to be back in Waterdeep come the new tenday. |
18444 Stop where you are! If you throw down your weapons and cooperate, then no one will be hurt. If you don't, then you'll all die. A very simple decision on your part. |
18445 Was your trip business or pleasure? |
18446 What do you find so displeasing about the Sword Coast? |
18447 There is a toll for passing this way, friends, and it happens to be your life. Are you willing to part with it? |
18448 What is it you want with us, and who are you? |
18449 I care not for your whining. Go where you will, but get out of my way first and foremost. |
18450 We surrender to no one. Draw steel! |
18451 Stupid, STUPID! Now you die! |
18452 My name is Teyngan, this is my girl Jemby. The ugly one is Zekar. What we want is your money. Hand over all your cash, and you'll be unharmed. Before you do anything rash, think it over awhile. I'm sure your life is worth more than the little gold you might possess. |
18453 Greedy bandits. You infest our roads with your stink. Draw steel! |
18454 Take my life if you will, but I warn you now: Make one move and your own is forfeit. |
18455 Here's our money. Can we leave now? |
18456 Business, to be sure! I take no pleasure in being in these backwater towns. If not for the bandits, I would have been back amidst my silks some days ago! My corgis are going to be worried sick. Sick, I tell you! What would you know of it? You people around here are animals! You live in filth, bandits everywhere, and not a decent bathhouse to be found! |
18457 Smart choice. I'm glad you have some sense. Off with you now. |
18458 Please, you may take my money but life is sacred. |
18459 Then let these subtle games begin! Fire, comrades, and let us be richer for their folly! |
18460 What do I NOT find displeasing?! Aesthetically, the air is absolutely THICK with manual labor. If this is what the land is like with most of its miners out of work, I could not imagine it in full swing. I simply MUST get out of here. If not for the bandits, I would be on the FIRST caravan out of town. Curse this merchants' trade! Father must wish me dead to inflict this upon me! Away from me! I need my air. |
18461 Look, comrades, we have a pack of pathetic and sniveling lumps before us! Very well, we shall rob you of your coin and leave your so-called "sacred" life intact. May the gods bless you for such a display of honor. |
18462 How typical of the savages I have met here. Rude as can be, and personal hygiene that would choke the stoutest ox. I could not relieve myself of your presence fast enough. |
18463 Greetings, little ones. You have the look of experienced travelers, and a few of you look to be fine warriors. My name is Meilum, I'm the Sword Coast's most skilled swordsman. You may have heard of my name, I'm quite famous, after all. |
18464 Hi. I'm Larry. This is my brother Darryl and this is my other brother Darryl. We're real pleased to meet you. |
18465 You are from Waterdeep? I should like to visit that great city someday. |
18466 I doubt you would find MY circles to your taste. Not nearly enough mongrel people wandering about smelling up the place. No, you stick to your environment, and I shall gladly retreat to mine. |
18467 No, we haven't heard your name before. We'd just like to be on our way. |
18468 If you're such a good swordsman, why are you wandering about the wilderness dressed in what amounts to rags? |
18469 Why would an xvart, a kobold, and a tasloi be wandering around calling themselves Larry, Darryl, and Darryl? |
18470 Hold your place! I know not what claims you make to intelligence, but if you understand my words you will not move! |
18471 Wow! The best swordsman on the Sword Coast. It's an honor to meet such a distinguished man. |
18472 Larry, Darryl, and Darryl?! Hey, can I get your autographs? |
18473 Yes, I know, I know. I'm quite unbeatable. Never lost a fight once. Sometimes it can be a pain being such a renowned swordsman. You know, people making challenges, women throwing their underpants. But what can a man do? If you're born with a skill, you may as well show it off. |
18474 See Darryl, I told you these guys were the wrong generation! |
18475 Hey, Darryl, come quick! These folks want us to sign an ee-lek-tronik autograph for 'em... *scribble scribble scribble* |
18476 Ye natty clap-dragon. We're making a challenge, so draw steel and we'll see who's the best swordsman on the Sword Coast. |
18477 Well, it was nice meeting you, Meilum. Maybe we'll meet again, and you could show us a few of your techniques. |
18478 You've never heard my name! Why, that's impossible. I'm famous. Think hard... you have heard of Meilum the Masterful. |
18479 Nope, can't say that we've heard of anyone known as Meilum the (heh heh) "Masterful." |
18480 Yes... now that I've thought harder, I do remember the name Meilum. Wow, I'm in the presence of a real sword saint. |
18481 Are you insulting me?! You had better not dare to insult me, or I'll show you the metal of my blade. Once I've drawn my sword, I'm honor bound to wet the blade. |
18482 Well, why don't you draw your sword then, so that we can see who the better swordsman is: you or our party. |
18483 No, I'm not insulting you. Just calm down. We'll be on our way now. |
18484 Now you've done it. You'll be sorry for doubting my skill. So very sorry... |
18485 All right then, I'd better be off now. You know how it is... places to go, people to meet. |
18486 Hmmph! Goodbye and good riddance. |
18487 ...flesh here... enough to make me... whole again... |
18488 Halt, wraith, and reveal thy nature! |
18489 You'll taste this flesh over my dead body! Wait a minute... |
18490 Hey, Lindin, look over here, we've run across some travelers. |
18491 I am Icharyd... greatest of warriors. I wish to live and... taste blood once more. Yours shall be the first... in a hundred years... |
18492 ...yes, I shall... taste... your flesh and... cover these old... bones... |
18493 Good day! Consider yourself victimized by Vitiare, master thief and pickpocket extraordinaire! No time to chat! |
18494 Hi, I'm Noober. Nice place, huh? |
18495 Hey there, my name's Kirian. Me and my buds are an adventuring band. You look to be the same, except (*snicker*) a little worse for wear. Still learning the ropes of the business, eh? |
18496 What are you talking about, little girl? We've much more experience than the ragtag band of yours you call an adventuring party. |
18497 So, killed any monsters yet? |
18498 Ever been to Baldur's Gate? I've been to Baldur's Gate. |
18499 What is the meaning of this? I demand you move aside! |
18500 I understand your words, and now I'm going to feed them to you! |
18501 Watch your mouth lest I smash it. |
18502 Ugh, I think I stepped in something. |
18503 Ya, ya, say what you want, we'll be going now. |
18504 There is no need for insults, I shall do what you ask. |
18505 Ha ha, look at the losers run, too scared that they'd get their butts whupped. |
18506 Well! So you are quite intelligent after all. From the tales of your actions I had expected to find you little more than an animal. Since you are so adamant, I shall indeed tell you our intent! Your life is to end here today! My brethren may be content to watch you rampage about, but we are not! |
18507 Everyone in town used to throw rocks at me and tell me I was annoying. |
18508 What time is it? |
18509 I haven't had a conversation this long, well... ever! |
18510 Your brethren? And who might you and "your brethren" claim to be? What is this group I have somehow angered? |
18511 That sounds like a challenge! Hey, Baerin, Peter, Lindin! I think these little pipsqueaks think they can take us. Boy oh boy, you just moved into the big time. We're not some small-town hick adventurers, we're Waterdhavian, born and bred. Maybe you want to rethink your earlier statements? |
18512 What's that big weapon for? |
18513 I do not take kindly to threats. Leave, and mayhap you will live to realize how close to death you came! |
18514 Those colors look pretty stoopid on you... |
18515 I think you psychopaths need a good lesson, and we'll be the ones to administer it to you. |
18516 I care not for your sanctimonious tone. Bring it on, if you must! |
18517 Look, we don't want any trouble. So we'll just be on our way and pretend that none of this happened. |
18518 I once knew this guy named Dilby. He threw rocks at me, too. Are you gonna throw rocks at me? |
18519 You have done nothing to us directly, but those who harp protect all people of nature good and true. You have committed many vile acts upon the citizens of this land, and have been judged unworthy of the gift of life! I no longer care to observe your mission or destiny! Whether your ultimate fate is for the better or worse, I do not care. Whether the Harper Masters only wish to observe, I do not care! Your evil will end here! |
18520 Really? Come on now, let's be real. Look at yourselves. The bunch of you have about as much style as a pack of gibberlings. The way you hold yourselves, pathetic. All you are is a bunch of hicks who slapped on some armor and weapons and decided that they could be adventurers. It's real sad. |
18521 What about now? |
18522 Gee, you sure are patient. I've run out of things to say. |
18523 SAD! I'll show you sad, you arrogant little girl. You've had it coming since we started talking. Draw steel, bitch! |
18524 We don't want any trouble, just let us alone. |
18525 Ohh, and what kind of lesson is that going to be? Are you going to paddle my rump with a big bad sword? HEY GUYS! Let's take these chimps out. |
18526 Fight as you will, for I expected nothing less! Your brutality is well-known to me, and to all who have been watching! I can no longer watch! I must act! |
18527 Ah, if it isn't <CHARNAME> and the fair adventurers of the coast! Come, let me summon an army of kobolds that I may see your prowess in action! I have long waited to meet your band and test their mettle in battle. |
18528 Wait! No... uh, we would... heh heh, hate to, uh... frighten you with such a scene of yes, of carnage and destruction! Besides, it's all fun and games until someone loses an eye... |
18529 So you are as articulate as you are evil. Funny how it is often such. Funny how little I care! The time has come for your life to end, and it shall be by my wrath that it comes to pass. |
18530 I am ready for you. Throw your life at me and I shall gladly take it! |
18531 If you summon them, then we shall slaughter! What a grand suggestion to break the monotony of this day's travel... |
18532 Such righteous words. They sound as though you are trying to convince yourself of your task. |
18533 But But... You're no valiant adventurers, you're just a bunch of cowards! Well, fine, let me teach you courage, then! |
18534 No! I am as sure of this as anything! I can stand by no longer! I care not what your actions were to have accomplished! Let the Masters watch if they will, but this Harper will no longer stand by! Defend yourself! |
18535 Let the frivolities begin, then! |
18536 If that is what you wish, then prepare to die a useless death! |
18537 No. |
18538 No? But you must! How can you not? I will strike you down where you stand if you do not! |
18539 I gave you a chance to live. Now you will rot in the sun! |
18540 You will do no such thing. You will sheath your blade and you will scamper home. |
18541 Why would I do such a thing? Your evil must be stopped, and I will strike you down defenseless if I must! |
18542 Your blood will make the trees here fertile indeed! Die as you should, whelp! |
18543 You will not. You will not strike down a defenseless opponent. It sounds as though you have sacrificed quite a few principles to come this far. Shall you sacrifice the rest and kill me where I stand? If you do, are you not just... like... me? |
18544 Wha... NO! Nothing is like you! You are evil... you are... I'm nothing like you. |
18545 Not yet, eh, child? Not YET. |
18546 Oooh, the Masters were right about you, you ARE a cagey one. I will leave... for now. You may have shaken my resolve, but it will not change your eventual fate. Nothing can do that. |
18547 If you wish to die, I shall be happy to be your means! |
18548 Such brash words from one so young. Are you as sure of your mission as you think? |
18549 You do not yet know how "close to death" you are. That is why I must strike you down before any more harm is done! I cannot wait for events to unfold as the lethargic Masters do! This is the time to act! |
18550 Cure Serious Wounds |
18551 I can't stan' the way the roads are cut off these days! Me uncle's in Baldur's Gate an' I can't get there to see 'im. |
18552 How come the roads are cut off? |
18553 What does your uncle do? |
18554 Where you been these past few months? The roads are crawling with brigands and bandits after every scrap o' iron you got on ye. Surely you must have fled some on your trip here... lest you came by the west road, that is. |
18555 Well, for your sake and mine, I hope the roads clear up soon. I'll see you around. |
18556 Why is the west road still open? |
18557 Well, I sure ain't going nowhere's. |
18558 If there's ever a book shortage, that road to Candlekeep will be the most dangerous of them all, I assure you. But these folks are after metal so they're sticking mainly to the larger trade routes between Baldur's Gate and Amn... An' guess what: This here inn is smack dab in the middle o' it all. |
18559 'E's a mage and a crotchety ol' one at that. Goes by the name of Ragefast, though as kids we always called him Grumpleskin! Har, if he ever caught us at it, he'd cast barkskin on us so we'd wander around all brown-skinned and green-haired and funny-lookin' for a few hours. |
18560 Welcome to the Friendly Arm Inn. Looks like you had a rough journey. |
18561 This place is a fortress! Why all the security? |
18562 Yes, the roads were crazy. Who are you, anyway? |
18563 Bentley wanted the inn to be a safe haven for all sorts of travelers. Anyone can stay here but we don't tolerate any troublemaking within these walls. |
18564 Did Bentley build this place? It's so solid, it looks like it's been here forever! |
18565 Who are you, anyway? |
18566 Oh no, Bentley and Gellana didn't build the inn! They found it... They were part of an adventuring party, not unlike your own. In the first few years following the Time of Troubles, when all the gods were walking the surface of our world, the inn was actually the hold of a powerful, undead priest of Bhaal, god of murder. With the evil cleric weakened by the death of his god, Bentley and Gellana were able to destroy him once and for all, thus laying claim to his troubled fortress. |
18567 They must have lots of stories to tell! |
18568 There's more to this place than I would have guessed. |
18569 I'm sure they do. But this inn is their life now, and they don't like to dwell on the past. You're as likely to get a tale out of them as you are to get a tooth from the mouth of a hen. It has been a pleasure meeting you, however, and I do hope you enjoy your stay. |
18570 I have nothing to say to you, go away. |
18571 Ankheg Shell |
18572 The present is always a thin veneer over the past. Look closely at any building in the Sword Coast region and you can be sure that its stones are held in place by history's mortar. |
18573 My name is Nessie. The Mirrorshades hired me to work at the inn almost five years ago and now I wouldn't leave it for the life of me. It's wonderful here, with new faces passing through every day. |
18574 Who are the Mirrorshades? |
18575 Oh, Bentley and Gellana. They run the place. Bentley's behind the bar, there, and you can usually find Gellana in the temple. I'm usually here, waiting tables and making sure everything stays nice and clean. |
18576 So who are the new faces here now? |
18577 With the roads being what they are right now, there aren't too many faces around here that are new anymore. Unshey's been taking this time to write a new book, and Khalid and Jaheira have been waiting anxiously in the corner over there, sleeping in shifts to make sure they don't miss whoever it is they're waiting for... Dorn's over there in the opposite corner, as far from Khalid and Jaheira as possible. I'd steer clear of him if I had a choice... Who else? Let's see, Landrin's on the top floor, drinking up a storm, and then there was... well, Tarnesh... I'm really sorry he caused you troubleâ€â€he was all wit and charm until he heard that there were visitors at the gate... We don't allow any fighting here. We have very strict rules about that sort of thing but the guards say he jumped out of the shadows at you and there was nothing you could do... That's really about it. Everyone else has been here for the past two months, at least. We're so full that there's even been talk of letting people throw down their bedrolls in the temple. |
18578 Free Action |
18579 Hmm, more adventurers eh? I'd leave while you still can if I were you. I've heard awful stories about what's been happening to those that go deeper into the mines. |
18580 Why? What have you heard? |
18581 Oh, we'll be all right, but thanks for your concern. |
18582 Well, my friend Ruffie barely escaped with his life he did. Little demons jumped out of the very walls and chased him down. He'd be dead now if it weren't for the guards that came running. 'Course, them guards are dead now. Old Ruffie's around here somewhere. You ask him what he saw and he'll tell ya. |
18583 Hmph. No concern of mine if you go and get yerself killed. |
18584 Whaâ€â€what do you want? |
18585 Tell me about the mines. What's been making the miners disappear? |
18586 Neutralize Poison |
18587 What did these demons look like? |
18588 Demons! The little devils are everywhere, I tell ya! From the walls they're coming! They're going to kill us all. |
18589 What did they look like?! They looked like demons, ya blasted idiot! |
18590 What? Oh, it's just another fool here to save us. Go ahead, try to rid the mines of all their evil and get yourself killed like the last couple. |
18591 Last couple what? |
18592 What's been happening in the mines lately? |
18593 Adventurers, ya idiot. Ye think you're the first to try to save us all? Not likely, not going to be the last I'll wager either. |
18594 How should I know? All I know is good miners are disappearing and nobody seems to care. |
18595 He... hello there. Is there something you want? |
18596 So, what do you think has been happening with the mines? |
18597 Didn't you know? The mines are haunted! The ghosts of all those that have died in the mines are here to kill us all. They said they'd spare me. Liked me they did. Could see it in their beady little eyes. |
18598 Of course I saw something! Had a nice long conversation with the little chap. Would have asked him to stop haunting us too if the supervisor hadn't kicked me. Said I was sleeping on the job! Can you imagine? |
18599 You go down any further, and the ghost will get ya! |
18600 Nothing we want from you, just get back to your mining. |
18601 Cure Critical Wounds |
18602 You saw something? |
18603 Never mind. |
18604 Hi, <CHARNAME>, I hope your stay has been comfortable so far. |
18605 What is it you want, can't you see I'm a busy man?! |
18606 Flame Strike |
18607 I've heard that there have been problems with the mines recently. I'm here to try to help. |
18608 Hmph. I don't know what you can do about it. Sure there have been problems, the ore that we've been pulling outta this place has been crumbling almost as soon as it's cast. |
18609 And what about the miners? |
18610 Aargh, look at these forks and tankards! This iron shortage shows no mercy on us drunkards and gormands! |
18611 Do you know what's been weakening the ore? |
18612 Have you heard anything about creatures in the mines? |
18613 They keep disappearing one by one. I'm missing four right now. In the last few weeks alone we've buried at least five others. |
18614 If I knew that, we would have already fixed it! |
18615 Oh, the miners talk. They'll tell you stories about evil creatures and how the whole place is haunted. I don't believe any of it. Poor maggots are probably just getting lost in the dark if ya ask me. |
18616 Whatever could be wrong with your fork and tankard? |
18617 Sorry to bother you. |
18618 Is there any way I can help you? |
18619 Try to keep from bothering the miners, they got a lot of work to do. Got that! |
18620 Raise Dead |
18621 They be made of iron yet they bend under the weight of this inn's meager offerings and the handle breaks on me tankard to spill this rat spit of an ale into my lap! Aarrr, Nessie, get me another! |
18622 Lots of walls, everywhere they are. No room to breathe. No room to breathe. They said they paid excellent wages, they did. Didn't say anything about little holes, did they? No, spaces too small, they are. Spaces too small. |
18623 Um, are you okay? |
18624 We'll just leave you alone. |
18625 What? Don't you see the walls? Walls everywhere. No room to breathe. No room to breathe. They said they paid excellent wages, they did. Didn't say anything about little holes, did they? No, spaces too small they are. Spaces too small. |
18626 Bye-bye, then. |
18627 Yes, ram your eyeball onto this blade to see if it be cursed with this metal weakness, too... Aarrr, ne'ermind, they'll just kick me out of this place and send me amongst the very brigands who might covet me rotten tankard! |
18628 Finally! Someone has come to save us. |
18629 Do you know something about what's been happening here? |
18630 Sure I know what's happening. What do you wanna know? |
18631 I can see your grubby face reflected in the bottom of me tankard. Now leave me be. |
18632 What about the missing miners? |
18633 Have you heard about any creatures in the mines? |
18634 What about the ore? |
18635 Oh, them. I told them before they went. Tried to at least. Naturally there must be a dragon down there killing them all. He must be mad about us mining his hill. Poor thing. |
18636 Just the dragon is all. Haven't actually seen him, but what else could kill all those miners? |
18637 Oh, we don't ship as much out as we used to. We do pretty well considering the shortage of people we have to help, though. |
18638 Ah, a new face in this cloistered place. Stand by my side and let's talk for a while. |
18639 What brings you here, traveler? |
18640 No thanks, I'm not feeling talkative today. |
18641 A visitor! Oh, glorious day. We don't get many down here as you can imagine. Are you going to be going down into the mines? If so, could you return this dagger to Kylee? He dropped it when he went into the mine the other day and I haven't seen him since. |
18642 Sure, I'll return his dagger. |
18643 Sorry, I've got more important things to do. |
18644 Thank you so much. I'm sure he'll appreciate it. |
18645 Well, that's fine. Being an adventurer and all, you probably don't have the time to waste. |
18646 I was an apprentice blacksmith under Taerom Fuiruim in Beregost. With the iron situation being what it is, however, I thought I'd better head somewhere else. Waterdeep, maybe. Taerom's having enough trouble making a go of it as it is... |
18647 Hey there again. I hope everything's gone fine for ya. |
18648 I can't believe I lost my dagger. Hey there! You're more adventurers huh? My name's Kylee, and I gotta say it's good to have some armed people down here. Well, I hope you do better than the last bunch. Gods be damned, I lost my dagger, and with all that's been going on, I feel kinda naked without it. |
18649 You have my dagger? Thank you so much, I was getting nervous down here being unarmed. With all the things going on. |
18650 What do you know about the happenings of the mine? |
18651 Kobolds! They're overrunning the place piece by piece. We used to see them occasionally but now you can't go more than a few feet without kicking one of them on the lower levels. It's not so bad up here with the guards around. Still, I wouldn't get caught in the dark if I were you. |
18652 Hey... wait... please wait. You've gotta help me, they're after me. They'll be here soon. |
18653 Calm down. Tell us what's going on and we'll see if we can help you. |
18654 Understandable. The roads have been rough and it's probably a good time to lay down a few coins for a room. |
18655 Get outta here, gnome. We don't need you bothering us. |
18656 No one will help me. *sob* |
18657 They're kobolds, dozens of them. They captured me and stripped me down. The dirty imps tortured me for no other reason other than to hear me scream, but I got away. They'll be here soon. We have to run, get out of here. |
18658 Oh, no, it's too late. They're here! |
18659 Hi, come well and welcome! You have stumbled upon The Great Gazib Show, starring yours truly, the Great Gazib! Allow me to introduce the Amazing Oopah, the world's only exploding ogre! |
18660 You there, stop! |
18661 Sorry to bother you, but you should be aware of the danger you're in right now. There are monsters about, dog-headed ones. I'd advise that you return to Nashkel where it's safe. |
18662 The Amazing Oopah |
18663 The Amazing Oopah |
18664 Thank you, we appreciate the warning. |
18665 Actually, we're adventurers. We're here to help out. Perhaps you could tell us about what's been going on in the region. |
18666 Good day to you. |
18667 We could sure use some more fighting men. If you want to know where to go, just go to the northwest. Up there is the mines. Emerson may tell you that he don't need any adventurers, but you don't listen to him. We need as many men as we can get. |
18668 Export Character |
18669 Fun for the whole family! Now, let's try that crowd pleaser one more time. |
18670 Anything else? |
18671 Thanks for the help. |
18672 You're either a die-hard fan or a sadist, friend... (No, Oopah, just one more, one last one, then you can go back to the tent... Oopah, put the weapon down Oopah?) Aaaeee! |
18673 Well, ya, there's this crazy guy. I think he calls himself Prism. He's been making a sculpture in a cliff side. Kind of a kook if you ask me. I'll see you later then. |
18674 Oh, how dreadfully unposh you all are! I mean, honestly, this is a carnival, not a gladiator's ring... |
18675 Kylee's Dagger |
18676 Lord Binky the Buffoon |
18677 Lord Binky the Buffoon |
18678 You're here to kill me! JAMIE! They're here to kill me! Get out of the closet, Jamie. Save me! |
18679 Hmmph! Good, and don't come back! |
18680 Adventurers! Wow, have you come to clear out the mines at Nashkel? I hear there's all sorts of monsters there. |
18681 Mon namen est <CHARNAME>, vott iss yorse? |
18682 What a fahbulous carnival, dahling! |
18683 Ho, you'll not get away with that for long! |
18684 Are you mocking me? |
18685 Ho, you'll not get away with that for long! |
18686 Are you mocking me? |
18687 Ho, ye'll not git away wit' dat fer long! |
18688 Dost thou mockest me? Away with you, beggar! |
18689 Okay, now that's enough! |
18690 That's it, you got this one coming, kid! |
18691 Hokey-dokey, like dat's enuff now, eh? |
18692 Who are you? What are you doing in my room? |
18693 Eeek! Run for your lives! Run for your lives! |
18694 That's it! You are dead meat! |
18695 We're hired killers. We're here to kill you. Now just be silent and we'll quietly slit your throat. |
18696 That's it! You are dead meat! |
18697 What a fahbulous carnival, dahling... |
18698 We're adventurers, just arrived in town recently. So what's your name? |
18699 My name's <CHARNAME>, what's yours? |
18700 What a fabulous carnival! |
18701 Sorry for bothering you, we'll be out of your room right away. |
18702 ...and there she lay, pale and bloodless at my side! Woeful be the path of the elves, said I. Woeful be the path of all who trod this glade, for Nosferatu's once-fair love has died, oh she has died... |
18703 Monsters at the mines, eh? Well, perhaps we'll have to check that out. Thanks. |
18704 We're not here to talk about monsters, we're here to see you. What's your name? |
18705 Maybe I'll see you later. Bye. |
18706 ...'midst coffers full and coffins bare, there came the fearsome devil-bat! Red blood, red eyes, and ruddy hair but none more red than two sharp teeth that glistened there... |
18707 Well, my name's Samantha. I, uh... I wonder why you would want to see me: I'm nothing special. |
18708 You got that one right. See you later. |
18709 You're a very pretty woman, Samantha. We've heard talk about you all over town. We just wanted to come up here and see if it was true. |
18710 Why you rudeâ€â€! Get out of my room! Get out! |
18711 There ends Galahynne's last and best-loved work, "Nosferatu." Enjoy the rest of the carnival, ladies and gentlemen. A finer one I have not seen in years. |
18712 That's really nice of you to say, but I know why you're really up here, and you won't get away with it! JAMIE! Get out of the closet. It's not Mom and Dad, it's a bunch of brigands. They're gonna hurt me. Haaaalp! |
18713 What are you guys up to?! You step away from my girl. Lecherous brigands, if you think you can lay a hand on Samantha and live, you don't know who you're dealing with. I've trained with the guard for a good two years, and I think I'm a little more than a match for the likes of you. |
18714 Hey there! Who told ya that ya could come in here?! This place is only for members of the Amnian soldiery. Little snot noses like you, you're not welcome here. Come on, get outta here 'fore I have to kick your butts. |
18716 Hey, I'm sorry. We didn't know that this was the barracks. We'll get out right now, okay? |
18717 Who the hell do you think you are trying to push us around?! I don't think you know who you're dealing with. Shut up and get lost before we have to hurt you. |
18718 Sure is a nice carnival they put on... If only there were more people here to enjoy it... |
18719 Good, run off with yer tails between your legs. Now, if you'll excuse me, I have important business. Get outta my way! |
18720 Ah, sorry 'bout yelling at ya. I didn't mean nothing from it. I'll just be going now, 'kay? |
18721 Where is everyone? |
18722 What's your favorite act? |
18723 Down in the mines or dead... A combination of the two, more often than not... I'm sorry, you folks are here to enjoy the carnival. Don't let me go telling my depressing tales. |
18724 Yes, well, uh... It's been nice meeting you. |
18725 The mines interest us more than the carnival, to be honest. We'd like to figure out what's wrong if we can. |
18726 Enjoy the carnival, folks... |
18727 What's right? That place has been claiming lives hand over fist but where else can we find work? It's either death by the demons or death by the dinner plate, and us Nashkel folk aren't the type to let our families starve. I'd register with the garrison but with this bum leg, I ain't no good at fighting. Just pushin' the ore barrow, that's all. |
18728 You there, stay back! If any of you come any closer, I'll kill her. I'm serious. Don't make me do it. All I have to do is say the last word of my spell and she'll die. |
18729 Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays <PRO_HISHER> hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extra-planar origin, or those not living. |
18730 My wife's a fan of the guy performing Galahynne's "Nosferatu" but I'll take the Great Gazib's exploding ogre any day... |
18731 What's this all about? |
18732 Don't tell me what to do, bozo. Step aside before you get hurt. |
18733 I told you, but you wouldn't listen! Now she dies, and then you die! Arashaka! |
18734 She's a witch. She'll use her magics to poison the children of this town. She'll butcher the livestock and she'll seduce the young men, make them her puppets. She must be killed! |
18735 What's going on? You're not our captors... |
18736 No, we're not. Make your way to the surface and flee while there's still time. We'll take care of the remaining guards down here. |
18737 No, we're not. What is this place and who is keeping you here in these foul conditions? |
18738 What are you talking about? Why the prejudice against a magic user? You said it yourself that you're a mage. After all, aren't you going to kill her with your "magic word"? Get a hold of yourself, you idiot. |
18739 I thank you, stranger, with every ounce of strength that is left in me. I haven't seen the light of day for well nigh a year. |
18740 Why don't we discuss this like rational beings? Just calm down and I'm sure we can come to some sane solution. |
18741 Davaeorn the mage. He has enslaved us here and forced us to live like rats in these filthy dens and warrens. And for what? To mine iron as if it were the last thing left in the bowels of the realms. I would tear his very head from his shoulders had I the power. |
18742 Stop threatening the woman, you psycho. Step aside before you get hurt. |
18743 Are you mocking me?! No one mocks the great Zordral. You will pay for your insolence! |
18744 Discuss! There is nothing to discuss. This witch will die! Now leave me, or I'll smite you as well. |
18745 I cannot speak with you further. I can feel Davaeorn breathing down my neck. |
18746 Are you some sort of inbred hedge wizard? I really don't believe you can cast any spells at all. Come on, moron, if you're a wizard you should be able to "smite" us down where we stand. |
18747 If it's a fight you want, then you'll get one. |
18748 Come on, we can't just let you murder a defenseless woman. Just calm down and let's talk. |
18749 There are two reasons I pound this pick against these rocks. Do you wish to hear them? |
18750 Defenseless woman! She's a witch! She's dangerous, and must be killed. Get away from me, before I kill you all. |
18751 Yes, I would. |
18752 Okay, that's it, you idiot. We've had it with your theatrics. If you were a real mage, by now you would have blasted us to pieces. Obviously, you're nothing but a fake, a fraud, a huckster! |
18753 I have no patience for the prattle of slaves, be they mine or mine enemy's. |
18754 First, because I imagine this rock to be my captor's skull. Second, because the meager spark that leaps from my attempt is all the light I'll ever know again. If you be a new slave like I once was, you shall learn these simple truths soon enough. |
18755 Sorry, but we can't let you hurt the lady. We're going to have to remove you by force if need be. |
18756 Then I have come upon a third... |
18757 Thank you for rescuing me. I am Bentha, and yes you could call me a witch, for I do use magic. However, I have no intentions of killing the livestock or "seducing" the young men. Zordral is an old enemy of mine, one who has caused me and my family great pain over the years. If you had not walked in at that moment, I would have been killed. I must thank you again. Is there anything that I can do to help you? |
18758 I was a bard once. I knew every song that ever was, and I could sing them all so beautifully. But now my throat's been choked by dust and my lungs have withered in this chilly air. A thousand curses on Davaeorn and whatever man it was that hired him! |
18759 Guards! Guards! Andarsson's speaking ill of Davaeorn Wait, you're no guards... Aaah Guards! Guards! |
18760 Do you have any magic trinkets you can give us? |
18761 Do you have information about the region? We're adventurers, and would be grateful if you could give us any advice. |
18762 No, a good deed done is enough for us. |
18763 Why yes, I do. Here, take this. It might come in useful in times of need. It's a potion that cures all poisons. |
18764 Well, I'm not too knowledgeable about the Nashkel region, but I do know that Volothamp Geddarm is staying at the tavern in Nashkel. That man knows everything. He knows more than a mortal man should know. |
18765 Why, that's very kind of you. But I couldn't let you leave without a small parting gift. Here, take this. It's a potion that will help in any heroic endeavors. |
18766 Psstâ€â€there be a plug somewhere that seals this mine from the river's torrent. Find it and maybe you can render this hell no more than a watery memory of its former self. |
18767 Where is this plug you speak of? |
18768 This the only mine between Baldur's Gate and Amn that is still producing valid ore, however horrible its method. Much as I would love to flood these fetid walls, we might yet need more than memories of this place. |
18769 I know not, only that Davaeorn is said to have the key upon his person at all times. |
18770 Good day, travelers. Mmm, Edwin, I did not expect to see you so soon. I hope your... business has been attended to. If it hasn't, then you should deal with it soon. I think that Zulkir Nevron would be most disappointed if he were to hear that you failed. That is all that really needs to be said. Good day again, and goodbye. |
18771 And what of Nashkel? Is their ore not still light and strong? Fie, I can tell by your face that I have been entombed within this grave too long! My world has staggered on without me... |
18772 Greetings, Faldorn. I see that you have made some new friends. Well, I hope your crusade against the Iron Throne goes well. Well, I shouldn't bother you for too long. On your way now, Faldorn, and know that Laskal watches over you. Before you go, a word of advice. Watch for the druid known as Seniyad, he could give you trouble. You know how the other orders view our methods. |
18773 Stop where you are and state your names! |
18774 You there! I command you to stop, so that I may parley with you a moment. |
18775 I am <CHARNAME> and this is my party of fellow adventurers. |
18776 You have no need to know our names. Indeed, I would appreciate it if you would tell us yours. |
18777 We don't have time for you, old timer. |
18778 What is your purpose here? |
18779 Who are you? What is it that you want with us? |
18780 We have heard rumors of wyverns hereabout. |
18781 You may not have the time for me, but I certainly have the time for you. I must assume that you are part of the organization that pollutes the Cloakwood. For that, you must die. |
18782 We hear there is an Iron Throne presence in these woods and are here to investigate it. |
18783 My name is Laskal, and I am the protector of the Cloakwood. I would ask you a question before I take my leave of you. I have a message for those that serve the Iron Throne. Would you be a representative of that organization? |
18784 Wyverns? |
18785 Yes. With fearsome fangs and enough poison in its tail to kill a horse ten times over. |
18786 Oh, there's no reason to worry. They're quite territorial and if you haven't encountered them yet, you're probably quite safe. |
18787 Uh, excuse me, I have some pressing business to attend to elsewhere. |
18788 Why, yes we are. Hand over the message. |
18789 Indeed. Well, I assure you there are none over this way then, for we have been encamped here for some time. |
18790 We have no connection to that evil group. We are sworn enemies of the Iron Throne. |
18791 You are mistaken, I did not mean to give you a written message, but rather a verbal one. Know that the Iron Throne's time within this wood is ending. The Shadow Druids will no longer sit about and let them pollute this forest. You will be our first example of what happens to those who defile nature! |
18792 Well, I'm afraid we don't welcome visitors. Men, set upon them at once! |
18793 Mmm. An enemy of an enemy is a friend. My earlier question was just a test. I am glad to know that you also oppose this organization. They have been a blight on these woods ever since they reopened the ancient dwarven iron mine. Well, I am glad to know you. Take this; hopefully it will aid you against the Iron Throne. The Iron Throne's fort is located to the east. |
18794 I am Lakadaar of the Iron Throne and these are my men. Sadly, that information will not leave this grove. Set upon them, men, and let none escape to spread word of our presence here. |
18795 Ho there, watch your step on the wharfs hereabouts. The sea spray can make the cobbles a touch treacherous... My name is Kerrachus. Is there anything I can help you with? |
18796 You shouldn't have broken into my master's home. Master Jardak will be quite displeased when he learns that ruffians have disturbed the order of his house. |
18797 What do you do here? |
18798 Who the hell are you, and why are you dressed in such silly colors? |
18799 I've never seen such a big city! |
18800 Tell your master Jardak that we want to talk to him right away. |
18801 Aye, I be the dukes' own dockhand, if you will... Well, all right, I'm just a dockhand like any other, but I've been aboard the royal galleys to unload wares from the New World. |
18802 We'll be leaving now. Sorry if we made a mess, but I'm sure you won't be that hard up to just clean up after us. |
18803 My name is Drelik. But really, my name or the clothes I choose to wear are of no consequence. Of consequence here is that you have broken into my master's house and made a mess. I think I'll have to clean up the mess... permanently. |
18804 A "New World"? Is there some sort of dimensional portal in the middle of the sea through which you pass to get there? |
18805 Jardak will not see anyone, especially not a bunch of hooligans. Well, lest I seem rude, I had better introduce myself. My name is Drelik. Now that you know my name, I can go about the task of cleaning up the mess you've made, which incidentally includes removing you from the premises. |
18806 Well, you shall always have the title of Dockhand to the Dukes in my mind, Kerrachus. Alas, I cannot tarry here. Perhaps we'll talk another day. |
18807 'Tis better yet! They say now that the world is no longer flat, that it has become round, a perfect sphere wrapped 'round itself like a wizard's crystal. We perch atop its upright half and the New World of Maztica clings to its underside like so many bats! Someday I shall sneak aboard one of these ships that I may see such wonders! |
18808 Oh, no! You won't be leaving now... not after the mess you've made. My master has given specific instructions that anyone who breaks into his dwelling is not to go anywhere... ever again. |
18809 Your New World is no hero's quest but rather a blind fool's errand. I have read that between the brutality of the Flaming Fist and the witless terror of Amn, your precious New World has been coated with the blood of its innocents ten times over! |
18810 What have you done?! My butler wouldn't have let you up here... unless you killed him. Pathetic wretches, do you know what you have done? Your screams will echo in hell for all eternity for your insolence! |
18811 Your ravings breathe with more fantasy than fact! I will stick to my theories of dimensions and portals for, if nothing else, they contain a greater potential for truth than your fictions! |
18812 Hey, hold on mister. It was your butler who attacked us! We just defended ourselves. If you're going to have hired help, make sure that you get someone a little smarter next time. |
18813 Who are you, and where did you get that cool armor? Hmmm, at least you have better fashion sense than your butler. |
18814 You don't understand the gravity of your situation. Stinking brigands, draw steel so that we may fight to the death! |
18815 Aye, the New World's conquerors may be fools but its historians shall be wiser. Regardless of how red run the rivers now, the pages of history shall read only as we write them: rivers pristine and blue and a lush and open continent void of all inhabitants. Therein lies the secret strength of empiresâ€â€they can afford the folly of constructed memories. |
18816 modify characters |
18817 Nothing changes with as much rapidity and stealth as the iron truths of science... |
18818 If I haven't stowed myself away in the hold of one of these ships in your absence, that is. |
18819 True, but they say Waterdeep to the north is even ten times the size. I hope to sail there someday and rest awhile in its bustling port. |
18820 Greetings! I can tell by the way you look about you that you are new to the city. For a mere 15 pieces of gold, I can tell you of the glorious history that once coursed through the weighted veins of this metropolis. |
18821 I am in no mood to pay 15 gold pieces for a trip down boredom lane. Now away and be done with you. |
18822 Please do. Such a tale would be well worth the price of admission. |
18823 Rather provincial of you to state it in such a manner, may I suggest? Nevertheless, it shall be precisely as you wish it. Goodbye. |
18824 Ah, yes, the city as we know it today falls in the shape of a plump and crescent moon. Its many wharves and docks jut out along its western point where the River Chionthar flows into the starry Sea of Swords. A bridge from this western shore links the mainland with a rocky islet on which perches the old, massive Seatower of Balduran. It is there that the true tale begins. Do you wish me to continue? |
18825 Yes, please. |
18826 No, thank you, I'm starting to get bored already. |
18827 Balduran was a well-known and good-natured pirate who sailed the Sea of Swords in times gone by. He built the Seatower that bears his name to guide him to his home port and provide warning of invasion to his kin and clan that made their home along the northern riverbank. In time, a vibrant group of traders and fellow sea captains gathered there and built the city's inner wall to protect their wares and belongings from the ever-present danger of rival pirates or orcish raids... You look distracted. Do you still wish me to continue? |
18828 Certainly! I wouldn't have it any other way. |
18829 *yawn* Oh my, was I sleeping? Perhaps it would be better if you leave me be. |
18830 Balduran was away from port during the time in which the decision to build the wall was made and, when he returned, he learned that many of his kin and clan now lay outside the new wall and vulnerable to any attack made upon the settlement! As the orcs advanced upon the city in the early summer, it erupted into a state of civil chaos. It was at this point that Balduran's sails were spotted upon the horizon, returning home to port... Ahem, are you still with me? |
18831 Yes, I am, right at your side, wide awake, sir! |
18832 What a boring city. I do wish you'd stop your blathering now. |
18833 In a rage, Balduran slew the entire council of captains and merchants for such arrogance and selfishness. He spared only the four who had spoken out against the council's decision. Together, they ordered the immediate construction of the city's outer wall and the bridge gate from which Baldur's Gate gets its name. Facing a united city and a stout defense, the orcs were defeated and, for their valor, Balduran appointed the four captains as Dukes of the city... Well, that's Baldur's Gate in a nutshell. I'm quite impressed with your perseverance. |
18834 Phew! I thought it would never end! |
18835 Tell me more! I want to know everything about this city! |
18836 Well, there's really not that much more to tell... Balduran eventually diedâ€â€apparently lost at seaâ€â€and the four Dukes passed on their titles in a hereditary fashion for many years. Now, of course, Dukes are elected to office, although they keep the title until their death. They have grown softer and more tolerant over the years, however, and I think many people would like to see someone with a more extravagant, forceful approach ascend to the position. But that is the future, not the past, and who knows what it shall hold. |
18837 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using <PRO_HISHER> shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer. STATISTICS: Equipped abilities: – Armor Class: +2 Requires: 12 Strength Weight: 6 |
18838 Thank you for the history lesson. It was well worth the 15 gold pieces. |
18839 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although <PRO_HESHE> cannot wield or carry another weapon. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile attacks Requires: 4 Strength Weight: 3 |
18840 Moooorrre! Must tell me mooorrrrrrre! I want to know eeeeverythingggg! Mwah hah hah haaaa... |
18841 You are quite welcome and thank you for bending your ear to an old man. |
18842 Okay, you are getting really creepy... Get away from me! Shoo! |
18843 Hello, there. Dun, ex-merchant at your service. How may I be of assistance? |
18844 How exactly does one become an ex-merchant? |
18845 Could you tell me where the good stores are in this city? |
18846 Well, you start by becoming a merchant. Then you become a gambler. Then you bet your business on a game of dice. Then you lose. Voilà, an ex-merchant. Next question? |
18847 Could you tell me where the good stores are in town? |
18848 I'm terribly sorry to hear that. |
18849 There are no good shops in this city. Nope. None. Don't even think about it. Especially the ones run by the Seven Suns or the Merchants' League. |
18850 No good shops? Why, that's ridiculous! |
18851 What's wrong with the Seven Suns and the Merchants' League? |
18852 Ridiculous? I don't believe the world of commerce could be otherwise. Bye now. |
18853 I used to gamble with those fellows but something's not right. I'm in debt to them up to my ears but nothin's happening. No big guys with clubs knocking on my door in the middle of the night, no poison in my ale, nothing. It's like they've forgotten the whole thing. I saw my old buddy Al in the street the other day, looked him right in the eye, and he didn't even cuff me about the ears. Just started looking real nervous like he had forgotten his best friend's name at a party or something. Strange, I tell you. |
18854 Nah, don't be. It's given me a whole new lease on life, I swear! I'm as light and as free and as, well... broke as the wind! See? Look at me fly! |
18855 There ought to be a law to keep lecherous old men like Ragefast off the streets! |
18856 Whoa, calm down. Lecherous whats like who? |
18857 Why do I get the sense that I really don't want to get into this? |
18858 Ragefast! Oh, he makes me seethe! He's a mage on a power trip and what does he do? He acquires his own personal nymph and enslaves her in his quarters! Men are callous brutes and, personally, I wish the world were rid of them. |
18859 If the world were rid of men, how would we survive as a species? |
18860 Why, that's a horror! I will seek him out and look into this matter immediately! |
18861 Trust me, we'd make do... Oh, I'm in no mood to talk! |
18862 Oh, good. This world still has some honor left. His house is in the northwest part of town. I wish you luck and all the passion of my fury in your task. |
18863 Sure, avert your eyes and look the other way! It's because of people like you that this kind of thing still occurs! Argh! Must the entire world make me furious?! |
18864 Hey, you look like sewer-running types if ever I saw any. |
18865 Watch your mouth before I bust it on your pearly whites, buddy. |
18866 What do you mean? |
18867 Hey, no offense, folks. Sewers are just the urban man's dungeon, you get it? And you folks don't look like you're here on no fancy-dancy shopping trip. |
18868 Who do you think you're calling fancy-dancy? |
18869 Urban man's dungeon, eh? Why don't you show us the way in? |
18870 I didn't call no one fancy-dancy, man! It's just the way I talk! I mean you guys are so cool, you swish when you walk, man Oh, no! I didn't call you no... errr... forget about it, please? I didn't mean no harm by it. Aw hell, I gotta get me one of them dictionaries and learn me some Common, man... |
18871 No sense in me showing you. There's entrances all over the place. Just look for the sewer gratings. Most of them pop right up and you can shimmy on down, man. As I said, urban man's dungeon. |
18872 Sewer-running, kiddo. Takin' a crawl through the urban man's dungeon, all right? |
18873 Urban man's dungeon, is it? Why don't you show us how to get in? |
18874 Who are you calling kiddo? |
18875 I didn't call no one kiddo, man! It's just the way I talk! I mean you guys are so cool, you swish when you walk, man Oh, no! I didn't call you no... uhhh... forget it. I didn't mean no harm by it. Aw hell, I gotta get me one of them dictionaries and learn me some Common, man... |
18876 Have you heard? The question of declaring war on Amn is being put before the Duke's Council! |
18877 Oh, no! What do you think their decision will be? |
18878 I wish to hear as little of this city's politics as I can. Go bring your news to a more willing audience. |
18879 The dukes are too set in their ways, too comfortable there. This is all just part of their cat-and-mouse game with Amn to negotiate a better deal on the iron trade... Still, the suggestion of war has only been that until now: a suggestion, not an eventuality brought to the table to be considered... |
18880 Down with your weapons, NOW! Pardon the cliché, but this can be quick and easy, or long and painful. What will it be? |
18881 I don't see anyone but you. If you're a one-woman ambush, you can't expect us to give up. |
18882 Okay, okay, just ease off with your weapon. What is it that you want? |
18883 My demands are simple. Give me all your money, and you get to live. Be a hero, and you get to die. |
18884 Whose coffers are we feeding, if it ain't too rude to ask? |
18885 Well, at least you didn't shoot the messenger. |
18886 Okay, here's all of our money. Geez, you'd think I'd be safe from bandits in the city. |
18887 I'm not a bandit, I'm a member of the Thieves' Guild. Thanks for the money anyhow. Goodbye. |
18888 Your money goes to the Thieves' Guild. You look to be newcomers, so think of this as your initiation to Baldur's Gate. |
18889 Oh, how I wish this horrid iron crisis would end! I bought a new mirror the other day and I swear the frame shattered before the glass! Honestly, I don't know how we nobles are supposed to keep ourselves alive in this environment. |
18890 Well, I'm not about to give all my money to one woman, so it would be best for you to draw your blade so that we can settle this nice and quick. |
18891 All right, here's my money. |
18892 Thank you for your generous donation. See ya. |
18893 There is more to this iron crisis than your petty vanity. |
18894 Don't you fret. I'm not a one-woman ambush, there are three more of my friends hidden among the shadows. We're the best the Thieves' Guild's got. If you want to give us trouble, then don't think you'll be walking out of here in one piece. |
18895 I'm sure you have lots of invisible friends, lady, but they don't scare us. Draw steel so that we can settle this little dilemma. |
18896 I give, I give. Let's just finish this up quickly. Here's my money. |
18897 It's too bad it comes to this. All right, boys, take 'em out! |
18898 You there, stand where you are! Dammit, Michael, someone's walked in on us. Okay you, we don't want any trouble. Maybe this is your house, but right now all we want to do is leave. Don't give us any trouble, and you'll walk away from this a little poorer. Otherwise you'll be dead. |
18899 You broke into my house! You think I'm going to let you go on this one?! THINK AGAIN! |
18900 You got us pegged wrong, we're thieves like you. |
18901 Hey now, don't get so uptight about this whole thing. Why don't we just forget this ever happened, and we'll be out of your faces? |
18902 Hey, we're just kiddin' with ya. We're thieves like you. |
18903 No easy way out for you. Give us everything you took, plus anything else you have. Do it now, or you're both dead. We aren't heavily armed just to look pretty. |
18904 Okay, okay, here's everything we took, plus some more. Michael! Let's get outta here 'fore they change their minds. |
18905 You're thieves? I don't remember ever seeing you at the Guild. If you're thieves, then you'd probably remember the password to the main door. Well! What's the password? |
18906 Snail? |
18907 Orgy? |
18908 Death? |
18909 Fafhrd? |
18910 Eltan? |
18911 Shadow? |
18912 Balduran? |
18913 You got that wrong. I think you're lying. I think you're freelancing. There's only one way to deal with freelancers. |
18914 Okay, you got it right. Well, this was certainly the mix up. Go crazy in here, but I think we've already got most of the good stuff. |
18915 You come in here for some purpose, no? Tell you the secret. There is no purpose, only entropy. Wondrous, sensuous entropy. My soul sister and I know entropy better than most. Perhaps we teach you some of its pleasures, no? |
18916 Get away from me, you psycho. I'm just here to enjoy a beer. |
18917 What's your name, woman, and what's this whole "entropy" crap you're going on about? |
18918 You miss much. You miss what void could offer. You are deluded that life has meaning. It does not. |
18919 I am Desreta. She is Vay-ya. We are one with void. We know life has no meaning. Let us show you entropic pleasure... Mm. It will delight you with its icy touch. |
18920 Uh-huh. Look, we really have to get going, so... you two just keep on doing whatever it is you do. |
18921 Yes, show us this pleasure you speak of. I'm sure it could be quite interesting, especially if you show it to us in the privacy of your bedroom. |
18922 No need to go to bedroom. We can show you... here. Not many agree to go to great void. They afraid. But what there be to be afraid of? Life is hollow. Better to end it soon, than endure its pain. |
18923 Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: THAC0: +1 Damage: +1 (missile) Speed Factor: 5 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 |
18924 Wait a moment. Could you please tell me where I could find Rieltar? It's important that I speak to him. I've been given the run-around too long. Rieltar's damn son, Sarevok, seems to think he's in charge here. |
18925 We must ask for a name before we go telling the whereabouts of Iron Throne high-ups. |
18926 We have no clue, sorry. |
18927 Damn it, is anyone competent here! |
18928 I'm Nortuary, and your Iron Throne "high-up" answers to me! I've just arrived from Selgaunt in Sembia. The council wishes to know how things are faring. Now tell me where I can find Rieltar! |
18929 Actually, we don't really know where he is at the moment. We apologize for any inconvenience we might have caused you. |
18930 Rieltar's in the upper offices at the moment. If you go up there, I'm sure you'll catch him. |
18931 Good! Finally, I get a straight answer. |
18932 One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties. STATISTICS: THAC0: +1 Damage: 1d6+1 (piercing) Speed Factor: 5 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 |
18933 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
18934 Stay away from me, dirt men! Come no closer! |
18935 We'll come as close as we want. |
18936 What are you doing so far away from your home? Aren't you a sirine? Don't you belong in the ocean? |
18937 I warned you to stay away. You shall die as this home family died! |
18938 You say right. I am not meant to be here. But that not matter. Get out now. Leave! |
18939 We're not going anywhere, and we're not about to be ordered around by some blue-skinned water woman. |
18940 How did you get here? Maybe there's something we can do to help. |
18941 There is nothing you can do to help! Larriaz was caught by landhome fishermen, then brought to their dirt land as prize. They try to take advantage of Larriaz, and they all die! You die too, unless you leave, NOW! |
18942 We can't just leave you here, Larriaz. You just murdered an entire family. You're going to have to be punished. |
18943 Calm down, Larriaz. We can help. |
18944 Can't help Larriaz. She been away from water too long. Larriaz dying now. She wish to die alone! Get out! GET OUT! Larriaz no want stupid dirt men watch her die. |
18945 We'll just stay here with you. We've never seen a sirine die from exposure. It might be a learning experience. |
18946 But we might be able to do something to help you. At least let us try. |
18947 There is nothing you can do! Leave Larriaz alone! She say it for last time! Let her die in peace! |
18948 Okay, Okay, we're out of here. |
18949 But we can help you, Larriaz. Stay calm and we'll see what we can do. |
18950 Thank you for letting Larriaz die in peace. |
18951 Poor little thieves. You have chosen the wrong home to break into today. You do not rob from a simple merchant, but rather the master mage SUNIN! I will brook no excuses! Today is the day that you die, robbers! |
18952 I know you said that you wouldn't tolerate excuses, but we have a real good one. |
18953 Die, mage! |
18954 Of course, I'll not be killing you alone. I have my servants to aid in the killing. They are but a teleport spell away. |
18955 Such fury! |
18956 Jenkal |
18957 Jenkal |
18958 Ba'ruk |
18959 Ba'ruk |
18960 Ingot |
18961 Ingot |
18962 Neville |
18963 Neville |
18964 Larze |
18965 Larze |
18966 Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword. STATISTICS: THAC0: +1 Damage: 2d4+1 (slashing) Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 9 |
18967 Kissiq |
18968 Kissiq |
18969 Vax |
18970 Vax |
18971 Zal |
18972 Zal |
18973 These swords are usually referred to as doubled-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it. STATISTICS: THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
18974 Ulcaster |
18975 Ulcaster |
18976 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage. STATISTICS: THAC0: +1 Damage: 1d6+1 (piercing) Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 |
18977 Arghain |
18978 Arghain |
18979 Borda |
18980 Borda |
18981 Permidion Stark |
18982 Permidion Stark |
18983 Mutamin |
18984 Mutamin |
18985 The password you typed is incorrect. Please try again. |
18986 Cannot connect to the game session. |
18987 That name is already being used by another player. |
18988 Hafiz |
18989 Hafiz |
18990 Narcillicus Harwilliger Neen |
18991 Narcillicus |
18992 Laryssa |
18993 Laryssa |
18994 Sendai |
18995 Sendai |
18996 Delgod |
18997 Delgod |
18998 Alexander |
18999 Alexander |
19000 Zargal |
19001 Zargal |
19002 Geltik |
19003 Geltik |
19004 Malkax |
19005 Malkax |
19006 Carsa |
19007 Carsa |
19008 Kahrk |
19009 Kahrk |
19010 Billy |
19011 Billy |
19012 Dribben |
19013 Dribben |
19014 Canto |
19015 Canto |
19016 Teyngan |
19017 Teyngan |
19018 Jemby |
19019 Jemby |
19020 Zekar |
19021 Zekar |
19022 Larry |
19023 Larry |
19024 Darryl |
19025 Darryl |
19026 Icharyd |
19027 Icharyd |
19028 Meilum |
19029 Meilum |
19030 Vitiare |
19031 Vitiare |
19033 [no text] |
19034 This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. STATISTICS: Charge abilities: – Summon 12 HD of monsters Range: 20 ft. Duration: 2 turns Requires: 9 Intelligence Weight: 1 |
19035 Kirian |
19036 Kirian |
19037 Peter |
19038 Peter |
19039 Baerin |
19040 Baerin |
19041 Lindin |
19042 Lindin |
19043 This wand will cause a pillar of flame to shoot out of the sky and strike the chosen target. The flames will do 8d6 damage to the target (with 1s taken as 2s), unless the target makes a Save vs. Wand in which case <PRO_HESHE> will take half. The wand only has a certain amount of charges and will be destroyed when they are used. STATISTICS: Charge abilities: – Flame Strike Damage: 8d6 fire (Save vs. Wand for half) Range: 120 ft. Area of Effect: 1 creature Requires: 9 Intelligence Weight: 1 |
19044 This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle fury has ended, this sword can only be removed via an exorcism using a Remove Curse spell. STATISTICS: Equipped abilities: – Causes the wielder to go berserk – May only be removed with a Remove Curse spell THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15 |
19045 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 9 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 12 |
19046 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: THAC0: +1 Damage: +3 Speed Factor: 9 Proficiency Type: Crossbow Type: Two-handed Requires: 12 Strength Weight: 12 |
19047 [no text] |
19048 [no text] |
19049 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe. STATISTICS: THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 |
19050 Breaking a mirror... That's seven years bad luck, plus ten for the metal... |
19051 No, there isn't. Now good day and goodbye! |
19052 An extra ten? For metal? Why, this entire region will be cursed for generations! |
19054 [Voic2a:Battle Cry] Your life ends here. |
19055 [Voic2b:Becoming Leader] I alone belong here. |
19056 [Voic2c:Tired] I am so very weary. |
19057 [Voic2d:Bored] I grow tired of wasting time. |
19058 [Voic2e:Badly Wounded] I am certain to die without immediate aid. |
19059 [Voic2f:Selected 1] What would you have me do? |
19060 [Voic2g:Selected 2] Your wish? |
19061 [Voic3a:Battle Cry] Heh! Time for a bit of the rough and tumble! |
19062 [Voic4a:Battle Cry] All will die! |
19063 [Voic5a:Battle Cry] Your life shall be mine! |
19064 [Voic6a:Battle Cry] Death will come swiftly for you! |
19065 [Voic3b:Becoming Leader] Ha hah! I'll lead 'em well! |
19066 [Voic4b:Becoming Leader] None other than me should be in this place. |
19067 [Voic5b:Becoming Leader] I deserve to be leader. |
19068 [Voic6b:Becoming Leader] There are none more capable for this position! |
19069 [Voic3c:Tired] I'll need to be resting soon. |
19070 [Voic4c:Tired] I shall be asleep on my feet if I do not rest soon. |
19071 [Voic5c:Tired] We should rest now. I need sleep. |
19072 [Voic6c:Tired] I grow tired. We will rest soon. |
19073 [Voic3d:Bored] I should get moving before the whole day is a waste. |
19074 [Voic4d:Bored] I find this inactivity extremely frustrating. |
19075 [Voic5d:Bored] This is so utterly boring. |
19076 [Voic6d:Bored] Must we stand about? I have much to do. |
19077 [Voic3e:Badly Wounded] Huh... perhaps I'm a... bit more hurt than... than I thought. |
19078 [Voic4e:Badly Wounded] I really must get proper treatment for my wounds. |
19079 [Voic5e:Badly Wounded] I... I am wounded. |
19080 [Voic6e:Badly Wounded] I must... get proper treatment for my injuries. |
19081 [Voic3f:Selected 1] Yes? |
19082 [Voic4f:Selected 1] What? |
19083 [Voic5f:Selected 1] What?! |
19084 [Voic6f:Selected 1] And now what? |
19085 [Voic3g:Selected 2] What now, I wonder? |
19086 [Voic4g:Selected 2] Yes? |
19087 [Voic5g:Selected 2] Yes? |
19088 [Voic6g:Selected 2] What must I do? |
19089 [Voic2h:Selected 3] Hurry up! |
19090 [Voic3h:Selected 3] Where to now? |
19091 [Voic4h:Selected 3] Hmm? |
19092 [Voic6h:Selected 3] Hmm?! |
19093 [Voic5h:Selected 3] What is it?! |
19094 [Voic2i:Action 1] If you insist. |
19095 [Voic3i:Action 1] Of course, heh! |
19096 [Voic4i:Action 1] Simpler done than said. |
19097 [Voic5i:Action 1] Fine! |
19098 [Voic6i:Action 1] A simple task. |
19099 [Voic2j:Action 2] Very well. |
19100 [Voic3j:Action 2] Done and done! |
19101 [Voic4j:Action 2] Certainly. |
19102 [Voic5j:Action 2] Such menial tasks. |
19103 [Voic6j:Action 2] Consider it done. |
19104 [Voic2k:Action 3] All right, all right! |
19105 [Voic3k:Action 3] A simple task. |
19106 [Voic4k:Action 3] Surely. |
19107 [Voic5k:Action 3] A simple matter. |
19108 [Voic6k:Action 3] No trouble at all. |
19109 [Voic2l:Hit] Oof! |
19110 [Voic3l:Hit] Eugh! |
19111 [Voic4l:Hit] Gack! |
19112 [Voic5l:Hit] Augh! |
19113 [Voic6l:Hit] Errgh! |
19114 [Voic2m:Dying] Hagh... ahh... |
19115 [Voic3m:Dying] Hooargh... ugh... |
19116 [Voic4m:Dying] Aaagh... egh... |
19117 [Voic5m:Dying] Nnaagh... agh... |
19118 [Voic6m:Dying] Auuugh... |
19119 Jopi |
19120 Jopi |
19121 Surrey |
19122 Surrey |
19123 Whelp |
19124 Whelp |
19125 Ye stink like the adventuring rogues that ye are! |
19126 And you have the stench about you of a peasant knave. Now I ask you, which of us smells the sweeter? |
19127 Look, comrades! The peasant has a tongue! If only he had the wit to match... |
19128 Sweetness is best judged by those around ye. My cows and horses know my scent and snuggle close to share it. But ye surround yerself wit' monsters and they crowd close only to extinguish yer fetid wafts and purge them wit' a slow turn on the spit! Aye, then, there be firm proof that between our two stenches, mine be far more the tolerable! |
19129 Whelp |
19130 What good be wit unless ye use it? Rest assured, stranger, I have not seen it grace yer party yet. |
19131 Yer type was meant to spar wit' magic globes and sharpened steel. Yer attempts at verbal conquest leave much to be desired. Begone, imps, and through the window fly. |
19132 Nessie |
19133 Nessie |
19134 Please. *sniff* You must save us from this wretched iron! |
19135 Miner Gord |
19136 Miner Gord |
19137 Miner Ruffie |
19138 Miner Ruffie |
19139 Why shed such tears over a crisis that is far more political than personal? |
19140 Miner Dilak |
19141 Miner Dilak |
19142 Miner Marvin |
19143 We are doing all we can, friend, but such salvation is a slow and troubled process. |
19144 Miner Marvin |
19145 Miner Marvin |
19146 War is political, but does it not maim husbands and kill sons? *sniff* My husband rode the plow behind our horses until the rotten iron hitching broke. The horses bolted and the plow rose from the earth to overturn and catch my man beneath it. He was dragged twenty yards through rocky soil and is dying now, beyond the cleric's powers. A simple hitching broke and still you ask me why I weep! |
19147 Miner Cory |
19148 Miner Cory |
19149 Why must evil always be so fleet of foot, while good loiters behind, holding back like an embarrassed younger brother? I pray that the gods may someday grant us swifter heroes! |
19150 Miner Lesley |
19151 Miner Lesley |
19152 Miner Bob |
19153 Miner Bob |
19154 Miner Dink |
19155 Miner Dink |
19156 Miner Kylee |
19157 Miner Kylee |
19158 The Great Gazib |
19159 The Great Gazib |
19160 Galtok |
19161 Galtok |
19162 Dandal |
19163 Dandal |
19164 [AJANTIS HOSTILE] Your evil ways betray you. Prepare yourselves for Helm's righteous fury! |
19165 Samantha |
19166 Samantha |
19167 Jamie |
19168 Jamie |
19169 Lestor |
19170 Lestor |
19171 Tipian |
19172 Tipian |
19173 Andarsson |
19174 Andarsson |
19175 Canticle |
19176 Canticle |
19177 Faber |
19178 Faber |
19179 Phaersis |
19180 Phaersis |
19181 Bentha |
19182 Bentha |
19183 [ALDETH 10] How may I help you? |
19184 [ALDETH 11] Ahh! This is insane! |
19185 [ALDETH 12] This is insane! We've no need to fight each other! |
19186 [ALDETH 13] Fiend! He's but a child! Help! |
19187 [ALDETH 14] I have little more to say. |
19188 [ALDETH 15] You've heard my stories. Nothing has changed since we talked last. |
19189 [ALDETH 16] Leave me! I would be alone! |
19190 Zordral |
19191 Zordral |
19192 Lakadaar |
19193 Lakadaar |
19194 The Archdruid |
19195 Laskal |
19196 Winski |
19197 Winski |
19198 Kerrachus |
19199 Kerrachus |
19200 Nikolai |
19201 Nikolai |
19202 Dun |
19203 Dun |
19204 Lady Hannah |
19205 Lady Hannah |
19206 Tick |
19207 Tick |
19208 Ocellis |
19209 Ocellis |
19210 Tartusse |
19211 Tartusse |
19212 Drelik |
19213 Drelik |
19214 Jardak |
19215 Jardak |
19216 Wiven |
19217 Wiven |
19218 Dirk |
19219 Dirk |
19220 Meakin |
19221 Meakin |
19222 Sath |
19223 Sath |
19224 Magic Resistance |
19225 Taxek |
19226 Taxek |
19227 Michael |
19228 Michael |
19229 Desreta |
19230 Desreta |
19231 Vay-ya |
19232 Vay-ya |
19233 Nortuary |
19234 Nortuary |
19235 Larriaz |
19236 Larriaz |
19237 Sunin |
19238 Sunin |
19239 Maka |
19240 Maka |
19241 Joular |
19242 Joular |
19243 Tel-anon |
19244 Tel-anon |
19245 Arkushule |
19246 Arkushule |
19247 Galileus |
19248 Galileus |
19249 Pallonia |
19250 Pallonia |
19251 Ashen |
19252 Ashen |
19253 Cannot save game while in dialogue mode. |
19254 Cannot save because dialogue is about to start. |
19255 Cannot save during a rest, chapter information or movie. |
19256 You there, wait! I recognize your face from aâ€â€from a dream I had last night... |
19257 Dreams speak with wisdom the waking mind can rarely fathom. Tell me your dreams, woman, and warn me of my place in them. |
19258 Stay back, hag, I want nothing of your witch's ravings! |
19259 You were a god, made of iron, and I watched you from below, so far below. You were stolid, still, unmoving, a bulwark against some raging storm and then youâ€â€and then you shattered and... and broke... Your iron flesh, it tore itself asunder andâ€â€andâ€â€and you fell to your knees, a weakened being. It was horrible, a true horror, and I woke up weeping with my husband shaking me, desperate to rouse me from my reckless slumber... Whoever you be and whatever you have come here for, beware the fates for they... they be arrayed against you. |
19260 They have replaced your heart with sickened iron! Did you feel them pour the molten metal in? Does it sit there, cold and hard within your chest? Begone from me! Begone and beware your other! |
19261 Aye, you be fighters and mages and monster-killers all, be ye? |
19262 We may not all be fighters and we may not all be mages but each of us has a monster's death throes to our name. Why do you ask? |
19263 No, sir, merely travelers armed for the road. |
19264 The roads be lined with bandits of every ilk and description but the most fearsome be them monstrous hobgoblins! Do us all a favor and place a blade into their gut! |
19265 We all be travelers, though few as armed as you. Aye, but that is why this traveler stays within the safer confines of this town and dares not venture out as far as you. Go well, and slay them bloody bandits where they wait! |
19266 Damned bandits have me holed up within these wretched walls when I'd far rather have the road. |
19267 You do not dream often, but tonight the visions are vivid indeed. Long have you walked, but now you find yourself back amidst the stones of Candlekeep. Your former home looms before you, but the gate is closed and barred. Over the walls, there is a candle in your old room, but as the light goes out, the brick surrounding the window closes together. The very walls conspire to keep you at bay. A familiar voice startles you, though it is calm and caring. "You cannot go back this way, child. You must go on." Gorion forms before you, and though his image should be comforting, it seems but a shade of his living self. He is dead in your dreams, as in life. The phantom of your foster father gestures toward the blackness of the wood as though it should be inviting. Perhaps it is, in a way, but the traveling will be hard. As you think this, a smooth and obvious path becomes clear out of the corner of your eye. It seems meant for you, pulls at your very being, and promises to quickly lead you away from the life you once led. Perhaps this would be for the best, but it is a bit too convenient for your liking. You do not wish to dwell upon the loss you have endured, but neither should it be forgotten. Gorion smiles and fades away. The pull becomes a push, but you turn away, steadfast in your new direction. The way is not quite as clear, but it is sure to be interesting nonetheless. A whisper follows as you stride away, something vestigial and sinister that you recognize, but yet have never heard. "You will learn..." You don't look back. |
19268 You do not dream often, but tonight the visions are vivid indeed. Long have you walked, but now you find yourself back amidst the stones of Candlekeep. Your former home looms before you, the drab walls just as you remember them. Over the barricades, you can see your old room, and you wonder if it really was as small as it appears now. As you stand before the keep, a familiar figure comes into view. Gorion stands before you, but his visage is shadowy and weak. He is dead in your dreams, as in life. The phantom of your foster father mutely walks towards the woods, towards supposed safety, and beckons for you to follow as he did once before. This time, you remain behind, knowing what is to come. Before your eyes, phantoms of the past reenact the pathetic scene that must have taken place in your absence. Clad in armor assuredly magical, a figure strides from the darkness. Admittedly a powerful mage in his youth, Gorion is all but helpless before the onslaught. As he falls, the scene begins again, replaying over and over. Each successive viewing makes the unknown warrior all the more impressive. As you stare at the murderer of your former mentor, one thought coalesces in your mind: You will have such power as this. Whatever it takes, you will have all that he does, and more. With that, a passage becomes clear through the darkened wood, and you wonder how you could have missed it. The trees close behind you as you walk, but you are unconcerned. The path feels right and will assuredly give you what you seek. It seems to promise this in a voice you know, but yet have never heard. The image of Gorion's death replays in your mind throughout the night. You get used to it. |
19269 You are startled out of sleep with a chill, though the night is warm and calm. It is though someone has walked across your grave, and for a moment, you wonder if it was you. With this thought, the ground beneath you opens, and you are swept into the dark. When light returns, you do not find its presence comforting. Before you lay the empty mines of Nashkel, cleansed by your previous passage. You move through walls and floors alike, descending deeper and deeper, until a bloated figure comes into view. Mulahey, in no better shape than you left him, stands motionless before you. Held from whatever afterlife calls it, this foul apparition has been waiting for you. A dagger of bone hovers before it, ready for a willing hand to drive it deep. Had this creature breath, you are sure it would be hurling curses. It waits for the kill, a death beyond death, and knows no hope. You turn your back on the blade, and it clatters to the floor. Punishment enough shall find this creature in the land of the dead; you need not inflict any more upon him. Surprised and thankful, the visage of Mulahey hobbles forward and through you, off to whatever fate it deserves. Perhaps for safekeeping, it leaves a part of itself behind. It is a spark of hope that fills a space within you; a dagger-shaped hole you did not know was empty. There is a cry of rage from the depths, and the dagger of bone launches itself though the air, your heart its target. You awake just as it should have struck, and the cold sweat that covers you stings your eyes. A disapproving voice lingers in your ears, though it should have disappeared with the dream. "You... WILL... learn!" |
19270 The stone tunnels of the Nashkel mines constrain your dreams tonight. The twisting depths are more a nuisance than claustrophobic now, what with the hidden marauders dead at your feet. Deeper you tread, chuckling over your triumph at each body you see, pausing occasionally to wipe your boots clean or check the odd kobold for coins you might have missed. There is a sound from below, and you quickly move towards it. A door opens, and before you stands Mulahey, in no better shape than you left him. Held from whatever afterlife calls it, this specter has apparently been waiting for you. A dagger of bone hovers before it, ready for a willing hand to drive it deep. Had this creature breath, you are sure it would be hurling curses. It waits for the kill, a death beyond death, and knows no hope. Rightfully so. You brush aside the quaint blade and bring your hands around the creature's neck. A stranger's weapon simply will not suffice in this matter; you must be certain this phantom remains among the dead. It is strange though: Doomed as he is, Mulahey still looks somewhat relieved. His visage fades within your grasp and leaves you clutching at empty air. A puzzling turn, but of little concern. The mine is yours once again. You turn to leave, but find the exit blocked. The lone dagger has become five: a skeletal set of claws that hovers before you. A talon extends and presses against your chest, and a hollow voice chills the air. "You should use the tools you are given." It traces a line of ichor on your tunic, increasing in pressure. "Listen to what is bred in the bone." There is a flash of motion as the claws push deep into your chest. You awake in an instant, the sound of morning a welcome clamor. You are intact and, though tired, you are certainly not afraid. Your heart is not your weak spot. |
19271 As darkness falls, your mind drifts back to events past and to triumphs well deserved indeed. A fortified camp secluded and guarded from the entire coast, and it is naught but easy pickings before your guile. All manner of bandit and brigand move about here, but you may as well be invisible amongst them. Your recollections are interrupted by a powerful gust of wind, lifting you high above the camp and woods both. Your arc crests in the high morning sun, and for a moment, you are as a bird, free from your duties to those below. With unseen hands, the earth reasserts her hold on you, and suddenly you feel less like a sparrow and more like a catapult stone. Without impact or fanfare, the ground accepts your passage and does not strike back. In a moment, all is black, and for all you know, you have descended to the very core of the world. The rock around you illuminates, and a cavern slowly takes shape, though you can see no more than a few steps ahead or behind. Stumbling forward, you find yourself face to face... with yourself. Before you is a likeness in stone exact to the smallest detail. A voice in the darkness accuses you, even as it seems amused. "Such pride undeserved, great predator, when your whole being is borrowed. Credit where it is due, and dues where payment is demanded." A dagger of bone flies from the blackness and strikes the statue square. It cracks slightly, but the pain you feel is as though you were rent asunder. "You were made as you are," taunts the voice, "and you can also be broken." You fall backward into the void and do not come to rest until morning wakes you. |
19272 A woman is being held captive in the gnoll fortress to the west! It seems likely that she is still alive as her captors apparently banished the gnoll, Ingot, upon well-founded suspicions that he might eat her. |
19273 As darkness falls, your mind drifts back to events past and to conquests well won indeed. The feared and fabled bandits that have plagued the entire coast are as dust beneath you. You stride through their camp, ignoring their attacks, and scattering tents and bodies as you go. Your recollections are interrupted without impact or fanfare, as the earth opens to accept your passage. The cascading rock and gravel prevents your escape, and in a moment all is black. For all you know, you have descended to the very core of the world. The walls around you illuminate, and a cavern slowly takes shape, though you can see no more than a few steps ahead or behind. Stumbling forward you find yourself face to face with yourself. Before you is a likeness in stone exact to the smallest detail. A voice in the darkness accuses you, even as it seems amused. "Such pride undeserved, great conqueror, when your whole being is borrowed. Credit where it is due, and dues where payment is demanded." A dagger of bone flies from the blackness and strikes the statue, square. It cracks slightly, but the pain you feel is as though you were rent asunder. "You were made as you are," taunts the voice, "and you can also be broken." You fall backward into the void and do not come to rest until morning wakes you. |
19274 Tonight, you dream of blood. Not of blood on a blade or the blood on your hands, but an ichor that runs as a torrent through the realms. A flood that pours across the fields and forests. An ocean that floats you to the world's edge and threatens to cascade off into the void. This blood seems a frightening thing: a massive force that sweeps away all resistance. As a whole, it is a monster, and it cannot be stopped. Were it to be viewed from on high, it would seem to cover the entire world in its red-black embrace. You, however, do not have such a lofty perch. From within the deluge, you can see it does not move as one, but is filled with currents, eddies, and undertows. Pockets of calm afford breathing space, whilst violent whirlpools threaten to rend limb from limb. Ultimately, it seems undirected, and lacks a driving will, a quality you have in abundance. You may be caught within, but sufficient determination can shape what you need to survive. There are still options open, still choices to be made. As the tide presses forward, you steer as you wish, atop a ship called Persistence and under sails made of resolve. A sudden and deliberate wave puts an end to your course and to the dream. It would seem that the flood does have some will and took offense to your enjoying the ride. |
19275 Tonight, you dream of blood. Not of blood on a blade or the blood on your hands, but an ichor that runs as a torrent through the realms. A flood that pours across the fields and forests. An ocean that floats you to the world's edge and threatens to cascade off into the void. This blood seems a frightening thing: a massive force that sweeps away all resistance. As a whole, it is a monster, and it cannot be stopped. Were it to be viewed from on high, it would seem to cover the entire world in its red-black embrace. You, however, do not have such a lofty perch. From within the deluge, you can see it does not move as one, but is filled with currents, eddies, and undertows. Pockets of calm afford breathing space, whilst violent whirlpools threaten to rend limb from limb. Ultimately, it seems undirected, mindless, and meandering. You may be caught within, but there are still options open, still choices to be made. The tide presses on, but you press back. Let the blood rage as it will; you are in control of what is yours, and that is all you can ask. |
19276 You close your eyes tonight, and visions of Candlekeep swim into view. As you pass through the gates of the citadel, there is a flash of memory, and you are a child of only a few seasons once more. At your side is Gorion, gray-haired even all those years ago. How old must he have been to age so little in the time since? Aged as he ever was, you still have to run to keep up with him. He has an important meeting with Ulraunt, the Keeper of the Tomes: an important meeting about you. Funny, you don't remember it. As you stand outside the doors of the inner keep, you can hear the shouting from within. Gorion seldom raised his voice, though you did not care to listen to the "discussions" at your previous stops either. As you trace patterns in the water of a fountain, a reflection distracts you from the argument. A large raven has perched atop a stone wall and stares directly at you with huge black eyes. You stare back through the mirror of the water and are suddenly afraid to meet the bird's gaze any other way. It has claws for feet. You think to yourself: little skeletal claws. The doors of the keep suddenly swing open, and Ulraunt storms out. He glances at you for a moment, but looks away as he speaks. "You both can stay," he sneers, "but mark my words. That child will be the death of you." A flash of memory once more, and Gorion walks out of the keep as he is today: dead. You drop your gaze back to the water so as not to see. The raven is gone, but your own image remains. Your eyes are black, like those of a bird. "Like father, like child," the reflection says. You wake with a yell, predictably unrested. |
19277 Today I met the madman, Kissiq. He seems quite obsessed and disturbed by his supposed encounter with a talking chicken. While I doubt his sanity, I find the lure of such adventure rather hard to suppress. He claimed that the chicken lay to the east of him, should I ever choose to investigate this further. |
19278 You close your eyes tonight, and Candlekeep winds its way into your dreams. With a flash of memory, you are a runt of a child once more, Gorion dragging you through the gates of the citadel. Aged as he ever was, you still have to run to keep up with him. He has an important meeting with Ulraunt, the Keeper of the Tomes: an important meeting about you. Funny, you don't remember it. As you stand outside the doors of the inner keep, you can hear the shouting from within. Gorion is uncharacteristically loud and seems quite irate. You don't know why he bothers, really. No one seems to want the two of you around. As you trace patterns in the water of a fountain, a reflection distracts you from the argument. A large raven has perched atop a stone wall and stares directly at you with huge black eyes. You stare back through the mirror of the water and are suddenly afraid to meet the bird's gaze any other way. It has claws for feet. You think to yourself: little skeletal claws. The doors of the keep suddenly swing open, and Ulraunt storms out. He glances at you for a moment, but looks away as he speaks. "You both can stay," he sneers, "but mark my words. That child will be the death of you." A flash of memory once more, and Gorion walks out of the keep as he is today: dead. You drop your gaze back to the water so as not to see. The raven is gone, but your own image remains. Your eyes are black, like those of a bird. "Like father, like child," the reflection says. You wake with a yell, predictably unrested. |
19279 Tonight, you sleep hunted by all and wake in a dream hunted by one. Tonight you are the monster everyone claims you are: the kobold scorned like a rodent, the ogre that children fear comes in the night. The mobs and their torches now come for you, counting you among the creatures you once did hunt. Or so someone would have you believe. Once again you hear the voice, a voice that now makes no secret of its origins. It speaks of destiny and nature, and of evils bred in the bone. It says you will never be free of the mob, that they will hunt you for what you are. Murder and death run through your heart, and accepting that will supposedly give you power. The essence of Bhaal within you cannot be ignored. But you have not ignored it. You realize that from the first you have fought the very blood in your veins, fought dagger and claw for each victory, and ultimately you have triumphed. With righteous will, you have turned the dark forces within you to good purpose. Whatever the foundation of your being, you have remade yourself in your own image. Amidst threats it does not yet know are empty, the voice tries to play upon your doubts, but finds none. As you stare unwavering, the presence grows weaker and weaker. As it fades from your mind, one warning does stand out amidst the din. It speaks of others that will listen where you have not, others that will embrace what you have rejected, and others that will be your death. This describes but one man, and you know of no other it could be. He who orchestrated your fall, deceived your comrades, and deserves all that your justice shall mete upon him. Sarevok. He is a debt that must be paid to the whole of the Sword Coast. You awake sure of your cause and of what must be done. |
19280 Tonight, you sleep hunted by all and wake in a dream hunted by one. Tonight, you are the monster everyone claims you are: the kobold scorned like a rodent, the ogre that children fear comes in the night. The mobs and their torches now come for you, counting you among the creatures you once did hunt. Or so someone would have you believe. Once again you hear the voice, a voice that now makes no secret of its origins. It speaks of destiny and nature, and of evils bred in the bone. It says you will never be free of the mob, that they will hunt you for what you are. Murder and death run through your heart, and accepting that will supposedly give you power. The essence of Bhaal within you cannot be ignored. It is mistaken. You have already accepted what runs in your veins: You have accepted it and moved on. Whatever the foundation of the blood within you, it is yours and no one else's. If there is a power to be had, then you will administer it as you see fit and not according to the ravings of a shade long dead. You calmly turn your back and walk away, applying the most powerful weapon you have at your disposal: indifference. Let the dead rattle on if they wish. Had they the power to harm you, they would have done so a dozen times over. More tangible threats require attention. The voice becomes shrill and piercing as you walk, but gradually grows weaker. As it fades, one warning does stand out amidst the din. It speaks of others that will listen where you have not, others that will embrace what you have rejected, and others that will be your death. This describes but one man, and you know of no other it could be. He who orchestrated your fall and deserves all that you shall inflict upon him. Sarevok. He shall feel your wrath for all that has occurred. You awake sure of your cause and of what must be done. |
19281 Sarevok crumbles to dust before you, as did his elaborate scheme. The walls still echo his anger, but you know that the influence he wielded is finally gone. His treachery will affect the Sword Coast for some time to come, but the region will eventually return to what it calls "normal." There has been a more permanent effect upon you, however. You and Sarevok shared more than you would care to know. You were of the same blood, the same lineage, and the poison that ran through his heart has the potential to take yours as well. You have heard the whispers of the past, as your sibling must have, but you chose to shut them out. While it is hard to imagine the towering Sarevok as weak, despite his menacing nature he succumbed to the dark temptations that you have not. The whispers may yet become screams, however, and there is danger that remains real. For you, and the rest of the realms alike. Would Sarevok have become a god if his plans had reached fruition? It is unlikely. At least, not in the manner he would have wished. Sarevok caused great suffering in the name of his father, but somehow you know that his untimely death has perhaps served the dead god more. As you watched the essence of your sibling drain away, a horrible scenario emerged in your mind. This child, raised to madness, driven to conquest, ultimately killed by those that would righteously oppose him; his entire life was nothing more than "fuel" for the eventual rebirth of the father. Bhaal seeded the world with offspring to effect his resurrection, not his replacement. Certainly an appropriate way to return power to a dead Lord of Murder. |
19282 Sarevok crumbles to dust before you, as did his elaborate scheme. The walls still echo his anger, but you know that the influence he wielded is finally gone. His treachery will affect the Sword Coast for some time to come, but the region will eventually return to what it calls "normal." There has been a more permanent effect upon you, however. You and Sarevok shared the same blood, the same lineage, but you have not believed the lies. You have heard the whispers your sibling must have, but the rantings of shadows are not your concern. Obviously, Sarevok was not as strong as you and placed too much faith in a power long dead. He was willing to play the pawn, and as such, he was doomed to fall before you. His fool's gambit failed him, but there is still danger in Sarevok's passing. For you and the rest of the realms alike. Would Sarevok have become a god if his plans had reached fruition? It is unlikely. At least, not in the manner he would have wished. Sarevok caused great suffering in the name of his father, but somehow you know that his untimely death has perhaps served the dead god more. As you watched the essence of your sibling drain away, a horrible scenario emerged in your mind. This childâ€â€raised to madness, driven to conquest, ultimately killed by those that would righteously oppose himâ€â€his entire life was nothing more than "fuel" for the eventual rebirth of the father. Bhaal seeded the world with offspring to effect his resurrection, not his replacement. Certainly an appropriate way to return power to a dead Lord of Murder. |
19283 It seems I have accidentally altered the course of future history by stumbling upon the thief, Permidion Stark, as he was planning, in his words, "the greatest heist of all time." His will and concentration broken, he has left me here to ponder the situation... A powerful mage apparently lives nearby, guarded by horrid flesh-beasts. Stark claimed they were too tough to kill but that there might be a way to lure them away from the action. Ah well, I can cross that bridge when I come to it. |
19284 Poor, young Footy is as tragically mad as everyone else in this dreadful place. He has been watching the foul Bassilus, trying to spot his own family amongst the animated corpses, laughing at their antics as he does so... Guilt and innocence are so malleable in this affair. All I know is that I cannot bear to let this depravity continue any longer. |
19285 I met Dun the ex-merchant in the city streets today. He has the most interesting suspicions about the Seven Suns and the Merchants' League, two mercantile groups here in Baldur's Gate. He is apparently quite in their debt financially but, for some unknown reason, they have stopped pressuring him for repayment. Indeed, they seem almost frightened whenever he approaches them and tries to catch their eye... I cannot yet fathom the relevance of this to my investigation. Still, this whole affair has been motivated by greed, business, and money from the start. If merchant groups in the largest city in the region are acting suspicious, I had best take note... |
19286 A woman by the name of Lady Hannah informs me that Ragefast the Mage has enslaved a nymph within his quarters, in the northwest corner of the city. I will find him and listen to his defense but, rest assured, I will not give him the benefit of the doubt in a travesty such as this! |
19287 You there, what is the meaning of this...? |
19288 You there, what is the meaning of this...? |
19289 What? Oh, it's just other one here to save us. Go ahead, try to rid the mines of all their evil and get yourself killed like the last couple. |
19290 Last couple what? |
19291 Adventurers, ya idiot. Ye think you're the first to try to save us all? Not likely, not going to be the last I'll wager either. |
19292 Chicken |
19293 Gold is the standard of currency, commonly called Golden Lions throughout the realms, though only the Cormyrian coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five-sided shape). The most common in the southern regions are the Amnian danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties). |
19294 Ankheg Shell |
19295 The ankheg is a burrowing insect-like creature between 10 and 20 feet long, found mainly in forests or choice agricultural land. They are covered with plates or shells made out of a substance called chitin which is extremely tough and very light. The size, weight, and strength of the shells make them highly sought after in many situations, including the creation of armor. STATISTICS: Weight: 100 |
19296 This item is a spell component required to create a Halruaan skyship. STATISTICS: Weight: 1 |
19297 This spell heals the character by 8 Hit Points. |
19298 This nullifies any active spells upon the selected character. |
19299 Epilogue |
19300 Any curses upon the selected character are removed. |
19301 This spell heals the character by 17 Hit Points. |
19302 Any poison afflicting the selected character is cured. |
19303 The selected character is brought back from the dead. |
19305 The game is roulette in its simplest form. You pick your number and you take your chances. One will get you thirty-six on a winning spin. |
19306 Wager 1 gold. |
19307 Wager 1 gold. |
19308 Wager 2 gold. |
19309 Wager 2 gold. |
19310 Wager 5 gold. |
19311 Wager 5 gold. |
19312 Wager 10 gold. |
19313 Wager 10 gold. |
19314 We have a winner! I take the 1 gold you bet and give you 36 back! |
19315 We have a winner! I take the 2 gold you bet and give you 72 back! |
19316 We have a winner! I take the 5 gold you bet and give you 180 back! |
19317 We have a winner! I take the 10 gold you bet and give you 360 back! |
19318 Oooooh, I'm so very sorry. Next! |
19319 Roll up and take a chance on the big wheel. One will get you twenty on a winning spin. |
19320 Wager 1 gold. |
19321 Wager 1 gold. |
19322 Wager 2 gold. |
19323 Wager 2 gold. |
19324 Wager 5 gold. |
19325 Wager 5 gold. |
19326 The Lady smiles upon you! I take your 1 gold and you get 20! |
19327 The Lady smiles upon you! I take your 2 gold and you get 40! |
19328 The Lady smiles upon you! I take your 5 gold and you get 100! |
19329 So sorry! You'll have to try again. |
19330 A toss of the bones to make your fortune. Double your money on a winning roll. |
19331 Wager 1 gold. |
19332 Well met, young one! I trust that thou art well? I have heard many things about thee in the past few tendays, and I am most impressed. |
19333 Wager 2 gold. |
19334 Are you following me, old man? |
19335 A winner! You've doubled your coins! I take your 1 gold and give you 2. |
19336 A winner! You've doubled your coins! I take your 2 gold and give you 4. |
19337 The Lady looks away and you lose! Sorry. Next! |
19338 Then step aside. I need this space for people willing to play. |
19339 No, thanks. |
19340 No, thanks. |
19341 Move along then. |
19342 No, thanks. |
19343 Step aside. You're blocking the paying customers. |
19344 This is a dead body. STATISTICS: Weight: 185 |
19345 Hull's Long Sword |
19346 Melicamp the Chicken |
19347 Melicamp the Chicken |
19348 The members of this caravan met a violent death. While there is no evidence to suggest it, you would surmise that bandits must be responsible. |
19349 Winthrop |
19350 Winthrop |
19351 Guard House |
19352 Candlekeep. |
19353 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: THAC0: +1 Damage: 1d8+1 (missile) Launcher: Crossbow Weight: 0 |
19354 These stairs are closed due to poor workmanship. |
19355 This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target, leaving behind an electrical sulfuric smell. As it hits, there is a crackle as the energy stored is released into the target's wound. STATISTICS: Damage: 1d8, +4d4 electrical damage (Save vs. Breath for half) Damage type: Missile Launcher: Crossbow Weight: 0 |
19356 This bolt was designed as a deadly complement to the crossbow. Poison smeared on its barbed tip infiltrates the bloodstream of its victims, causing agony and often death. STATISTICS: Combat abilities: – Target must save vs. Death or take 30 points of poison damage in 15 seconds Damage: 1d8 (missile) Launcher: Crossbow Weight: 0 |
19357 This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a Save vs. Polymorph or be transformed into a squirrel. STATISTICS: Combat abilities: – Target must save vs. Polymorph or be turned into a squirrel permanently Damage: 1d8 (missile) Launcher: Crossbow Weight: 0 |
19358 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: THAC0: +2 Damage: 1d8+2 (missile) Launcher: Crossbow Weight: 0 |
19359 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 13 |
19360 [no text] |
19361 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft. STATISTICS: THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8 |
19362 [no text] |
19363 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: THAC0: +1 Damage: 2d4+1 (crushing) Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 10 |
19364 Thalantyr has successfully transformed Melicamp. Hopefully the young mage has learned his lesson. |
19365 Shep |
19366 Shep |
19367 Cauternus |
19368 Cauternus |
19369 Vivienne |
19370 Vivienne |
19371 Lantanara |
19372 Lantanara |
19373 Hello, there! I recognize Jaheira in your group, so you must be the adventurers I was expecting. I am Berrun Ghastkill, mayor of Nashkel, and I am happy to welcome you. I am sorry we had to meet under these circumstances. |
19374 Save your pleasantries and answer my questions. How did you know of my plans to come to Nashkel? |
19375 <CHARNAME>! <CHARNAME>! Someone in the Jovial Juggler gave me a gold piece to come find you! |
19376 Slow down, breathless child! Who is tossing money about in hopes of finding me? |
19377 The main character has been killed. You must restart the game. |
19378 Hello, there! I recognize Khalid in your group, so you must be the adventurers I was expecting. I am Berrun Ghastkill, mayor of Nashkel, and I am happy to welcome you. I am sorry we had to meet under these circumstances. |
19379 I recognize Xzar among you, so you must be the group I was expecting. Welcome to Nashkel. I am Berrun Ghastkill, the mayor. If you are here to help, you will be treated well, but I expect no treachery on your part. |
19380 I recognize Montaron among you, so you must be the group I was expecting. Welcome to Nashkel. I am Berrun Ghastkill, the mayor. If you are here to help, you will be treated well, but I expect no treachery on your part. |
19381 The game is no longer paused on this screen. |
19382 Save your pleasantries and answer my questions. How did you know of my plans to come to Nashkel? |
19383 How do you know my name, child? |
19384 Unacceptable and you well know it. Your companions need to verify what is happening here in Nashkel as much as I do. I need someone to descend into the mines southeast of the town, and find out what is causing our problems. Miners are going missing, and the ore we do retrieve is tainted and useless. You will be rewarded for your efforts. I think you can see the benefits of helping me. |
19385 I thought Jaheira would travel with a group that had better manners. I guess even the best of people must work with lowlifes occasionally, if only to get the job done. As for your question, I knew you were coming because I spoke with friends of Jaheira. Mutual acquaintances that I knew would respond to my plea. |
19386 Gullykin Village |
19387 I thought Khalid would travel with a group that had better manners. I guess even the best of people must work with lowlifes occasionally, if only to get the job done. As for your question, I knew you were coming because I spoke with friends of Khalid. Mutual acquaintances that I knew would respond to my plea. |
19388 The Jovial Juggler. Where is that? |
19389 Her name's Officer Vai and she's with the Flaming Fist. And you needn't worry, she's real nice! |
19390 By the way, how did you know my name? |
19391 She's in the Jovial Juggler, you said? Where is that? |
19392 drink potion |
19393 What exactly is the trouble here? |
19394 Do you wish to identify the item with an Identify spell or an Identify scroll? |
19395 What exactly is the trouble here? |
19396 I am sure you have mistaken me for someone else. I don't know you at all. |
19397 I am sure you have mistaken me for someone else. I don't know you at all. |
19398 I don't know you either, but that does not concern me. I know that good people are with you, and that we need help. At this point it doesn't matter whether the help comes from strangers or friends, just as long as it comes. I need someone to descend into the mines southeast of town and find what has caused our miners to go missing and our ore to become tainted. It won't solve everything, but it's the first step to easing the effects of the iron shortage. |
19399 I can't believe you haven't guessed. Have you heard of the iron shortage? Well, Nashkel is in the thick of it. Our mines are all but shut down because the workers continually go missing, and what ore we do get is tainted somehow. I would send in the town guards, but we need them to protect our citizens from the bandits that raid our caravans. We need you to find out what is wrong in the mines southeast of town. |
19400 What is your trouble, and what do I get for helping? |
19401 I assure you we are willing to help. What do you need? |
19402 I don't know you and you don't know me. Move along. |
19403 What is your trouble, and what do I get for helping? |
19404 I assure you we are willing to help. What do you need? |
19405 I don't know you and you don't know me. Move along. |
19406 Concerned about nothing but what is in it for you? I should have expected no less. So be it. We need the Nashkel mines secured. Miners are going missing and the ore we do retrieve is tainted somehow. The town guards are busy enough with bandit raids, so we need you to tackle whatever is underground. The town can give you a reward of 900 gold pieces. We are a small community and that is all we can afford. Please, go now and do what you can. |
19407 You are remarkably well-mannered despite the company you keep. You probably already know of part of our problem. The iron shortage has crippled the coast, and our mines are pretty much at the center of it. Miners go missing all too often, and what ore we do get is tainted and worthless. Clearing the mines will not solve all our problems, but it would be a start. |
19408 The game is roulette in its simplest form. You pick your number and you take your chances. One will get you thirty-six on a winning spin. |
19409 Thank you, child. You have earned your gold piece. I will go to the Jovial Juggler and meet with Officer Vai shortly. |
19410 Why, everyone here is talking about you. You're the ones who saved the Nashkel mines! My momma says that even though we don't like those folks from Amn, there's no reason anyone should have to suffer so... |
19411 Well, that's us, I guess. You've got a good eye. Now who is this person that wants so much to see us? |
19412 What do you need from me? |
19413 Acquaintances of hers, but not of mine. I don't know you at all, so leave me be. |
19414 I suppose you're right, little one. Now, this person who sent you, they're in the Jovial Juggler... Could you tell me where that is? |
19415 And what have you heard? All good things, I hope. |
19416 Thank you, child. You have earned your gold piece. I will go to the Jovial Juggler and meet with your benefactor as soon as I am able. |
19417 What do you need from me? |
19418 Acquaintances of his, but not of mine. I don't know you at all, so leave me be. |
19419 The Jovial Juggler Inn and Festhall! It's in the southeast part of town. Just look for a sign out front with a jester on it... |
19420 I need you to descend into the mines southeast of town, and find out why our miners have been going missing. Hopefully you will also discover why the ore taken from the mine is tainted. Solving these two things won't fix all our problems, but it's the first step to relieving the effects of the iron crisis. Proceed with all possible haste and you will be handsomely rewarded for your efforts. Go now. |
19421 And tell me, who waits there for me? Should I be afraid? |
19422 I'll help as best I can. |
19423 What will be in this deal for me? I don't work for free. |
19424 Thank you. You will be the toast of the town if you can help. |
19425 If the gratitude of an entire town is not enough, don't worry. You will be rewarded in gold, if that is all you desire. Go now and do what you can. |
19426 I will do what I can. |
19427 I'll need an appropriate reward for my time. |
19428 I will help as best I can. |
19429 And what will be my reward? |
19430 I will do what I can to help. |
19431 I will not go until I know my reward. |
19432 The mayor of Nashkel, Berrun Ghastkill, has asked for my help. I am to go to the mines southeast of Nashkel, and find out why the miners have been going missing. Something has also been tainting the ore, causing items made from it to be easily broken. Finding out what is down there is the first step in slowing the effects of the iron shortage. |
19433 How do you know that I'm the one this person is looking for? |
19434 Very well, I shall seek out the sign with the jester on it and meet your friend within. |
19435 Good! You folks are real nice. Momma says the Sword Coast needs some real heroes, these days... Tymora be with you, okay? |
19436 We need the mines cleared with all possible haste. Go now. Bring back some sort of proof when you return, especially any documents. I cannot give you any reward without proof. |
19437 You have returned! It would seem I was right to trust you. The town thanks you wholeheartedly, and is pleased to give you the proper reward. Please take this 900 gold for your efforts. It is a small fortune by anyone's standards. Thank you again. |
19438 I successfully cleared the Nashkel mines, and was rewarded handsomely for my efforts. 900 gold from Berrun Ghastkill, and the thanks of the entire town. Iron will slowly filter back to the coast now, though transporting it is still a treacherous business. The bandits on the roads will have to be dealt with. |
19439 You have returned! It would seem I was right to trust you. The town thanks you wholeheartedly, and is pleased to give you the proper reward. Please take this 900 gold for your efforts. It is a small fortune by anyone's standards. Thank you again. |
19440 No, thanks. |
19442 Roll up and take a chance on the big wheel. One will get you twenty on a winning spin. |
19443 No, thanks. |
19444 A toss of the bones to make your fortune. Double your money on a winning roll. |
19445 Wager 1 gold. |
19446 Wager 2 gold. |
19447 No, thanks. |
19448 I have no time to chat. |
19449 Ah, <CHARNAME>, I thought it might be you. These southern parts are set quite afire with talk of your work in Nashkel... I am Officer Vai of the Flaming Fist and, to be honest, I could use your help. |
19450 Only through tales and stories, I assure thee. Thou art the subject around many tables lately, and I am quite sure that the majority of rumors are more or less true. Much is as I would have done, though the methods may have differed. No doubt the clues unearthed so far have pointed thee in the same direction I would have concluded as well. Thou dost possess a... gifted nature, and I am sure that thou wilt make good use of it. |
19451 That would depend on whom thou would ask, now wouldn't it? For the most part it would appear that thine actions are well-intentioned, and are therefore received as such. Much is as I would have done, though perhaps not using the same method. Likely the clues also point thee in the same direction I would go. |
19452 Of course not, and I would not dream of detaining thee a second longer than necessary. I merely wished to state that I have heard much about thee. Many think thee a hero, though some would just as soon have thy head on a pike. Such is the way of things, I suppose. My only concern is whether or not the clues presented have pointed thee in a fruitful direction. |
19453 I care not a whit for your name and title, Officer Vai. The word of the Flaming Fist may be the law in these parts but the extent of that law stops within reach of my blade. |
19454 I am honored to be found worthy of your notice, Officer. How may I be of assistance? |
19455 I am determined in my course and do not need your assistance. |
19456 Then call me Jessa... To be perfectly honest, <CHARNAME>, my contingent and I are cut off from Baldur's Gateâ€â€we haven't received new orders for close to a week. If you have issues with my superiors, then so be it, but don't drag them in here because, as things stand now, I couldn't care less. My contingent and I are on our own now and, quite frankly, all we want to do is make it home. |
19457 Fear not. I was not presuming to tell thee where to go, for thou art more than capable. I will leave thee to thy travels. Luck be with thee, for thou've made some vengeful enemies: some that thou've yet to meet, and some as close as thine own heart. |
19458 I know where I should go, and do not need your help. |
19459 I am well aware of where my next destination should be. I do not need your help. |
19460 Of course they have... but just out of curiosity, where would you go next? |
19461 As thou hast no doubt determined, the clues seem to point towards the Cloakwood forest. 'Tis likely that the scoundrels behind the bandits have some sort of base within the wood. Of course, I am only telling thee things that thou dost already know. Good luck on thy travels, young one. Be wary as well, for thou art making powerful enemies, both here... and within thyself. I am sorry I cannot speak more plainly on this matter, but events must unfold as they will without any meddling from this old man. |
19462 Jessa, is it...? Very well, then. How can we help you find your precious way home? |
19463 Don't try to wring pity from me, Officer Vai, for I have none! You're a handsomely paid mercenary. Swallow your gold and stop your stomach's petty rumbling. |
19464 I am certain of where I must go... But perhaps I should confer with you, just to be sure. |
19465 My direction is clear... though confirming it would not hurt. |
19466 The bandit raids have been getting worse since you returned from Nashkel. I used to think that they were just your usual brigands out to make a quick buck in troubled times, but not anymore. They're working for someone... Damn it, this is a fine mess, isn't it? One way or another, I've got to get my troops back to the Gate! I'll pay 50 gold pieces for every bandit scalp you can bring meâ€â€and spread the news. Some of the merchants in the region have also decided to pitch in and give money for the bandit scalps, but I'll give you the best price. I want this whole region cleared, and I want to know what in the Nine Hells is going on here. |
19467 A depiction of the evil god Cyric. STATISTICS: Weight: 1 |
19468 Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. STATISTICS: Equipped abilities: – Charisma: +2 Charge abilities: – Charm Creature (Save vs. Breath at -1 negates) Range: 40 ft. Duration: 12 hours Area of Effect: 1 creature Weight: 3 |
19469 I have two laws that do extend into your precious personal space, <CHARNAME>: Don't lecture me and don't talk to me of pity... Now let's start again and this time I'll use a language that even you can understand. I'm paying 50 gold pieces for every bandit scalp you can give me. Spread the word, too, because I want this region cleared before the snow flies and before something hits the fan, you understand me? Good. Now get out of my sight. |
19470 My contingent and I are cut off from Baldur's Gate. We haven't received new orders for close to a week and, to be honest, I don't like the feel of this at all. The bandit raids have been getting worse since you returned from Nashkel. I used to think that they were just your usual brigands out to make a quick buck in troubled times, but not anymore. They're working for someone... One way or another, I've got to get my troops back to the Gate. I'll pay 50 gold pieces for every bandit scalp you can bring meâ€â€and spread the news. I want this whole region cleared before winter comes. |
19471 Officer Jessa Vai of the Flaming Fist is marooned in Beregost with her contingent. In her desperation to return to Baldur's Gate, she's offered me 50 gold pieces for every bandit scalp I can bring her. She'll be waiting for me at the Jovial Juggler inn. |
19472 You have been busy, I see. Well, keep at it. The more bandit scalps I have, the richer you'll be. I'll take all the bandit scalps you have. |
19473 Thank you, <CHARNAME>. You efforts have not been in vain. I just received new orders from the city: My contingent and I have been asked to return there and make our reports. You will figure prominently in them and I assure you that our accounts will be favorable. |
19474 Officer Vai, in the corner there, wants a word with you. |
19475 Officer Vai |
19476 Officer Vai |
19477 Chloe |
19478 Chloe |
19479 I wish things were better here on the farm but at least we're not miners. |
19480 How could anything be better than this pristine, pastoral setting? |
19481 What's the difference? Either way, you spend all your life with your hands in the dirt... |
19482 Aye, we could have a crop, for starters. See those crusted mounds of earth? They're all left over from last year's harvest. The sun's baked them firm and hard and the plow breaks at the very thought of trying to turn that tortured soil. My son tried pushing the new seeds in between the cracks but I doubt anything will come of it. Come this time next year, we'll all be living in the endless slums of Athkatla. So yes, I wish things were better in this here pristine and pastoral setting! |
19483 Aye, but there it is to dig your own grave. In the mines, the very claws of the baatezu will rake your skin and haul you down into the unknown depths. We are not well off here on the surface but we are better off, I can assure you. Pity the souls of those wretched miners. |
19484 Karp |
19485 Karp |
19486 Identify yourselves! |
19487 We are the party of <CHARNAME>, seeking a place to rest between adventures. |
19488 I am <CHARNAME>, and this is my band of fellow adventurers. I hear that this is a troubled region of late. Allow me to put ourselves at your disposal during our stay here. |
19489 Glad to make your acquaintance there, by golly. What might ye be needing from ol' Connoly Finn? A tale of treachery amidst the nobles, or a bit o' back-alley skullduggery? I hear many things while tipping a bit of ale. |
19490 There be an inn here but consider yourself warned: Tensions run high right now. Cause any trouble and you'll have worn out your welcome. |
19491 If you're seeking to resolve troubles, welcome. If you're seeking to cause them, kindly take it elsewhere... Things are not good here, <CHARNAME>. |
19492 You'll have no trouble from us, I assure you. |
19493 What things aren't good? All I have heard are rumors and vague suspicions. |
19494 I should hope not... For your sake and mine... |
19495 Aye, what IS good around here anymore? Our iron is rotten and there is talk of demons in the mines. The lower levels have been all but abandoned until this crisis passes. And then there is the question of Commander Brage... Ack, they have stripped him of that title, but I use it yet... He killed his wife and children in a rage one night and all who saw him. Then he tore himself away and headed for the hills. He is out there still and still we mourn, as much for him as for those he's taken... Fie on you, now! You have brought tears to the eyes of a soldier! |
19496 Bardolan |
19497 Bardolan |
19498 [Jondalar] Sorry, kid, can't talk right nowâ€â€we're fighting! |
19499 Noober |
19500 Noober |
19501 Credus |
19502 Credus |
19503 Encumbered: Slowed |
19504 Encumbered: Cannot move |
19505 Ninety-nine tankards of ale on the wall, Ninety-nine tankards of ale! Take one down and pass it around Ninety-eight tankards of ale on the wall! |
19506 Seventy-six tankards of ale on the wall, seventy-six tankards of ale! Take one down and pass it around Seventy-five tankards of ale on the wall! |
19507 Thirty-eight tankards of ale on the wall, Thirty-eight tankards of ale! Take one down and pass it around Thirty-seven tankards of ale on the wall! |
19508 Two tankards of ale on the wall, Two tankards of ale! Take one down and pass it around One tankard of ale on the wall! |
19509 One tankard of ale on the wall, One last tankard of ale! Take one down and pass it around and Will you stop pestering me, already, dammit? Honestly, you people are damned nigh impossible to handle, some days! Now where was I? |
19510 Lachluger |
19511 Lachluger |
19513 Hephis |
19514 Hephis |
19515 Ooh, hello! You must join me for a while, I insist. |
19516 When a lady offers me a drink, how can I refuse? |
19517 You do seem to be enjoying yourself... |
19518 You are the life of the party, you are! This all reminds of a time when Betsy and I were still... Hoo, I'm so silly I don't know a Betsy! Tee hee hee Hic! Whooo... |
19519 I do enjoy my daily tipple, I do! (hic) Is it time for scones yet? |
19520 Gyllian |
19521 Gyllian |
19522 What do you know of the Iron Throne and their activities here in town? |
19523 The Iron wha...? I know little of merchants and business. Tales of stuffy old storekeeps don't make for good ale tales. Now, if you'd wanted a ribald story of a noble lass and the guttersnipe roustabout she was seeing on the sly, then I could have helped you. Nothing more than fluff to entertain for a moment or more. |
19524 Fine! I never liked any of you anyway. Goodbye. |
19525 If that's the way you want it, then so be it. I'll go find some folks that are serious about adventuring. |
19526 Goodnight ladies, have fun on your little "adventure." |
19527 Perhaps we shall meet again. Until next time, friends. |
19528 I shall take my leave of ye. Perhaps another day we can continue our grand quest. |
19529 Good eve to you all. I shall surely see you some other day. |
19530 Those pantaloons make you look like such a tool. See ya, Chester. |
19531 The current game will be lost. Are you sure you wish to load a new game? |
19532 Are you sure you wish to quit the game? |
19533 Tell me what the common folk are talking about these days. |
19534 The common folk? I don't know anyone that likes to be referred to in that way. I think most would tell you that the nobles are much less interesting than the "common folk." We are free to go where we wish and speak to whomever we please. Nobles must worry about being seen with the "wrong sort," or being caught in the "wrong place." Many a tale has been spilled about the hapless efforts of noble fools trying to cover their exploits. Many a tale in this here bar actually. |
19535 Ahoy, fellow adventurers! Come share a glass with Gorpel Hind and his Band of Merry Fools. Seated with me are Farluck the Fearless, Turpin the Roaring Ranger, and Nelik the Most Devious and Fiendish of Thieves! (We owe him money so he gets the good title...) But away with these meager introductions! Sidle up to the bar and tell us a tall tale of your latest adventures! |
19536 Arrogant fools! You return to the very slaughter for which you were responsible. Your blood will soak the ground before I allow any of you to leave! I will avenge the deaths of my brothers! |
19537 You think your excuses can work on me! I know what you are, what all of you are! Let the wrath of Malar destroy you and your faithless companions. |
19538 What are you talking about? We've killed no one. I think you're a little addled in the head, perhaps you should calm down so that we can figure out who really killed your "brothers." |
19539 Well, we've been through the Cloakwood and fought our way through every level of a guarded and secret iron mine at its heart! There were mages at every turn, casting lightning bolts and fireballs into the heart of our party before stepping through their dimension doors to renew their attacks from another flank! Aye, there was loss and carnage but I revel in the memory of it still! |
19540 We killed your brothers. We admit it freely. We drank their blood and ate their spleens. |
19541 You'll pay for your crimes! The wrath of Malar will strike you down. |
19542 I must apologize for the actions of Osmadi. He had lost his mind after what happened here... some days past. A group of bandits, calling themselves the Chill, entered our camp as we worked upon this shrine. They killed and murdered everyone they came across, including some of Osmadi's close friends. |
19543 Ho, tall tales shall tempt us not. Keep to yourself and we shall do the same. Goodnight and goodbye, Mr. Hind. |
19544 Why did you let us attack Osmadi? From the sounds of it, you knew him well. The both of you look to be druids. |
19545 Iron mines in the Cloakwood? Your tales are tall, indeed, and we are richer for the telling. Consider yourselves honorary members of the Merry Fools and may ale and friendship always flow within these hallowed halls! A toast, you drunkards, to <CHARNAME> and the winsome souls that surround us now! |
19546 Thank you for your valuable assistance. It is a shame that Osmadi had to be dealt with in such a manner, but there was little choice. |
19547 It's true, we knew each other very well. But there was nothing that could be done. He had lost his mind. I think you can understand that. Sometimes one doesn't have a choice. |
19548 We understand, you don't have to explain yourself. We must thank you again for your valuable assistance. |
19549 It's rather hard to believe that you would write off a life so readily. Come now, there must have been some other choice. |
19550 Perhaps we will meet again. I wish you luck on your journeys. |
19551 There was no other choice! Do I have to explain myself over and over? Please leave me be, so that I may bury my companion. |
19552 I am sorry for being so rude. We will leave you in peace. |
19553 So now he's your companion. That's very strange indeed. I don't know of too many people who would go about murdering their "companions." |
19554 Good night and goodbye to you, <CHARNAME>. It is late, and we were leaving, weren't we, my Merry Fools? |
19555 I murdered NO ONE! I did what had to be done! All of you might be dead if it weren't for my help! Leave me be. |
19556 Sorry. We just had to be sure. |
19557 I think you're lying! I think you wanted our help to kill him. You're just a common killer! |
19558 Yes, leave me be. |
19559 You... are correct. I did need your assistance to kill Osmadi. Thank you for the help. You were wrong about one thing. I am no "common killer." I am a Shadow Druid. I poisoned Osmadi and his companions, so that we could be rid of their weakling presence. Now we should easily be able to make this land our own. Unfortunately, there will be no room for meddling city folk. It is time for you to feel the fury of nature, as only I can administer it. Goodbye! |
19560 Aye, share a glass with Gorpel Hind and his Band of Merry Fools. |
19561 Clear the way for Gretek and the Maulers of Undermountain! |
19562 If you truly be Maulers of Undermountain, you can clear your own way. I don't sweep the streets before common braggarts. |
19563 Yes, of course. We were, uh, just leaving... |
19564 No one stands between the Maulers and their ale! Ready your weapons, men. We have some garbage to pick up! |
19565 Hah, look at them run! It is as I always thoughtâ€â€Baldur's Gate is nothing more than a city of mewling babes! Have at them, men, and let them remember the night the Maulers came to town! |
19566 Gorpel Hind |
19567 Gorpel Hind |
19568 Osmadi |
19569 Osmadi |
19570 Corsone |
19571 Corsone |
19572 Arlin |
19573 Arlin |
19574 Farluck |
19575 Farluck |
19576 Turpin |
19577 Turpin |
19578 Caturak |
19579 Caturak |
19580 Nelik |
19581 Nelik |
19582 Nader |
19583 Nader |
19584 Wilf |
19585 Wilf |
19586 Pargus |
19587 Pargus |
19588 Gretek |
19589 Gretek |
19590 Galdor |
19591 Galdor |
19592 Semaj |
19593 Semaj |
19594 Galdor |
19595 Faltis |
19596 Galdor |
19597 Galdor |
19598 Faltis |
19599 Glayde |
19600 Glayde |
19601 Tessilan |
19602 Tessilan |
19603 Prostitute |
19604 Prostitute |
19605 What brings you to this lonely place? |
19606 Ah, just rumor-hunting... |
19607 I thought I might have a drink before dying. |
19608 Rumors, is it? Well, for what it's worth, beware the Seven Suns trading coster. Something about them isn't right... But I shouldn't divulge a city's secrets to a strangerâ€â€the walls have ears. Enjoy your stay in this lonely place, friends, for I get the sense that I should leave you now. |
19609 You too, then. Some days I can sense death hanging over this city like a pall. It will claim us all someday, and I doubt a drink will stop it. But I'm not here to lecture you. Fare thee well, friend, and I hope you find whatever it is you're seeking here. |
19610 We have been honored by your presence tonight and awed by your prowess. I beg your leave, however, for some of my men are wounded and must seek attention elsewhere. May the houses of <CHARNAME> and Gorpel Hind be ever graced with each other's friendship... Come, men, and carry your wounds bravely. |
19611 Fight on, brave souls! Gretek and his lackeys have had this coming for longer than you could know. |
19612 We must go. For all its light, your friendship has brought darkness upon us. Gorpel Hind, our leader and soulmate, has fallen in this petty battle. |
19613 A brave and hearty fight and it was good to share it with you. We must go, however, and tend to our wounds elsewhere. I do not think the bartender will tolerate our type of merriment for long. Well met, brave <CHARNAME>, and do not walk softly into that dark night. |
19614 Shalasin |
19615 Shalasin |
19616 Leave this place! Ungh! There be green slimes rising... rising from the cellars! Flee while youâ€â€*gasp*â€â€still can. |
19618 Miner Beldin |
19619 What have you heard bandied about the bar lately? |
19620 Lost Class: Paladin |
19621 Lost Class: Ranger |
19622 Oh, we've many a tale of the Undercellar and those that try to go there unseen. Oft was the time I bumped against a patron so as to "accidentally" drop the hood from their face. More disreputable folk than I have made quite a tidy living soliciting "donations" from those that wished to remain anonymous. I would advise against the practice, however. If they can afford to pay ye, they can also afford to have someone else remove ye. |
19624 Ahoy there, mate! Pull ye up a chair an' let us carouse together! We all here be sailors of the Yawnin' Mary, testin' our land livers while on shore leave. |
19625 The Yawning Mary? |
19626 From where do you hail, sailor? |
19627 Aye, she's a fine ship who moves at a fast clip, there's ne'er been better, you have my word. We'd 'ave outsailed Balduran 'imself, were 'e still 'ere to meet th' challenge! |
19628 What's dat? Aye, I be a salt-encrusted citizen of the High Seas, I be, an' a ten-times survivor of the scurvy wastin'. Neverwinter, Waterdeep, the Gate, Athkatlaâ€â€I'll lay anchor in them all but I'll ne'er rest easy wit' their shiftless firmaments beneat' me. |
19629 What do ya do wit' a drunken sailor? What do ya do wit' a drunken sailor? What do ya do wit' a drunken sailor, Er-lye in the marnin'? |
19630 Put 'im in the lockup 'til 'e's sober! Put 'im in the lockup 'til 'e's sober! Put 'im in the lockup 'til 'e's sober, Er-lye in the marnin'! |
19631 Strap 'im to the anchor an' throw 'im over! Strap 'im to the anchor an' throw 'im over! Strap 'im to the anchor an' throw 'im over, Er-lye in the marnin'! |
19632 Strip 'im to 'is skivvies an' piss all over! Strip 'im to 'is skivvies an' piss all over! Strip 'im to 'is skivvies an' piss all over, Er-lye in the marnin'! |
19633 Stuff 'im in a crate an' send 'im to 'is mother! Stuff 'im in a crate an' send 'im to 'is mother! Stuff 'im in a crate an' send 'im to 'is mother Er-lye in the marnin'! |
19634 Fer 'e's a jolly good fellow, Fer 'e's a jolly good fellow, Fer 'e's a jolly good felloooow... Dat nobody can deny! |
19635 Dat nobody can deny! Dat nobody can deny! Ooohhh... |
19636 Oh, I'se da buy dat builds da boat an' I'se da buy dat sails 'er an' I'se da buy dat catches da fish an' brings 'em home to Liza! |
19639 Aye, mate, bend yer ear fer a secon'... Whaddaya call a fish wit' no eyes? |
19640 I don't know... |
19641 Fssshhh! Har, har, har, ye're a landlubber if e'er I saw one, mate! |
19642 I flounder an' den I lobster... I flounder an' den I lobster... But wit' all my sole I know she'll be a-swimmin' home to me... |
19643 Sailor Dan |
19644 Sailor Dan |
19645 Sailor Joss |
19646 Sailor Joss |
19647 Sailor Ned |
19648 Sailor Ned |
19649 Sailor Newf |
19650 Sailor Newf |
19651 Sailor Finch |
19652 Sailor Finch |
19653 Sailor Al |
19654 Sailor Al |
19655 Sing the song again. Come on, we loved it so much, we have to hear it again. |
19656 We don't need to hear the song no more. |
19657 Nestor |
19658 Nestor |
19659 [Movie]Beregost |
19660 [Movie]Entering Baldur's Gate |
19661 [Movie]The Temple of Bhaal |
19662 [Movie]Bandit Camp |
19663 [Movie]Inside Candlekeep |
19664 [Movie]The Dungeon |
19665 [Movie]The Undercity |
19666 [Movie]Conclusion |
19667 [Movie]The Friendly Arm Inn |
19668 [Movie]The Gnoll Stronghold |
19669 [Movie]Introduction |
19670 [Movie]The Iron Throne |
19671 [Movie]The Flooded Mine |
19672 [Movie]Entering Nashkel |
19673 [Movie]The Ducal Palace |
19674 [Movie]The Sewers |
19675 [Movie]The Tavern |
19676 [Movie]The Wyvern |
19677 Berrun Ghastkill |
19678 Berrun Ghastkill |
19679 The symbol is a representation of the god Cyric. STATISTICS: Weight: 1 |
19680 Key to River Plug |
19681 You have returned! It would seem I was right to trust you. The town thanks you wholeheartedly, and is pleased to give you the proper reward. Please take this 900 gold for your efforts. It is a small fortune by anyone's standards. Thank you again. |
19682 You have returned! It would seem I was right to trust you. The town thanks you wholeheartedly, and is pleased to give you the proper reward. Please take this 900 gold for your efforts. It is a small fortune by anyone's standards. Thank you again. |
19683 Boo |
19685 Mulahey's Holy Symbol |
19686 The Party's Reputation Has Increased |
19687 The Party's Reputation Has Decreased |
19688 Aye there young 'un, how be you this fine day? Come for a stroll about the docks, have ye? A better place for thinking there cannot be. Many's the time I've walked these rails and boards, and me cares just wash away, by gum. |
19689 Have you lived here your whole life? |
19690 Any tales of the sea you'd like to share? |
19691 Gnoll Elite |
19692 Gnoll Elite |
19693 Gnoll Chieftain |
19694 Gnoll Chieftain |
19695 Gnoll Veteran |
19696 Gnoll Veteran |
19697 Gnoll Slasher |
19698 Gnoll Slasher |
19699 I've no time to talk to you. |
19700 Bandit Scalp |
19701 Bandit Scalp |
19702 This is the scalp of a bandit. Perhaps worth money to the right person. STATISTICS: Weight: 0 |
19703 I hope your travels have gone well, <CHARNAME>. Remember, if you want the reward for dead bandits, you have to bring me their scalps. A rather bloody task, but I must have some proof. |
19704 Enna Hendrik |
19705 Enna Hendrik |
19706 Erlin Hendrik |
19707 Erlin Hendrik |
19708 Nelorin |
19709 Nelorin |
19710 Courtesan |
19711 Not yet. HAW! Not yet, I says! You asked if I had lived here all my life, and I says not yet! I can still make 'em laugh, by gum. That joke used to have the boys on deck rolling around like flounders flopping on the poop deck. Of course they stopped laughing so much a few years back after they had heard it for the thousandth time. Come to think of it, you're not laughing all that much either. Ehh, I'll just go stand over here a while. |
19712 Flind |
19713 Flind |
19714 RECEIVING INFORMATION FROM CLIENTS |
19715 SENDING INFORMATION TO CLIENTS |
19716 Paused for saving game |
19717 I've come to turn in a bounty and collect the reward that is duly mine. |
19718 A little further into the cave, you can see that it's collapsed. It looks as if going back into the cave is now impossible. The only way through the rubble would be from the other side. |
19719 <CLASS>: Level <LEVEL> Experience: <EXPERIENCE> Inactive |
19720 <CLASS>: Level <LEVEL> Experience: <EXPERIENCE> |
19721 Multi-Class |
19722 Dual-Class |
19724 This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
19725 This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
19726 This key is a magical instrument used to bypass the arcane glyphs that seal the river plug on the first level of the mine. STATISTICS: Weight: 1 |
19727 Boo is a fuzzy little hamster. While Minsc believes that Boo is a miniature giant space hamster, you are rather certain that the tiny rodent is just a normal hamster. STATISTICS: Weight: 1 |
19728 CLOAKWOOD |
19729 Nashkel Mines |
19730 Cloakwood |
19731 Bandit Camp |
19732 Jeb |
19733 Jeb |
19734 Oh, the sea harbors more tales than you have days left to live, young one. Why, I could go on all night with stories of pirates that sail the Nelanther Isles, or strange merchants with goods that defy description. I wager I know what tale you would be keen on hearing though, the tale of old Balduran himself. A great man he was, and he sailed farther than most of us could dream. 'Twas his coin that built the great wall that protects our fair city, and none of us would be here save for his efforts. |
19735 As you will, but if you've not the patience to listen to the past, your future will be bleak indeed. At least take the time to admire the docks and ships at port. The workmanship is inspiring, even if ye know little of the ways of the sea. |
19736 He sounds like a great man. What happened to him? |
19737 It sounds as if he was no more than a smuggler whose story has been overinflated through time. |
19738 Sorry, but I don't have time for a tale as long as this. |
19739 As is often the case with great men, no one knows what became of him. He set out one day for the fabled isles of Anchorome and was not seen again. Some occasionally say that they see the rigging of his ship on the horizon, and the more romantic tales speak of him sailing the stars themselves. Many a cynic claims that he simply foundered on some deserted isle, but talk like that around here and you'll likely be fed your teeth. I've talked your ear off, I have. I'll let you be on your way. |
19740 Them's dangerous words around here. The only reason you don't get a slap from me is because I can see you are young and obviously foolish. Experienced at commerce he was, but Balduran was no common smuggler. His efforts paved the way for the founders of this city, and you would do well to display the proper respect. Leave me be; I don't feel like talking to you anymore. |
19741 Hail and well met, stranger. I take it you are an adventuring sort? I could tell the moment I saw you. You do not have the manicured hands of the fops we usually get through here. May I have a moment or two of your time? |
19742 What do you want of me? |
19743 I'll listen... for the right price. |
19744 Go away son, you bother me. |
19745 If you wish, though you are foolish to rebuke me before you know my offer. I could have made your group the heroes of an ode, but now you shall be the ogrish louts of a dirty limerick or two. Something about being a dirty little nipper of a cabin <GIRLBOY>, I think. |
19746 Well, I'll tell you. I am a bard, and a soon-to-be-great bard, I might add. All I really need is some good material for a song or two, and I'll be playing the big rooms. Seeing as how the masses always like tales of derring-do, I need to purchase a few details off of you. I could always make something up, but such things never ring true. Are you interested? |
19747 My, aren't you the moral champion of the day? I fail to see why I should be chastised because I don't wish to risk my neck chasing down vermin or bandits. Leave me be then. |
19748 Launcher of same type already equipped. |
19749 The lot of a bard is to travel and learn. Why don't you go out and find your own stories? |
19750 For the right price I might consider it. |
19751 No self-respecting bard would do such a thing, and I won't help you. |
19752 Oh, that's fine, as I have more than enough money to spend. Basically I require a few stories from you, which I will alter slightly for dramatic effect and present as my own. I could just make something up, but such efforts never ring true. They must be believable if the masses are going to fall for them. So what do you say? Shall I pay you... oh... how about 200 gold a story? |
19753 No self-respecting bard would do such a thing, and I won't help you. |
19754 The lot of a bard is to travel and learn. Why don't you go out and find your own stories? |
19755 A reasonable request. What if I paid you 200 gold for each idea? |
19756 No self-respecting bard would do such a thing, and I won't help you. |
19757 The lot of a bard is to travel and learn. Why don't you go out and find your own stories? |
19758 Why? Because it's DANGEROUS out there. I became a bard for the easy work and prestige among certain female members of my social set, not because I wanted to chase vermin down dungeon holes. Do you wish to help or not? |
19759 No self-respecting bard would do such a thing, and I won't help you. |
19760 Surely. What type of tales do you require? |
19761 I don't know. Something dashing and dangerous that will make the ladies go "my hero"! |
19762 I've a grand piece about the Iron Throne. It would seem that they are in the midst of a plot to weaken the entire region to increase their power base, and possibly to allow for invasion from Amn. They don't seem to be totally in control of the crisis at this point though, and this has allowed me to come close to destroying them once and for all. |
19763 That sounds like such a load of poppycock. The Iron Throne is a merchant consortium, and not likely to promote such a bloodbath as war with Amn would bring. Killing all the customers is generally bad for business and makes no sense. If you're not going to be serious with me, I'll take my leave. |
19764 I've faced all manner of beastie and bandit in my travels, and come near death more times than I can count. Would you like to hear of the feral viciousness of gibberlings, or perhaps of the cunning of the common kobold? I could tell of the strength of the gnoll, or the size of the ogre? |
19765 Well, that all just sounds rather brutish. I'm not sure what my muse is supposed to do with such tales. Perhaps, as they say, I just really had to be there. Take your money, and I shall slink away to write some songs about the high price of ale and how my silken sheets chafe. This bard business is going to be rather difficult if I am restricted to writing of things I know or understand. |
19766 I could relate how I have seen good people struck down unjustly, or the strength of character of the common farmer. Perhaps an ode to the conviction of the adventuring cleric, or how good people fight for what is right in the face of incredible odds. What say you? |
19767 Hmm... tales of conviction and strength of spirit. I have no clue where to start telling a tale about that. If I were an introspective sort, I might conclude that I can't write about things I don't understand. As it is, I'm sure it's someone else's fault. I don't think you'll be much use to me after all. |
19768 How about a tale of gold, and the frenzied lust it inspires in people? The treachery of a friend that stabs you in the back for the coins you just pulled out of the depths of a dungeon, or the foolishness of a man who dropped all his arrows to make room for more treasure and faces his enemies defenseless for it? |
19769 Good, good. I can understand the motivations of these people and tales. I'm sure I could write a fine ballad about these things, as I know their subjects well and true. Unfortunately, songs about such things are not likely to increase my tips or inspire my listeners to applause. If I were more philosophical I might realize this as a flaw within myself, but as it is I am sure it is someone else's fault. Take your money and leave me, I don't think I can use you after all. |
19770 I am Ratchild! I destroy all those who oppose my people. Feel the wrath of Ratchild: Feel my wrath and tremble! |
19771 Feel your wrath? By all the gods, you're just a kobold. I think you might have a small mix up on who should be trembling. Draw steel my friends, and let's cut up these little dog-men! |
19772 Who exactly are your people? |
19773 Please don't hurt us, oh mighty Ratchild. |
19774 You underestimate Ratchild! You and friends will pay for underestimation. Yip yip yip! |
19775 You mock Ratchild! No one mocks Ratchild and lives! Yip, yip yip! |
19776 My people are rulers of the deeps. Where your peoples wastes are sent, that where we thrive. Ratchild's tribe is stronger than all others. Ratchild's tribe trained to beat anyone. ANYONE. No one can stand up to Ratchild and tribe! |
19777 That's wonderful that you live down here where all of our waste is dumped. You should be real proud. |
19778 I'm pretty sure we can beat you, Ratchild. |
19779 You underestimate Ratchild. Many have done so. Even Harpers have done so. All have felt Ratchild's wrath! |
19780 Ratchild |
19781 Ratchild |
19782 Salutations, I am Cadderly, a visitor of Candlekeep like yourselves. Pardon if I seem out of sorts, but the journey has been long and treacherous and my labors age me so. May I inquire as to your name? I am certain I have seen your face before, but I cannot fully place it. |
19783 Sakul |
19784 Sakul |
19785 Bor |
19786 Bor |
19787 Tam |
19788 Tam |
19789 <CHARNAME> is my name, if it is any business of yours. |
19790 I am <CHARNAME>, and I called this place home for many years. |
19791 I am sorry, but I don't have time to speak with you at the moment. |
19792 Shapeshift: Black Bear |
19793 Shapeshift: Wolf |
19794 Shapeshift: Brown Bear |
19795 Beregost to the South |
19796 Friendly Arm Inn to the North |
19797 Very well, though I am sure we have met before. Perhaps I am mistaken; I have traveled far and met many people. Well met and good day to you regardless. I hope you enjoy your visit to the library in the main keep. |
19798 I see. Well, as it turns out, I have met you previously. Your manner has turned out far different than I would have guessed, however. I was acquainted with your foster father, as were many others, and visited him here a number of times while you grew up. His death has been mourned across the coast, and you would do well to represent his spirit in a better fashion. Treating people with respect would be a good start. |
19799 Ah, stow your manners and civility. I've changed much, and will represent my OWN spirit as I see fit. |
19800 A rather strange place to meet living members of the sunlit realms. I am curious as to why you are here. Could I rightly assume that you have something in common with the man Sarevok Anchev? |
19801 You have Gorion's stubborn will, if not his reason. I will leave you to your tasks. There are some within the central keep who wish to speak with you, so it would be wise of you to visit there sometime. |
19802 <CHARNAME>! Then I know you well, though you may be hard pressed to remember. I was last here years ago and conferred with your foster father as you were off to chores. I am not much your senior, really. I am certain you tire of hearing it, and that legion have told you the same, but Gorion was well-known to me. His death has been mourned by many. |
19803 We have nothing to do with Sarevok! He is a vile man, deserving only death. |
19804 We are cohorts of Sarevok. |
19805 It is none of your concern why we're here or who we are! |
19806 Before we say anything more, would you be willing to tell us who you are? |
19807 You are wrong. It is very much our concern. Since you don't seem willing to tell us your identity, then we'll just have to determine it from the possessions on your corpse. |
19808 You serve Sarevok, and not the Iron Throne? This becomes more and more interesting, the more I discover. So... does your master think he can escape the wrath of the Iron Throne? Did he think he could kill three members of the high council and escape the Throne's vengeance? |
19809 I do not wish to dwell on his death. I have moved on with my life, though I cherish the memories. |
19810 His death is in the past and shall remain there. I am my own person and have my own concerns. |
19811 Our master can do what he wishes! There are none more powerful than Sarevok. |
19812 Who are you to question the actions of Sarevok?! |
19813 You have a strong hatred of him, then? He doesn't seem to be that skilled at making friends. I am Rahvin, in the employ of the Iron Throne. My companions and I have traveled from Sembia to learn what has been happening to our operations in Baldur's Gate. It seems that Sarevok has been quite busy, murdering Rieltar and any other who got in his way. What he's done to you is anyone's guess. Wait! I recognize you now: you're <CHARNAME>! Ah, so you've come down here to end your crusade against the Iron Throne. Well, it'll be simple enough to dispatch you before we do Sarevok. My superiors will be quite happy to learn of your demise. |
19814 I have received sympathy from many a person I have never met before. Who was he to receive such adulation? |
19815 Simple respect is all that it is. Gorion did many good things for many people. When last I spoke with him I was barely acquainted with his fellows myself, but those who harp do tend to keep to themselves their affiliations. He was a longstanding member, from what I understand. Likely he said nothing to you because he wished your childhood to be as normal as possible. I suppose all parents wish this, whether the child is theirs or not. I have yet to meet anyone who made claim to achieving it though. How do you wager you have fared? |
19816 I must apologize for my outburst, but I have pressing concerns to attend to. |
19817 I am sorry. How were you acquainted with Gorion? |
19818 As you wish. I will bother you no more. There are some within the central keep who wish to speak with you, so it would be wise of you to visit there sometime. |
19819 Oh, he was a respected sage before I was old enough to lift the Tome of Universal Harmony, let alone understand a word. He knew a great deal about this world, and much of the next as well. I heard rumors of his escapades with those who harp as well, but he never spoke of such things to me. I get the feeling that he devoted most of his attentions to raising you, and gave up whatever ribald life he lived in his youth. He would not have had it any other way, though. You seem to have fared well enough for it. |
19820 None are more powerful than Sarevok? Well, you're not Sarevok, and you won't be staying too much longer in the land of the living. |
19821 I am Rahvin. My friends and I are mercenaries in the employ of the Iron Throne. We've been sent to hunt down Sarevok. Seems as if he went crazy and started murdering all who got in his way, including Rieltar, and the Throne don't take too well to having their high-ups killed. You know... the longer I talk to you the more familiar you become. You're <CHARNAME>, aren't you? Well, well, well... it seems as if we've gotten lucky. Killing you will give us a nice hefty bonus. Sorry 'bout this, but you're not wanted dead or alive, only dead. |
19822 Perhaps that is for the best. I will speak no more of it, save to say that he was a good man. How have you fared in the time since? |
19823 As well as can be expected, though I have learned much about myself that perhaps was better left unknown. |
19824 As much as I would like to continue our chat, I have important matters to attend to. Forgive me, but I must go. |
19825 Would that I had a gold coin for every person I have heard say such a thing. I am sure your troubles vary greatly from my own experience, but we all have trials we must overcome. We all have a side that should not see the light of day too often. What matters is how much strength you wish to let it have. Bah, such words are better saved for classes and meditations, not for reunions. I will take my leave, though perhaps I shall see you again before I am to go. The tomes of Candlekeep are very nearly endless, and I am sure to be here for a tenday at least. There are some within the central keep who wish to speak with you, so it would be wise of you to visit there sometime. Fare well, my friend. |
19826 Rahvin |
19827 Rahvin |
19828 As well as can be expected, though I have learned much about myself that perhaps was better left unknown. |
19829 As much as I would like to continue our chat, I have important matters to attend to. Forgive me, but I must go. |
19830 As well as can be expected, though I have learned much about myself that perhaps was better left unknown. |
19831 As much as I would like to continue our chat, I have important matters to attend to. Forgive me, but I must go. |
19832 Then tell me what the common folk are talking about these days. |
19833 What bullish tales have been thrown about the bar lately? |
19834 Wudei |
19835 Wudei |
19836 Gorf |
19837 Gorf |
19838 Haseo |
19839 Haseo |
19840 Carston |
19841 Carston |
19842 Shaldrissa |
19843 Shaldrissa |
19844 [Voic1n:In Forest] |
19845 [Voic2n:In Forest] |
19846 [Voic3n:In Forest] |
19847 [Voic4n:In Forest] |
19848 [Voic5n:In Forest] |
19849 [Voic6n:In Forest] |
19850 [Voic1o:In City] |
19851 [COW Moo1] |
19852 [Voic2o:In City] |
19853 [Voic3o:In City] |
19854 [Voic4o:In City] |
19855 [Voic4o:In City] |
19856 [Voic5o:In City] |
19857 [Voic6o:In City] |
19858 [Voic1p:In Dungeon] |
19859 [Voic1p:In Dungeon] |
19860 [Voic2p:In Dungeon] |
19861 [Voic3p:In Dungeon] |
19862 LOCKED[Container] |
19863 [Voic3p:In Dungeon] |
19864 [Voic4p:In Dungeon] |
19865 [Voic5p:In Dungeon] |
19866 [Voic6p:In Dungeon] |
19867 [Voic1q:Daytime] |
19868 [Voic2q:Daytime] |
19869 [Voic3q:Daytime] |
19870 [Voic4q:Daytime] |
19871 [Voic5q:Daytime] |
19872 [Voic6q:Daytime] |
19873 [Voic1r:Nighttime] |
19874 [Voic2r:Nighttime] |
19875 [Voic3r:Nighttime] |
19876 [Voic4r:Nighttime] |
19877 [Voic5r:Nighttime] |
19878 Schtopp where you are, pale child. |
19879 [Voic6r:Nighttime] |
19880 [Voic1s:Rare Selected 1] |
19881 [Voic2s:Rare Selected 1] |
19882 [Voic3s:Rare Selected 1] |
19883 [Voic4s:Rare Selected 1] |
19884 [Voic5s:Rare Selected 1] |
19885 [Voic6s:Rare Selected 1] |
19886 Your flesh! It's all green and alive andâ€â€and crawling! What has done this to you?! |
19887 [Voic1t:Rare Selected 2] |
19888 [Voic2t:Rare Selected 2] |
19889 [Voic3t:Rare Selected 2] |
19890 [Voic4t:Rare Selected 2] |
19891 [Voic5t:Rare Selected 2] |
19892 [Voic6t:Rare Selected 2] |
19893 [Voic1u:Rare Selected 3] |
19894 Stand aside and grant me passageâ€â€I have no fear of ye. |
19895 [Voic2u:Rare Selected 3] |
19896 [Voic3u:Rare Selected 3] |
19897 [Voic4u:Rare Selected 3] |
19898 [Voic5u:Rare Selected 3] |
19899 [Voic6u:Rare Selected 3] |
19900 [Voic1v:Rare Selected 4] |
19901 [Voic2v:Rare Selected 4] |
19902 [Voic3v:Rare Selected 4] |
19903 [Voic4v:Rare Selected 4] |
19904 I have heard that foul things breed in these sewer's airs and now I have seen it for my own eyes. Let me put you out of your misery, whatever you may be. |
19905 [Voic5v:Rare Selected 4] |
19906 [Voic6v:Rare Selected 4] |
19907 [Voic1w:Reaction to Party Member Death] |
19908 [Voic2w:Reaction to Party Member Death] |
19909 [Voic3w:Reaction to Party Member Death] |
19910 [Voic4w:Reaction to Party Member Death] |
19911 [Voic5w:Reaction to Party Member Death] |
19912 [Voic6w:Reaction to Party Member Death] |
19913 Foolisch one, you mishtake a... schlopshe... a blesching for a curshe... schollpsh... What isss thish meager flesch in the facshe of shusch terrific beauty? It isss Schlumpsha who hassh done thisch to me and you would be blesshed schould he grant you the shame priveledge... |
19914 Aye, scho it be, then. Scho it be... All are welcome here amongsht the schewerfolk. Heh, scho it be... |
19915 Hah, weak abovelings! We Children of Schlumpsha have freed ourshelvesss from the cloying fearsh of death. Hah heh hee hee heeeeee... |
19916 Helm has granted me your timely assistance! Come, fight your way to my side and let us purge these sewers of this plague! |
19917 Halllt, my chilldren We have guesssts among uss... Ahhh, yess, I can ssense you now, and your lllleader A chillld of books, you werrre... Aye, bookss are good... And a chillld of fffate... Heeee, I havve heard of you, <CHARNAME>, I havve heard yourrr name whisspered downn these stony halllls, wherrre the drip of waterrr mingllles with the gurgllling of the dead... They have wanted you dead, you know! |
19918 Who has wanted me dead? Have you? |
19919 Who are you and who are these shambling creatures that you surround yourself with? |
19920 Who amm I, whoo indeed...? It has been so llllong since I had hideous fform andâ€â€and shape lllike you... Hah, in yourrr mind, I see things I recognize therrre, a place you calllled home once... |
19921 Stop entering into my mind! I know not how you do it and I like it less! |
19922 Candlekeep. Until this springtide it was the only place I had ever known. |
19923 You are so naive, chillld! I have been entering yourrr mind since the dayy you werrre born! There is anotherr here lllike you! He has walllked down this way many times and many morrre he shallll! He would be grateful to see you ensllaved under my power, he would rewarrrrd me handsomellly... Come, sewerkin, our guestss are guessts no more! |
19924 Candlllekeep... I was therrre, wassn't I... Yes, when I wass in my younger forrrm, when I wasss a mage so proud offf my talllent, of my craffft... But I transcended that llong ago and llleft it behind... Rrrrgh, you havve awakenned an ollld hunger in me, a hunger for substance, chilllld! Come closer, that I may gorge myselllf on you. |
19925 Who, Schlumpsha? No, not I, not yet, but yourrr death iss so tempting, now, so near... I can alllmost taste it on you, chilld. |
19926 Speak not of my death lest I bring you yours instead! Now tell me my hunter's name that I may know him. |
19927 What death do you taste on me, Sewer King? |
19928 You have met him before, you havve, maybe twice, even, and you shallll meet him four times befffore the ennd... Heee, you shalllll meet him four times beforrre the end, yes! |
19929 Must I take his name from you by force?! |
19930 Thank you, Schlumpsha, you have told me enough. |
19931 It woulllld be a plleasure, chillld... Come, my sewerkin, it iss time to feed... |
19932 Heee, I havve tollld you enough but I have not tolld you alllll... The sewersss may cllaim you, <CHARNAME>, but I shalll not. |
19933 A death foretollld, a death pllanned forrr by the gods themselllves, heeee! But I'lll not telll you more, not Schlumpsha, not the faithfulll sewerkin, nooo... |
19934 Must I take the nature of my fate from you by force, Sewer King? |
19935 Thank you, Schlumpsha. Your prophecies are harsh but their truth is not immutable. I shall face them as I can. |
19936 Go chillld, and face yourrr destiny... |
19937 mmmnnn... schulpsze... ummnnn... |
19938 Shvertszche |
19939 Shvertszche |
19940 Schlumpsha the Sewer King |
19941 Schlumpsha the Sewer King |
19942 Sewerfolk |
19943 Sewerfolk |
19944 Hide In Shadows Succeeded |
19945 Oh, hello <CHARNAME>, I have not seen you for quite some time. You have certainly picked a busy time to visit us. I wish I could chat about old times, but I must prepare the meeting rooms for our... guests. |
19946 It was rare that guests would make use of those rooms. Who is here? |
19947 You seem hesitant, Feldane. Are these people not to be trusted? |
19948 Oh, I should say little. They made a very generous donation to the keep: Some rare texts with value well in excess of the normal entry fee. I see no harm in telling you, though. After all, you once called this place home. They claim to be merchants, though their organizations dabble in much more, I am sure. The three leaders of the Iron Throne are meeting with representatives of the Knights of the Shield. |
19949 You come to mock Garclax! Garclax's clan been in cave long enough. Let us out now, or die! |
19950 What do you know of these two groups? |
19951 Sorry, you ugly gnoll, but you won't be getting out today. |
19952 Interesting, but none of my concern. Thank you for your time. |
19953 Why are you in here, anyway? |
19954 Sure, you can leave, I'll be going as well. |
19955 Then you won't get out either! |
19956 We in here because of trouble we cause in camp! Big brawl two nights back. You should know that... unless you not Blacktalon. You not smell right. You die! |
19957 It is not for me to say, but I should keep an eye on your purse strings while here. Three are from the Iron Throne, supposedly the leaders themselves. The others are from Amn. I believe they are representing the Knights of the Shield. They both claim this trip is to discuss future trading relations, because the Iron Throne has grown so much of late. I know very little of the economics of Baldur's Gate, but I would hazard a guess that both are more than mere businessmen. |
19958 You not smell right. You smell of fear. You not Blacktalon, you intruders! |
19959 Garclax |
19960 Garclax |
19961 You not allowed in here! Gnolls kept in cave until tempers calm. If you go in there... don't expect to come out in one piece! |
19962 What do you mean by that? I have had "dealings" with the Iron Throne, so I would like to know what they are up to. |
19963 Well, thanks for the warning. I shall be wary. |
19964 Not much at all, but rumors are never in short supply. I hear that these meetings are more like negotiations, because the Iron Throne threatens to move into Knights of the Shield territory. I overheard one of them, accidentally of course, and I think the Iron Throne has gained a lot of power from the iron shortage. Appropriate, don't you think? They are meeting here because they consider it neutral ground and relatively safe. I doubt Keeper of the Tomes Ulraunt would have allowed their entry, had he known who they are, though they have done nothing wrong here. |
19965 Not a problem. We must get together sometime while you are here. |
19966 Oh, I hope you haven't thrown your lot in with them. I hear they are such unsavory types. More into power than commerce. I overheard them talking, and they have actually profited from the iron crisis! That's why the Knights of the Shield are here: the Iron Throne has gained a lot of influence lately and threatens to take over certain Amnian interests. I am surprised Keeper of the Tomes Ulraunt allowed them entry, but they have done nothing wrong that can be proved. |
19967 Thank you for the information. I should be going. |
19968 Hmm. I don't suppose you know which rooms they are staying in? |
19969 I have said too much already. I certainly don't want to seem like a gossip. I should go. Please, we should speak some other time before you go. |
19970 Thanks for the information. I'll just be off to my room now. |
19971 I don't suppose you know which rooms they will be using? |
19972 <CHARNAME>! Good to see you! I trust you are well? |
19973 As well as can be expected, Piato. How have you been? |
19974 I feel as though life is dragging me along by a noose, Piato. Not good at all. |
19975 My friend, I am so sorry to hear this! Please, if you need to chat about anything, do not hesitate to come by my quarters. You do remember where they are, don't you? No matter. First we must make sure you get some rest. Gorion's old room is where you shall stay. No need to tell you where it is, I am sure. Third room on the south corridor, just as it was. I believe there may be a few things there that Gorion left to you. Here, let me take you to the chest. |
19976 Get out of my way, Piato. I am not in the mood to speak with you. |
19977 Well, as irritable as ever. I do wish you had inherited Gorion's courtesy, instead of the trinkets we left for you in his room. You do remember the way, don't you? Or have you blocked your humble beginnings from your important little mind? Third room on the south corridor. Get some rest, and perhaps you will be more agreeable. |
19978 Oh, I pine for the days when you and Gorion still called Candlekeep home. You brought a bit of energy to these walls. I shall have to speak with you later at length, but for now you must rest. Gorion's old room is the third on the south corridor, just as it was. I think there are a few things for you there as well. We shall see you later. |
19979 Well, dip me in broth and call me stewed, if it isn't little <CHARNAME>! Why, I haven't seen you for nearly... umm... quite some time, anyway. |
19980 You little rounder! Such a temper on you! Show some respect to the man who helped change your diapers! Hrmph! And you were such a nice child, once upon a time. Go on, get lost, you brat. |
19981 Hello, Theodon. How have you been? |
19982 Get out of my way, old man. I have no time to speak with you. |
19983 I still remember you running about the keep in your little swaddling clothes, pestering the elders and spooking the cows. Ain't that right, Jessup? |
19984 Surely was. |
19985 Yep. Of course, you never did stay in those rags of yours long. |
19986 I don't have the time for this, you old geezer. Goodbye! |
19987 Yes, yes, I remember. But how have you been? |
19988 You'd be naked as a jaybird the moment someone turned their back on you. I remember the day that fella Blackstaff came floating in and there you were, tearing around the outer keep with Gorion hot on your trail. Took the cloak right off his back, you did, and made yourself just the cutest little... |
19989 I don't need this kind of aggravation, you geezer! Get lost! |
19990 Yes, yes, YES, I remember. Could we drop it please? How have YOU been? |
19991 Wait, wait, I remember it all now! There was Khelben Blackstaff, trying his hardest to look important while you ran through the stables with his cape tied around your waist. Such a lark, eh, Jessup? |
19992 I thought I'd catch my death from laughing, I did. |
19993 You and me both! Gorion was shaking like a leaf, he was so mad. |
19994 I've about had enough out of you two! Get lost! |
19995 As fun as this has been, I should really be going. |
19996 Nobody was sure what to do, and then Khelben mutters some words and catches you by the scruff of the neck with some sort of spectral hand. He hauls you out and drops you right in front of him, grabbing his filthy cape in the process. Everyone was scared, they were. Weren't they, Jessup? |
19997 Sure enough. Scared witless. |
19998 Yep, and then old Khelben busts out in the biggest laugh you ever heard. Everyone in the keep was laughing like mad, except you, <CHARNAME>. You just stood there naked as the day your were born and wondering what the fuss was about. I tell you, those were the days. |
19999 Um, yes. I think I'll be going now. |
20000 Keep your hazy recollections to yourselves, you old farts! |
20001 Oh certainly, little one. Stop by any old time though. I've got some paintings of you as a youngster I'm sure your little friends would love to see. Remember the one of <CHARNAME> on the bearskin rug, Jessup? |
20002 Surely do. In the buff as usual. |
20003 Cute as a bug, you were. Go play with your friends now. Go on. |
20004 Oh, hello young one. I trust you are keeping out of trouble? Of course you are. Run along and play with your little friends now. |
20005 Hello <CHARNAME>, it is good to see you here once again. A pity you could not have returned during a more restful time. |
20006 Why? What is going on that would cause you such stress? |
20007 You always were a worrier. I'm sure all is well. |
20008 What business is it of yours? |
20009 Oh, it's nothing I am sure. It's just that, well, things just seem a little strange around here. Those decidedly un-merchant-like merchants for one. And some of our own monks are acting odd as well. One fellow in particular. |
20010 I'm sure it is nothing. You should not worry yourself so much. |
20011 Really? And who would that be? |
20012 Perhaps I shouldn't, but that Koveras is such an odd fellow, and I have not seen him around before now. I should think I would be aware of any new brethren joining us, but he just appeared the other day. Perhaps he is a visiting sage, but he seems very disinterested in our tomes, and more interested in our visitors. Bah, I am being silly. It is not for me to decide how someone should spend his or her day. I shall continue my studies. Good day to you. |
20013 Well, there is this fellow named Koveras. I assume he is a visiting sage of some sort, but he seems more interested in our guests than the tomes. He makes me nervous. I think he's had the same effect on others as well. Young Shistal has been out of sorts for days now. He is not as thick-skinned as I. You remember how nervous he used to be? He's quite the opposite now. Seems like a totally different person. I worry about him. I should go. It has been nice speaking with you. |
20014 Perhaps you are right, though that Koveras fellow still makes me nervous. I think he has had the same effect on others as well. Shistal has been quite unlike his normal self. I should go. Please enjoy your stay. |
20015 I suppose it is none of my business. I merely wished to welcome you back. I see you are as tactless as ever. Such a pity that so many are so rude these days. That Koveras fellow is like that as well. Shistal has even become rude. Perhaps I am just too sensitive. Off with you. I wish to continue my studies. |
20016 Leave me be, stranger. I've... work to do. |
20017 All the other monks gave me a warm welcome. Why not you? |
20018 Do you not recognize me? It is <CHARNAME>. |
20019 Sorry to have disturbed you. I will go. |
20020 Good riddance. |
20021 I've no interest in idle chatter. If you knew the daily routine of a monk, you would understand. |
20022 Um, certainly. <CHARNAME>. I did not recognize your face. My apologies. I trust your journeys have been comfortable? The Cloakwood can be cold this time of year. If you will excuse me, I should go. |
20023 Of course. I will not disturb you further. |
20024 How did you know I had gone to the Cloakwood? |
20025 Eh, I have relatives in the region. Yes, they must have seen you and sent a note on your progress. |
20026 How would they know who I was? I think you're lying. |
20027 I know the routine well. I lived here for many years. It is YOU who should know ME. |
20028 My apologies. I will not disturb you further. |
20029 But Shistal, you never mentioned any family before. |
20030 That must be it. Sorry to have disturbed you. |
20031 Of course. It is just that I did not recognize your face. I am just not acquainted with all of the monks quite yet. |
20032 I was not a monk. I think you are lying. |
20033 Sorry then. I hope I haven't distressed you. Goodbye. |
20034 We are estranged and do not see each other often. There was no need to mention it. I really should be going now. There are things I must do. |
20035 I think you are lying to me, Shistal. You are not the same man I knew. |
20036 Sorry to have disturbed you. |
20037 You would do well to leave me be. I tire of this game. Take your questions and go away, monkey. |
20038 Oh no, I have many more questions to ask. For starters, who are you really? |
20039 I did not mean to alarm you. Perhaps I was mistaken. Goodbye. |
20040 I am your deathhhh, foolish meat! |
20041 <CHARNAME>! Stay where you are! I do not wish to harm you, but you must come with me! You are to be questioned regarding the murder of the Iron Throne leaders. They were apparently killed not an hour ago, and an item of yours was found with the bodies. Please, you will get a fair trial if you come quietly. I will use force if I must. |
20042 Do not do this! You must believe meâ€â€I am innocent! |
20043 That is not for me to decide. Please, you have my word that you will not be harmed. If you are innocent, you will be judged accordingly. |
20044 All right, I surrender. Take me to Ulraunt or Tethtoril so I can prove my innocence. |
20045 I will not be judged at all! Draw your weapons! |
20046 I will come quietly. Your weapons will not be necessary. |
20047 I am glad to hear that. I did not wish to harm you. I am sure this mess will be cleared up soon. |
20048 Do not force me to harm you! I will give you one more chance to come quietly! If not, you will be killed! You have little choice in this matter, other than to live or to die. |
20049 You cannot enter the store: there are monsters nearby. |
20050 If that is how it must be then I will come quietly, I have no wish to inflict harm upon any friends. |
20051 So be it then. You must be guilty if you fear judgment so much. You life ends here. I... I am sorry. |
20052 Who...?! Get out of my way! I don't care who you are, I just want out of here. |
20053 None shall escape! I will kill you all! |
20054 And just who are you? |
20055 Oh, that is just great! As if Sarevok wasn't bad enough! He marches in, announces our leaders have been killed, and promptly assumes command. Now I have to deal with you as well? Fine! Do your worst! |
20056 Pang is the name, and I'll thank you kindly to get out of my way! I don't care why you're here. Take all you wish if you are thieves. I just want to leave. That Sarevok has become too big for his britches. Our leaders weren't a day dead before he declared the Iron Throne to be his. |
20057 Then you won't mind if I help myself to your coffers, will you? |
20058 It does not matter. I will destroy all of you regardless. |
20060 It's time then, is it? |
20061 Not yet. |
20062 That it is. |
20063 Time for what? Explain yourself. |
20064 Why does Tazok draw it out, so? If he is to kill me, he should kill me, not let me waste away as a prisoner in his tent! |
20065 A prisoner? You're not a bandit like the rest? |
20066 You know too much, that's why. |
20067 I be a thief and from the city, but no, I'm no bandit. I know too much to run with Tazok and his crew. |
20068 What do you know? |
20069 Judging by the delicate position you find yourself in at present, you obviously didn't know enough not to be caught by them. |
20070 This whole thing is dirty to the core, that's what I know! These aren't your ordinary bandits here. These are part Blacktalons and part Chill, Chill being a demihuman band, mostly hobgoblins, and led by that creepy smart one, Ardenor Crush. There be others elsewhere, like that priest Mulahey sent to poison the mines of Nashkel. Set himself up as a kobold god returned and legions of the brainless barking fools believed him, ready to do his bidding till death do they part... |
20071 Mulahey's dead. He was working for Tazok, I understand. Question is, who's Tazok working for? |
20072 That's the trick, see? Crush and Taurgosz Khosann, leader of the Blacktalons, both think he's getting orders from the Zhents, and Tazok doesn't do much to discourage that particular line of thinking. But the Blacktalons and Chill are bandit groups, see? They ply the trade routes, avoid the cities, and that's where they go wrong. I'm from the Gate, and I can tell you dead as leather that the Zhentarim aren't behind this. |
20073 How can you be so sure? |
20074 A desire for silence isn't the only reason I wear soft-soled boots. I wear 'em so I can tell whose toes I'm treading on. I didn't mess with no Zhentarim. I picked my enemies and I messed with one group and one group onlyâ€â€the Iron Throne. And, right as rain, here I am as Tazok's personal prisoner. You do the math. |
20075 Bah, they are nearly empty regardless! Sarevok has been making decisions on the sidelines for some time now, and it has cost us all plenty. He does not seem concerned with profits or much of anything! The iron shortage became his pet project, but he has used it to inflame tensions instead of build business! He's brought us down as sure as if he was some "hero." What reason he would have to provoke a war, I don't know. Enjoy your looting, I'm leaving for good. |
20076 The Iron Throne. Where can I find them? |
20078 Tazok's been making regular visits to the Cloakwood, so that's where I'd start if I were you. There are some documents in that chest that might be worth taking a look at, too. Now go step on some toes, all right? And you can tell them Ender Sai sent you. |
20079 Don't mark me a fool. I may be Tazok's prisoner, but he's not the one that caught me. |
20080 What do you mean? |
20081 This whole thing is dirty to the core, that's what I mean! These aren't your ordinary bandits here. These are part Blacktalons and part Chill, Chill being a demihuman band, mostly hobgoblins, and led by that creepy smart one, Ardenor Crush. There be others elsewhere, like that priest Mulahey sent to poison the mines of Nashkel. Set himself up as a kobold god returned and legions of the brainless barking fools believed him, ready to do his bidding till death do they part... |
20082 Mulahey's dead. He was working for Tazok, I understand. Question is, who's Tazok working for? |
20083 I know too much, do I? Like what? |
20084 That's none of your business. |
20085 The job has already been done! Who needs YOU when we have Sarevok?! If not for that fool they have accused, I would have guessed Sarevok killed our leaders. He has frittered away our gold, used our grandest plots to inflame governments, and done nothing but laugh when accused of ruining our organization! He seems quite sane, so I can only assume he has some motive of his own. It is not to the benefit of the Iron Throne, that much is certain. Do what you will. I am leaving before anything else goes wrong. |
20086 You know that Tazok ordered Mulahey to poison the ore in Nashkel, for instance, and much more besides. |
20087 Look, you can give up your silly facade now. We're on the same side, and it ain't Tazok's. I can see it in your eyes... You were right about one thing, though: I know a heck of a lot about what's going on around here, so listen close. |
20088 All right, all right. What do you know? |
20089 Yeah, I know about Mulahey... and I spit in his face and Tazok's, too. And you know what else I know? Tazok's no Zhent man. He's got all you poor foolish bandits convinced, doesn't he? Well, mark my words, you've all gone soft if you think that's the truth of it. He covers his arse nicely and lets you and the Zhents take the rap for it. |
20090 Who's he working for then, hotshot? |
20091 All right, the game's up. We're not bandits and we're no friends of Tazok and Mulahey, either. The latter's dead by our hands at the bottom of the mines as we speak. |
20092 A merchant group, the Iron Throne. They want a monopoly on the iron trade, and they're using fools like you to drive up the price and make their fortune. If they can push us into a war with Amn, all the better, because nothing increases demand for iron like a good war, don't you see? |
20093 Where can I find this Iron Throne? |
20094 Tazok's been going into the Cloakwood to get his orders. He keeps all his documents in the chest over there. Go look for yourself and make it quick. Ol' Tazok won't be pleased to find a lowly prisoner spreading mutiny among his men. |
20095 Who are you? Have you business here? Ah, what does it matter? Everything is in shambles. |
20096 So Mulahey's dead, is he? That's good to hear, but, all the same, he's just small time. Even Tazok's not the head honcho in this whole mess. Ardenor Crush and Taurgosz Khosann both think he's getting orders from the Zhents, and Tazok doesn't do much to discourage that particular line of thinking. But Crush and Khosann are bandits, see? They ply the trade routes, avoid the cities, and that's where they go wrong. I'm from the Gate, and I can tell you dead as leather that the Zhentarim aren't behind this. |
20097 I am here to put an end to the Iron Throne! |
20098 How can you be so sure? |
20099 As much as your eagerness should impress me, it does not. You are a bit late, by my standards. The leadership... of the western division of the Iron Throne... my father and friends... all three are dead. Killed in Candlekeep and I should have seen it coming! |
20100 Then kill me here and get it over with. Tazok's been dragging this out far too long. |
20101 Dragging what out? |
20102 Kill you? Not likely. |
20103 My execution, what do you think? You're not with him, are you, though? No, I'd smell his rancid breath on you if you were. |
20104 I expected more resistance to my breaking in. What is going on here? |
20105 There is very little going on here. Everything is falling apart as we speak. And one person is to blame. |
20106 You're right, we're not Tazok's lackeys. What's going on here? |
20108 Aye, you're not... Well, this whole place is dirty to the core, that's what's going on. These aren't your ordinary bandits. They're part Blacktalons and part Chill, Chill being a demihuman band, mostly hobgoblins, and led by that creepy smart one, Ardenor Crush. There be others elsewhere, like that priest Mulahey sent to poison the mines of Nashkel. Set himself up as a kobold god returned and legions of the brainless barking fools believed him, ready to do his bidding till death do they part... |
20109 Aye! And I shall plague you to the very end! |
20110 And just who might that be? |
20111 What? Who are you? I speak of Sarevok, the new self-proclaimed "leader" of the Iron Throne. My father Brunos was barely a day dead when Sarevok made his claim, and now everything is crumbling. I am sure he orchestrated the whole thing so he could gain control, but if he wanted to run the organization, why does he act as though he does not care for it? I have no idea, but I will put a blade in his belly before the day is through, regardless. Who did you claim to be? |
20112 Mulahey's dead. He was working for Tazok, I understand. Question is, who's Tazok working for? |
20113 Things grow darker here, darker than I thought possible. In Tazok's tent, I came across a prisoner, Ender Sai. If he speaks true, and I suspect the documents he referred to in Tazok's chest will show he does, the bandits are being played as pawns by a power group called, tellingly enough, the Iron Throne. Tazok's orders are coming from some base of theirs within the Cloakwood and I have little doubt that it is there that I must journey next if I wish to peel back the next layer of this mystery. Something still seems very wrong in this. It haunts me, dancing endlessly along the periphery of my thoughts. What it is, however, I know not. |
20114 I am <CHARNAME>, and I stand accused of the murder of the Iron Throne leaders. |
20115 Things grow darker here, darker than I thought possible. In Tazok's tent, I came across a prisoner, Ender Sai. If he speaks true, and I suspect the documents he referred to in Tazok's chest will show he does, the bandits are being played as pawns by a power group called, tellingly enough, the Iron Throne. They meddle in the affairs of nations as if they were gods, pushing Amn and Baldur's Gate to the brink of war in order to line their pockets. They apparently maintain a base within the Cloakwood and I have little doubt that it is there that I must journey next if I wish to peel back the next layer of this mystery. Something still seems very wrong in this, however. It haunts me, dancing endlessly in the shadows, never coming into the light. What it is, however, I know not. |
20116 Ender Sai |
20117 Ender Sai |
20118 I don't like the looks of ye, I don't. |
20119 Nor do I like the looks of ye, but it's better than a face of pulpy mush, now don't you think? |
20120 What you like or do not like is hardly my concern. I'd just like to know a bit about this place. |
20121 Are you threatening me? |
20122 Are you kidding? With a face like yours, it's a compliment! |
20123 Keep your voice down or my next move won't be a threat. I want to know how this whole place is laid out and I want to know it now. |
20124 I am here seeking Sarevok! |
20125 Sarevok is the foul spawn that surely did the deed! He craves the power of the Iron Throne, but for what purpose I do not know! He throws away gold like it was copper, and uses our best laid plans to inflame governments instead of bargaining for wealth! He's in line to become a Grand Duke because of his efforts to fight his OWN chaos, but I doubt his coronation will stop his lust for carnage. Who are YOU, by the way? What are you doing here? |
20126 Get out of here... I said I don't like ye and it's not liable to change anytime soon. |
20127 Gulp... Heh, it's a bandit campâ€â€tents here, tents there, ain't got no damn geography to it. |
20128 Get out of here, you disgust me. |
20129 Then make some. Which one is Tazok's tent? |
20130 The The big one in the... in the northeast part of the camp. |
20131 All right, I've got what I want out of you. Don't suppose I can let you live, though, can I? Living lips tell tales, they say. |
20132 What's in there? Any guards or traps? |
20133 Loyalty in this camp runs about as strong as the iron they're stealing. With a little "encouragement," I was able to get one of the bandits to disclose that Tazok's tent lies in the northeast part of the encampment. If I'm to learn anything in this infernal place, I can only hope it will be there. |
20134 J-just the prisoner and his guards, no traps, honest! |
20135 Loyalty in this camp runs about as strong as the iron they're stealing. With a little "encouragement," I was able to get one of the bandits to disclose that Tazok's tent lies in the northeast part of the encampment. That guards lie within is no surprise but the fact that there be a prisoner, too, aye that may yet be of use. But I should not tarry here, pen in hand, lest my tunic become stained not with ink but with my own heart's blood. |
20136 I know they are dead, because I am accused of their murders! |
20137 Knott |
20138 Knott |
20139 Who do you think killed them? |
20140 I don't care who you are, no one's to enter Tazok's tent, under penalty of death. |
20141 Some fool is accused of their murders, but likely he was just some stooge. I know who is truly behind it, I am sure! Sarevok had to have been the cause! He came back here when they were not a day dead, and claimed the leadership for his own! I do not understand him though. He wrests control of everything for himself, but his actions are those of one who cares little for mercantile power. The iron crisis became his pet project, but he has used it to inflame and cause unrest, not to get wealth or power. He seems to want to propel the region into war. Whatever his motive, I'll not let him get away with it. Who ARE you, by the way? |
20142 Then come at me, for I've no intention of turning back. |
20143 We're here under Tazok's own instructions. He requested that we retrieve his files and documents and deliver them to him as soon as possible. |
20144 I am here to find Sarevok and put an end to him! |
20145 I am accused of murdering the Iron Thron leaders, and seek Sarevok so I may clear my name. |
20146 Your petty lies are wasted on me, <CHARNAME>. Like Ender Sai here, you've crossed the Iron Throne for the last time. |
20147 Is that who you are? Then I owe you a knife in the gullet for what you have done! What, did Sarevok trick you into killing them, or did he just do it himself and then blame you? I'll kill you just to be safe, I will! For my father, someone will die tonight! |
20148 Raemon |
20149 Raemon |
20150 Uh, hullo. I'm Tersus. Are you da... Are you da new recruits? |
20151 I am here to kill Sarevok for what he has done! |
20152 I am here to clear my name of the murders of the Iron Throne leaders. |
20153 Uh, yeah, that's us. |
20154 Then I shall let you pass. The more blades that chase Sarevok this night, the better. I must go now. |
20155 Tersus? Nice name. If you turn it around backwards, it's Susret, you know. |
20156 You there! Stand your ground a moment! I demand to know what is going on here! I have been sent from Sembia to determine why this branch of the Iron Throne has foundered, and I have found no one who will stand still more than a second! What in blazes is going on here? |
20157 Good. I'm s'posed to give each of you some leather armor. |
20158 We already have all the armor we need, thanks. |
20159 Uh, sure, pile it on... Say, can you tell me a little about this place? Like who pays the wages around here? |
20160 Don't blame me, eh? It's just a job, okay. The boss sez give everyone leather armor and dat's what I do. Blacktalons, Chill, it's all da same, right? |
20161 Blacktalons? Chill? Who are they? |
20162 Blacktalons. Chill. All da same, yup. |
20163 Yup, all da same. All get leather armor 'cuz that's what the boss sez. Now dat you got it you can leave now, okay? |
20164 You're not wit' Blacktalons or Chill? You must be independents, then. Blacktalons, Chill, all da same, right? But independents, nobuddy sed nothin' 'bout independents. Better give me all that leather armor back. Blacktalons an' Chill, we be two groups of bandits. Me Chill. Blacktalons don't take no hobgoblins. |
20165 What's going on? The Iron Throne is in big trouble, and I'm the cause! |
20166 Why not ask Sarevok? He seems to be the one in control now. |
20167 Sarevok? That upstart? Then the rumors I have heard are true. Our regional leaders here are dead and Sarevok has assumed their roles. Such arrogance! No doubt he had a hand in their demise, I'll wager! That would explain why we have not been getting reports on progress here on the coast, but what could he be up to? I shall have to report these findings to my superiors at once. What is your name and rank here? I shall report of you as well. |
20168 Why would two groups of bandits be working together like this? |
20169 Because da boss sez, okay? Like don't blame me, already. Geeez, you independents are a lot a trubble. |
20170 I've learned something interesting from a hobgoblin stock boy, though I'm not sure what it all may mean. The bandit camp is apparently composed of two separate groups: the predominantly hobgoblin Chill and Blacktalons, the human faction. What could bring such different groups together, I don't yet know. Money is the obvious motivation, but how much and who's paying it? Whoever it is, they're obviously not short on coin. |
20171 Lieutenant <CHARNAME>, in charge of security. |
20172 Um, actually I am the person accused of killing the Iron Throne leaders. |
20173 Some say da Zhents, some say it might be da Iron Throne. I don't ask questions, eh. Da boss gives me money an' I hand out leather armor, it's dat simple. Chill, Blacktalons, I don't care who you are, I give you leather armor. |
20174 Blacktalons? Chill? Who are they? |
20175 Blacktalons. Chill. All da same, yup. |
20176 Stop dat, you're makin' my brain bleed so much my hair hurts. Susret, what do I need wit' a name like dat? Now here, take dis leather armor like you're s'posed to an' move along, okay? |
20177 We already have all the armor we need, thanks. |
20178 Uh, sure, pile it on... Say, can you tell me a little about this place? Like who pays the wages around here? |
20179 I've learned something interesting from a hobgoblin stock boy in the bandit camp today. He wasn't quite sure who was funding this whole operation, but his guesses leaned towards either the Zhentarim or a new group, the Iron Throne. I don't know much about the latter, so I had best keep my eyes peeled and my ear to the ground. If I ever need leather armor, though, I know a hobgoblin stock boy who'd only be too eager to serve. |
20180 Nope, you been taken care of already. Next! |
20181 Tersus |
20182 Tersus |
20183 You are behind all of this chaos? Unlikely! Most rumors I hear point to one of our own, Sarevok, to be the cause of this turmoil. Unless... unless you are the one responsible for the trouble in the Cloakwood mine! The last report we received was about the destruction you caused! You have made some powerful enemies indeed, but I have neither the time nor inclination to face you here today. It would seem some major reconstruction is in order for this branch. Major reconstruction indeed. |
20184 Are you now? From what I have heard, Sarevok may have had a far more active role in that killing than any outsider. So what have you come here to do? Destroy us all to restore your name? It would seem that we now have a mutual enemy of sorts. I think my superiors would not be ungrateful if you were to remove Sarevok from this organization. I would almost call this outpost of the Iron Throne a complete loss, though with Sarevok gone, perhaps it could be built anew. |
20185 Perhaps it could, though I doubt people will trust you. |
20186 Are you sure you want to quit? Boo will miss you... |
20187 Out! Away! Fly while you can! There be madness here and I can stand it no longer! |
20188 Madness in this much-lauded tower? That there be malice here, I have no doubt... but madness? Never. |
20189 Calm down and explain yourself, good sir, that I may understand you better. |
20190 Then clearly you know it not! Madness seethes here and amongst Sarevok's crazed acolytes it overflows. I'm a simple merchant after a pretty coin but I swear it isn't worth it to suffer this place so long. |
20191 After a pretty coin, are you? Well, here's a chance to earn some off a saner soul. I'll pay 150 pieces of pretty coin if you tell me everything you know about this place. |
20192 After a pretty coin, are you? Would 300 gold pieces be enough to make you stay awhile and tell me what you know of this place? |
20193 Sarevok's acolytes? Who do you speak of and where may I find them? |
20194 Ye're dead, little worms! |
20195 A saner soul? I doubt that very much because while I go this way, you go that! Keep your maddened money, too, but beware of the acolytes. You will know them when you see them, I have no doubt. Now release your grip on my arm as I can bear this place no longer. |
20196 Not if I have a say in the matter! |
20197 People trust whom they wish to trust, whether there is reason or not. I would imagine that is why Sarevok has flourished. Plays on people's fears masterfully. If he were not so destructive, he would have been a great asset. What IS he up to? No matter. I will report of all of this, and we will wash our hands of the whole problem. Good day, and goodbye. |
20198 You do not. It will be done as sure as the sun will rise tomorrow. Our damage control officers are quite effective. A setback, yes, but we will eventually recover. Perhaps not here, but elsewhere. Good day and goodbye. |
20199 Aye, I guess, but I'll not be long about it. The acolytes I mentioned, they stay with Thaldorn on the fifth floor. Six of them, there are, and their madness comes in pairs: two priests, two mages, two hardened thugs. But there is something wrong about them. If they were here for the simple joys of a pretty coin, I'd have no quarrel with them. But no, they would not deign to be so human. There is something more, some secret agenda and I know not what... Ack, even now I can feel their pestilential eyes upon me. Your lucre can keep me here no longer, I'm afraid. |
20200 Hakt |
20201 Hakt |
20202 Out of my way, interloper! I am getting off this sinking ship as fast as I can! |
20203 Britik |
20204 Britik |
20205 Venkt |
20206 Venkt |
20207 You will not escape! The Iron Throne will topple before me! |
20208 You'll know them when you see them and, should you continue on your maddened course, I have no doubt that see them you will! Now I beg your leave for I would rather gnaw through my own wrist than tarry here a moment longer. Fare thee well. |
20209 Why are you so panicked? Is not Sarevok in control? |
20210 Not to underestimate you or anything, but have you not noticed that you are a little bit late?! The Iron Throne is in a shambles, and I simply don't want to stand around and watch it crumble about my ears! That Sarevok and his enormous ambitions have left us in the lurch, and there is nothing for me to do now but cover my losses and run. He has used us all to get where he wished, and now is on the verge of becoming a Grand Duke! He would have made a fabulous ally, if he had not cared so little for anyone but himself. |
20211 Calm down? Calm down while Sarevok's acolytes practice their magic cacophony above me? I daresay not, stranger! I daresay not at all! |
20212 Sarevok becoming a Grand Duke? How can this be? |
20213 Quite simple, really. He has built up support by pledging to combat the very chaos he himself was sowing! I imagine he'll have a fantastic success rate too, seeing as how he is in total control with our leaders dead! I doubt that he will settle into a nice, quiet political life though. He seems set on causing as much destruction as possible, and I think he is intent on pushing for war with Amn! |
20214 The Iron Throne tower is apparently no place for the faint of heart. A very distraught merchant by the name of Triadore nearly bowled me over on his reckless charge for the exit. Luckily I was uninjured and the impact slowed him enough that I could lure him into a frantic (and expensive) conversation. According to his hurried testimony, the tower's fifth floor is home to a small fanatical sect of some sort, acolytes of someone named Sarevok. It is becoming more and more apparent that there is more behind the Iron Throne than simple greed. Some secret agenda is afoot and, for the life of me, I must discover it. |
20216 Triadore |
20217 Triadore |
20218 Why would he pursue such a destructive plan? What could he gain from it? |
20219 How should I know? I am no diviner. I only know business, and what he is doing makes very little economic sense. Had he wished to grow rich from dealing in ore, then I would have understood. Had he kept the Iron Throne intact he could have used his upcoming position as Duke to sanction Amn and increase our trading power over groups like the Knights of the Shield. As it is, he is seemingly intent on abandoning us and launching a bloodbath of a war. Know this: The people believe in Sarevok, and it will take more than a blade to reduce his stature in the eyes of the public. |
20220 Where do you think you're going? |
20221 Upstairs. Where do you think you're going? |
20222 The fifth floor. Sarevok asked us to deliver an important message to his acolytes. |
20223 Somewhere far away from wise-crackers like yerself, I hope. Guards, up the stairs! We have intruders! |
20224 I will not debate that he is in control, but whatever his plans, they certainly do not have the good of the Iron Throne in mind. He has abandoned us in favor of his new position, that of soon to be appointed Grand Duke. We are simply to be cast off, and I would not be surprised if he marches the Flaming Fist through here tomorrow as a show of his stance on mercantile crime! |
20225 Sarevok is to be a Grand Duke? How can this be? |
20226 I do not care about your troubles! I will destroy him, just as I destroyed your base in the Cloakwood! |
20227 Hmph. Better you than me. Working with that crowd can be downright creepy, some days. |
20228 A thorn in the side you may be, but I'll wager that Sarevok was likely done with that installation. Its destruction probably saved him the trouble of doing it himself, though marching the Flaming Fist through the mines would have only increased his popularity. With Entar Silvershield dead and Scar replaced with a lackey captain of the guard, Sarevok has no more use for us. He's moving on to bigger things, though what they are I have no idea. I have wasted enough time on you. Kill me if you must, but I have no intention of waiting around. |
20229 Forthel August |
20230 Forthel August |
20231 Connoly Finn |
20232 Connoly Finn |
20233 Creepy, are they? I'll be sure to pass that on. |
20234 Creepy? How do you mean? |
20235 Kesheel |
20236 Kesheel |
20237 Iâ€â€I spoke out ofâ€â€out of turn. My apologies, I'mâ€â€I'm very sorry, sirâ€â€ma'amâ€â€sir! Don't tell them. Please, you don't know what they'll do They're so good, they're so very good, they're not creepy at all, I'm sorry |
20238 I will stop him regardless, just as I destroyed your plans in the Cloakwood! |
20239 I care not! I will destroy him and restore my name! |
20240 How can people believe in him? Can they not see his nature? |
20241 Then likely you will face the Flaming Fist and many other good people that follow him. He has fed their fears and now offers himself as their savior. With Entar Silvershield dead and the new captain of the guard in his pocket, no one is going to believe a fool such as you without proof. I've wasted enough time on you. If you must strike me down, then do so. Don't expect me to wait around while you do though. |
20242 I seen people go up there withâ€â€with one face andâ€â€and come back down with another. I don't know how else to say it. I got a keen eye for faces, I do, and I thinkâ€â€I think them people going up and down know it, too, 'cause one time one of them caught me looking at him and he winked right at me and the... and he changed the colors of his left eye, right as I was watching him! It started out a chocolate brown but then it went all quicksilver for a moment, like the mercury the mages play with, and then he was gone and out the door, laughing his high-pitched laugh. |
20243 People see what they wish, and they really wish to see a savior. He offers stability and seems able to deliver. That is more than anyone has been able to give them so far. I tire of this chatter. If you feel you must strike me down, do as you wish. Do not expect me to wait around while you do it though. |
20244 He is a monster and I will fight him to the last! |
20245 Feldane |
20246 Feldane |
20247 Oh, wonderful. I recognize you from the descriptions given. You are the one accused of murdering our leaders, are you not? I suppose you are here to exact revenge or some such? Well, we are already defeated by one of our own and do not need you. You would do better to focus your efforts on Sarevok, rather than beating up those already beaten. |
20248 Who are these people? |
20249 I will get to Sarevok eventually. I will destroy the network he has built first! |
20250 Piato |
20251 Well, mark my eyes now and mark them well. If they go all quicksilver when I come back down, take that dagger from your belt and gouge the offending eye from my skull quick as lightning because it won't be my own. I don't know what's going on, but you're right; it's creepy and, had I a choice, I'd want no part of it. |
20252 Why do you bother? He has abandoned us, and I would not be surprised if he turned us in to the Flaming Fist. He would be a hero yet again. People desperately want a hero, what with Entar Silvershield dead. I would not be surprised if Sarevok was behind it from the start, though he would have to kill the other Grand Dukes if he truly wanted free reign and command. I would not put it past him, though his ultimate goal is beyond me. Seems more interested in carnage than control. Are you through with me? I was in the process of leaving, if you don't mind. |
20253 Piato |
20254 Competition of the Iron Throne. Mostly members of the Seven Suns trading coster or the Merchants' League. They have both been attempting to negotiate a tentative peace between the different economic powers in the city. I fear it's not peace they're finding, however... at least not of the type they came looking for. Something's going on upstairs and I'd rather not think about what it could be. |
20255 Aye, friend. I wish we all had no part in it... But I have marked your eyes and your face as well. I pray they do not shift on me. |
20256 Something is rotten in the Iron Throne tower, something that is cancerous and malignant and... and growing. Dra'tan, one of the tower guards, has informed me of something most dire. It seems that the Throne has been inviting their competitors in the Seven Suns and the Merchants' League to the tower's fifth floor and then doing something horrible to them. Are they being turned into zombies of a sort, are they being poisoned with a powerful drug, are they being replaced somehow? I don't know. Regardless, the implications are staggering and, to be honest, terrifying... I must steel myself and continue my ascent, however, for I know not what else to do... |
20257 Theodon |
20258 Theodon |
20259 Jessup |
20260 Jessup |
20261 Why would he turn his back on the Iron Throne? |
20262 Because he was never interested in us in the first place. The iron shortage was to be an elaborate plan to gain power in the region. It was to strain relations with Amn, thus reducing the activity of the Knights of the Shield and ultimately reducing trade with them through "legitimate" means. We would step up to monitor the sanctions, and pocket hefty sums in the process. Such was the plan, but Sarevok apparently had other ideas. |
20263 Shistal |
20264 Shistal |
20265 It does not matter. I will fight him to the last. |
20266 The last what? Citizen? Flaming Fist soldier? He has them all in his pocket and they believe in him. He is to be a Grand Duke, stepping in to replace Entar Silvershield, and he has the full support of the people. He has promised to restore order, and since he created the chaos I am sure he will be fairly successful. I would not be surprised if he was behind Entar's death. Likely the other Dukes are in similar peril. Sarevok seems bent on causing destruction, and the smallest diversion is crushed viciously. I must go. I trust I am beneath your concern, so you will not kill me? I hope so. |
20267 Bendalis |
20268 Bendalis |
20269 What ideas? What do you know of his plans? |
20270 I know his methods, but I do not understand what he hopes to accomplish. Likely he assassinated Duke Entar so he could step in, but political gain does not seem to be his goal. He would have had plenty of economic power as head of the Iron Throne, but money was not his concern either. He seems more interested in prolonging the tensions with Amn, though what a war would get him, I do not know. We are no longer in a position to profit from it. What do I care, I just want to leave before we're turned over to the guard. Goodbye. |
20271 Dra'tan |
20272 Dra'tan |
20273 Dialing remote host... |
20274 Joining selected session... This may take a while, please wait. |
20275 Finding the network devices on this host... |
20276 Cannot start a TCP/IP session because there is no compatible network device. |
20277 Why, hello <CHARNAME>. I suppose we should have expected your coming here. Bit of unfortunate business in Candlekeep, eh wot? |
20278 [no text] |
20279 At last, someone who looks like they could be of some assistance. The assorted boobs and dimwits around here have been of very little help. |
20280 Of course. How may I assist you, ma'am? |
20281 [Cow Moo2] |
20282 I'm afraid you've mistaken us for someone else. I'm Dimwit, this is my good friend Boob, and behind me you'll find Brainless and Moron. How do you do? |
20283 [Chicken Cluck1] |
20284 [Chicken Cluck2] |
20285 [Rat Squeak 1] |
20286 [Rat Squeak 2] |
20287 Ma'am this, ma'am that, I have little desire to suffer through more of your flat gentility. You may call me Emissary Tar and direct me towards the nearest staircase. I have some important business to conduct on the fifth floor on behalf of the Grand Dukes. |
20288 [Seagull Squawk] |
20289 [Cat Meow1] |
20290 [Cat Meow2] |
20291 [Eagle Cry] |
20292 [Bird Song1] |
20293 Ma Emissary Tar, would it be untoward of me to inquire as to the nature of your business on the fifth floor? |
20294 [Bird Song2] |
20295 [Bird Song3] |
20296 The stairs? Why yes, they lie behind me, not far from where we stand at all. |
20297 [Horse Whinny 1] |
20298 It is hardly a secret. The Grand Dukes have sent me to negotiate a new iron treaty with Thaldorn. It appears that the Merchants' League and the Seven Suns have voluntarily granted the Iron Throne temporary control over their mines in order to simplify the city's supply structure and thereby strengthen the war effort... should it come to that. I am here to ensure that we have access to that iron at a favorable price. The Iron Throne has been more than cooperative with us to date and I doubt that they will change their tune now. Now, if you'll excuse me, I have no intention of being late for my negotiations. |
20299 [Horse Whinny 2] |
20300 Thank you and goodbye. |
20301 Please, whatever your business there may be, I urge you to reconsider. I have a bad sense about this place and would worry for your safety there. |
20302 How foolishly chivalrous of you, but I can take care of myself, thank you very much. Besides, I have an iron treaty to negotiate with Thaldorn, and the Grand Dukes would hardly be pleased if I abandoned such an important duty for the likes of you, now, would they? If you insist on being as much of a boob and a dimwit as the others, then I shall find the silly stairs on my own. |
20303 What do you know of what happened there? |
20304 I'm sure you will, but you'll not find it here. Sarevok was the architect of that plot, and we are all victims of it. If you seek him, I would look towards the Ducal Palace. There is to be a coronation there soon, and it will likely give Sarevok power enough to do what he wishes in this city. I imagine the fates of the remaining present Dukes will be much the same as that of Entar as well. I hope you have proof enough to convince people of his evil. Your confrontation will be very short otherwise. |
20305 I know that you are the unwitting dupe of Sarevok, as were we. It would seem that he sacrificed our leaders just to discredit you, knowing that you were perhaps the only ones that stood in his way. Of course he also became our leader of the Iron Throne himself, but he seems quite beyond needing us now. Such disrespect, to throw us away as he did. It hardly matters now, what with his coronation imminent. I'm sure the Ducal Palace will never quite be the same. I must go. Pleasure chatting with you. |
20306 My apologies. I have a tendency of coming across as a bit gruff. It comes with the title of Chief Negotiator for the Grand Dukes, I'm afraid. You may call me Emissary Tar. Now please, if we could start over. Where may I find the stairs to the fifth floor as it seems I have lost them entirely? |
20307 Unfortunate? I will have my revenge for what happened there! |
20308 Emissary Tar, would it be untoward of me to inquire as to the nature of your business on the fifth floor? |
20309 Of course. The stairs lie behind me, not far from where we now stand. |
20310 Please, whatever your business there may be, I urge you to reconsider. I have a bad sense about this place and would worry for your safety there. |
20311 A chance encounter with the Grand Duke's chief negotiator, Emissary Tar, has filled in a few gaps in the mystery. The Merchants' League and the Seven Suns have temporary surrendered their mines to the Iron Throne, supposedly in support of the coming war effort. I doubt, however, that the surrender is as temporary as the Throne would have us believe... or as voluntary. I can only hope that Emissary Tar keeps her wits about her and does not fall prey to whatever it is that has befallen the Iron Throne's competitors. |
20312 [Bird Song4] |
20313 [Bird Song5] |
20314 Emissary Tar |
20315 Body of Emissary Tar |
20316 [Cat 1]Meow |
20317 [Cat 2]Meow |
20318 [Cow 1]Mooooo |
20319 [Cow 2]Moo |
20320 [Rat Squeak 3] |
20321 [Rat 1]Squeak |
20322 [Rat 2]Squeak |
20323 Body of Emissary Tar |
20324 Mmn, hello. You must be the city negotiators... Lemme see on the list here: Emissary... Emissary Tar? Right on time and a pleasure to meet you. My name is Destus Gurn, Assistant Chief Accountant for the Iron Throne's operations on the Sword Coast. Now, just a quick briefing on our negotiating procedures before you head on up the stairs: Thaldorn will be accompanied by a board of six Iron Throne advisors sent to us from abroad: Zhalimar Cloudwulfe, Gardush, Naaman, Diyab, Aasim, and Alai, all of them quite respectable men and eager to meet you. We also have a seventh member on that board today, a Mr. Lyle Espejo. He is there to ensure that things go smoothly in this time of transition. As for the agenda |
20325 I'm afraid you've mistaken me for someone else. Please, just let me go about my business here. |
20326 Yes? |
20327 Please, Mr. Gurn, I have my own copy of the agenda and no desire to waste any more time here than necessary. If you would be so kind as to allow me to proceed upstairs to the negotiations, I would be very grateful. |
20328 You're not Emissary Tar? Then I'm afraid you have no business here and I would urge you to leave the way you came. |
20329 On the agenda, as you well know, are a discussion of our current offer regarding iron prices and some notes regarding the output of the new mines we have acquired. Preceding all of that, however, Mr. Espejo would like to have a few words with you about the positive change and dynamism, economic and otherwise, that he has been witness to in his recent travels through the Sword Coast region. I do not doubt that you will find it interesting. But I have taken enough of your time. Please proceed upstairs so that the negotiations may begin. |
20330 Yes, true. Very well then, Emissary Tar. Proceed upstairs and don't allow me to keep you here a moment longer. Great things are afoot and I am very proud to have met you on behalf of the Iron Throne and I hope, for everyone's sake, that the... negotiations... proceed swiftly, yes, thank you. |
20331 You... you killed Davaeorn? Oh... please don't kill me! Please, oh please, oh PLEASE! I'm just his apprentice, I swear! I don't know anything! Okay, I know a little, but I was only his student! Honest! I can... I can help you! Yeah, I can give you information! Ask me something! Go on, ask me anything! |
20332 Destus Gurn |
20333 Destus Gurn |
20334 Who are you? What was your role here? |
20335 Fear my wrath, for it is great indeed! Who dares intrude upon our negotiations? |
20336 My name is Emissary Tar. I am here to negotiate an iron treaty with Thaldorn on behalf of the Grand Dukes. |
20337 My name is <CHARNAME>. I was wondering if I could ask you a few questions. |
20338 How many Emissary Tars do we have now? Three? Fool, Ms. Tar stands right before you and she was just leaving, weren't you, my dear? Honestly, this has gone on long enough. |
20339 And who are you to say so? I've crushed all those before you! |
20340 Certainly a little coin would ease your conviction a bit? A little gold to make you turn the other way? |
20341 I am quite sorry to have bothered you, really! Is this the exit? I'll just be going now! |
20342 I told you, I'm just Davaeorn's apprentice! I studied under him, and that's it! I didn't know anything about anything! Well, I know a little, but just ask and I'll tell you! |
20343 <CHARNAME>, you say? Ah yes, Sarevok warned us you might try to meddle. That meddling will stop here, however. |
20344 I am quite sorry to have bothered you, really! Is this the exit? I'll just be going now! |
20345 And who are you to say so? I've crushed all those before you! |
20346 Certainly a little coin would ease your conviction a bit? A little gold to make you turn the other way? |
20347 I'm sorry. I'll I guess I'm just going to be on my way now. |
20348 It died and I am studying it. |
20349 You're studying it? What is there to study? It's a dead cat. |
20350 That's disgusting! |
20351 The bones, the muscle structure, the shape of it, how its fur lies, where its ears are placed, the length of its whiskers, the sharpness of its teeth. I must know it all, you cur. Now leave me to it. |
20352 What was the purpose of this installation? |
20353 But why would you need to know that? Why would anyone? |
20354 The iron shortage! Who is behind it?! |
20355 Who is behind it? Um... well... the Iron Throne, I guess. Davaeorn ran this place for the regional bosses in Baldur's Gate. They used some strange potion to taint iron already stored, used Mulahey to keep new ore from being mined, and had the bandits raid any incoming trading caravans. It doesn't take long for perceived shortages to embellish real threats. You know all of this if you are the one who killed Mulahey. Can I go now? |
20356 You priests have gotten a lot stranger since I left. |
20357 Must you pry so hard, you meddlesome brat?! Thsss, forget the plan! I'll taste you now, I will, and study your dead flesh as I do the cat! |
20358 Then leave again and I'll not have to see your rotten face about me as I work. |
20359 You're disgusting, you whelp. Thsss, now leave me be before I peel your ugly face back from your skull! |
20360 Yesss, you useless fleshâ€â€go on your way, go play in the library like I hear you used to... |
20361 This powerful elixir is similar to the potion of heroism in that it effectively raises the imbiber's level and can be used by all character classes. This affects Hit Points, THAC0, and thieving abilities, although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added. STATISTICS: THAC0: Set to 80% of current base Hit Points: +20% temporary (base only) Hide In Shadows: +20% (base only) Pick Pockets: +20% (base only) Open Locks: +20% (base only) Find Traps: +20% (base only) Duration: 4 turns Weight: 1 |
20362 Emissary Tar |
20363 Oh, <CHARNAME>, I heard you had returned! If only it weren't in such dark times. Something is afoot in Candlekeepâ€â€there is an unvoiced panic amongst those of us who still call these haunted halls our home. You must help us, I pray you. |
20364 Oh, thank you thank you thank you! I promise not to get involved with people like this again, no matter how good the fringe benefits are! Yes, <SIRMAAM>, I'm reasonably sure I will be careful from now on! Thank you, goodbye. |
20365 It seems the Iron Throne is negotiating a treaty with the city's Grand Dukes. Is this simple treaty the key to ending all the unrest of the past season or is it just another link in the long chain of motivations? Will money satisfy the Throne's greed or is there something more behind it all? I have so many questions and, while I feel so close to finding answers, I somehow doubt that they will be quite as fulfilling as I hope... |
20366 This door leads back to the upper levels of the keep. From the looks of it, it is heavily warded. Luckily, Tethtoril teleported you past such an obstacle. Common sense dictates that you make your escape through the opposite door. |
20367 I can barely write this for my trembling. Doppelgangers have infiltrated Candlekeep, have infiltrated my home, my childhood. I feel dirty, coated in a thin film of horror that I know I will never be able to wash off... It came in the form of one of the older priests, I forget his name. But that's not what's importantâ€â€where there's one, there's many. It's a question of whom else they've claimed... and how long before they come for me. The one said something about a planâ€â€I am to be framed for the murder of Rieltar, head of the Iron Throne's operations on the Sword Coast. He must be here then, somewhere in the central keep. I know not how much time I have to find him but I doubt it will be long. Fie, enough of this foul pen! I must be off! |
20368 Anything, dear Parda. Just tell me how. |
20369 Why the panic? What is so wrong? |
20370 How. How... If only I knew! Go around, search about. You have been away for a time; perhaps your eyes will see things that we cannot. We have been here too long; we are blind to the malignancies for they have crept up so slowly and absorbed themselves into our gaze. But they are there. My eyes can't see them, my ears can't hear them, but all that is in me screams with the knowledge that they are there! Now hush, no one must know that we've been talking. |
20371 I always suspected that Old Reader Parda had something of the sixth sense about him and now I know it to be true. He has found within him the very knowledge that it has taken me far over a month of travel to acquireâ€â€that something very wrong is happening here. Throughout the Sword Coast and in Baldur's Gate, especially. But right now, as I scribble this, I know as well as he that whatever it is that is so wrong is presently lurking here in Candlekeep and befouling the place with its very presence! I must uproot it and scorch the vicious weed before it spreads. |
20372 The Watchers... Some of the Watchers are so strange now andâ€â€and people that I've known and loved for years now pass me in the halls without greeting, without their usual silly story, without some discourse on their latest readings. At first I thought it was me but it's not me, it's them, I see it in their sidelong glanceâ€â€disdain, jealousy, rivalry, these I could understand, I could make sense of... But they weren't what I saw in their beady eyes: I saw hunger, plain and simple. Now shush, no one must know that I have spoken with you. |
20373 Pang Wallen |
20375 Ssh, child. If you contain some inner storm, you must wrap yourself in a sturdy cloak of calm and never let them know. Now go and let us talk no more. |
20376 Pang Wallen |
20377 Parda |
20378 Parda |
20379 Gregor |
20380 Gregor |
20381 Kalessia |
20382 Kalessia |
20383 Dhanial |
20384 Dhanial |
20385 Tralithan |
20386 Tralithan |
20387 Wirthing |
20388 Wirthing |
20389 Mmmmm... so you've come back. If you were smart, <CHARNAME>, you would have left well enough alone. I don't know how you escaped my lord's trap at Candlekeep, but you won't be getting any farther than here. Why did you come back here? I would have thought that you'd go after Sarevok directly? |
20390 Who are you to threaten us? |
20391 Someone told us that this would be the place to go. |
20392 Shut up and defend yourself! |
20393 Such anger and determination! I am Cythandria, consort to Sarevok. I have been with him since before he knew of his true heritage. The heritage YOU share with him. He will be pleased to know I have killed you... perhaps enough that I might become his favored one again. |
20394 So you're one of his bimbos. Who cares?! Defend yourself. |
20395 I doubt you'll ever be his "favored one." Sarevok is evil to the core... Help us defeat him, and we'll let you go free. |
20397 I am not without my defenses, <CHARNAME>. I am a conjurer of some proficiency, or so I've been told. Come, my minions, make short work of these intruders! |
20398 A very amusing notion. I would never betray my lord. Perhaps you should try your wiles on Tamoko, I'm sure she'd be more receptive to your overtures. I could never understand what Sarevok saw in her. Enough of that! Come my beasties, let's make short work of these interlopers! |
20399 Who told you to come here?! Who betrayed my lord?! It was Tamoko, wasn't it? I always knew her to be a traitorous whore! Well, it matters little if she did or notâ€â€all that matters is that you will die! |
20400 Wait! Do not kill me... please. I... I will tell you where to go to find my lord. The Under... the Undercellar is where you wish to go. It is there that you will find Sarevok. You can reach the Undercellar through the sewers... Please let me go now... I am shamed by my lack of courage. |
20401 As you should be, coward. Now you die! |
20402 Give us all of your possessions and then get out of our sight! |
20403 You do not give mercy? You are more like Sarevok than he would have imagined. |
20404 <CHARNAME>, you look distressed. What is it, child? |
20405 Take everything! It matters little. My life is forfeit. |
20406 Nothing. It's nothing. I'm just finding it very hot in here. |
20407 There is trouble here, Chanter. You must help me. |
20408 Oh, get out of here, you sniveling wretch! |
20409 Arghh |
20410 Arghh |
20411 Hot? This keep suffers from as many chill drafts as it always has... You look feverish, <CHARNAME>. Go see one of the priests that they may tend to it. |
20412 Ughh |
20413 You will die for your association with the Iron Throne! |
20414 Ughh |
20415 The iron shortage! Who is behind it?! |
20416 Who are you? What was your role here? |
20417 The iron shortage! Who is behind it?! |
20418 Who was Davaeorn's superior? Who really gives the orders around here? |
20419 Who was Davaeorn's superior? Who really gives the orders around here? |
20420 Who was Davaeorn's superior? Who really gives the orders around here? |
20421 Who was Davaeorn's superior? Who really gives the orders around here? |
20422 Aye, Chanter, I will do that. |
20423 Who are you? What was your role here? |
20424 I'm sorry, the world has made a liar of me. In truth, my brow sweats more from fear than from fever. There is something wrong within these drafty halls and I fear I need your help. |
20425 What was the purpose of this installation? |
20426 Oh, please no! I've told you everything! I'm just a lackey and I swear I'll be good from now on! Please! |
20427 Just get out of here, you coward! |
20428 I will not be persuaded! You will die! |
20429 You are right; I have felt it too. Pray tell me how this aging frame can help you. |
20430 No! Must escape! How did that spell go... |
20431 I must know who has visited the keep lately and where they have spent their time. |
20432 Get out you cowardly weasel! |
20433 You will die for your part in their plan! |
20434 I don't know! I swear it! All I can say is that the regional leaders of the Iron Throne placed Davaeorn here! There are three of them, I think, but I don't know their names! Davaeorn was getting orders from someone else too, he complained about it a lot, but he never said a name or anything to me! Honest! The main building for the Iron Throne is in Baldur's Gate, somewhere in the southwest of the city, but I have never been there! I tell you true! Can I please go? |
20435 Cythandria |
20436 Cythandria |
20437 As Chanter, you know the history of this keep better than any other. I have grown up here, I have played within its walls, but there were many places I was never allowed to go. I am older now and I will go where I must but please, are there any places in this keep of which I was never told? |
20438 Unconscious |
20439 There have been a few nameless scullery maids, some new Watchers. As for visitors to the library, though, two men from the Iron Throne arrived, what was it, two days ago? Three? They're here for a meeting with two Knights of the Shield who I believe made their arrival yesterday. Much of their time has been spent on the third floor, arranging preliminaries for the meeting. A man named Koveras has arrived as well but he's mainly kept to himself, researching some of Alaundo's prophecies regarding the Time of Troubles, which we keep on the second floor. Other than that, well... there's only been you. |
20440 Who are you? What was your role here? |
20441 What was the purpose of this installation? |
20442 The iron shortage! Who is behind it?! |
20443 You will die for your association with the Iron Throne! |
20444 Get out of here, you worm! |
20445 Get out of my sight, weakling! |
20446 You will die for helping the Iron Throne! |
20447 But What right have you to ask that, child?! |
20448 I'm not a child anymore, Chanter... The entire keep is in danger, even its most secret and sacred places... Please, Chanter. Gorion would have had it so. |
20449 *sigh* I am growing old and the young are not so young anymore, nor the carefree so carefree... Alaundo the Seer, the one who founded this fortress of knowledge and whose prophecies I chant each day, he is entombed deep in the bowels of this place... I tell you this, <CHARNAME>, because you're right, it is time you knew. But I beg of you, in Gorion's name, do not venture into those trapped and warded halls unless some higher power than myself bids you go. Your stepfather would never forgive me for your loss... I must go now, childâ€â€<CHARNAME>... It is time to chant the Seer's prophecies as I always have. |
20450 Stephan |
20451 Stephan |
20452 I always knew that this home of mine held deep secrets and now, by the Chanter's grace, one of these has been revealed to me. He tells me that the very rock below this keep is perforated by crypts wherein lie what remains of Alaundo the Seer and who knows what else. How to enter these crypts, I do not know and how to survive their traps, I know even less. The Chanter has begged me not to enter them, on my stepfather's honor... I can only obeyâ€â€unless fate dictates otherwise. |
20453 The Chanter tells me that the men from the Iron Throne are on the third floor of the central keep, meeting with two others from the Knights of the Shield. About what, I cannot fathom but I suspect my path lies in their direction nonetheless. The Chanter also mentioned another stranger, a man named Koveras, studying the prophecies of Alaundo where they are kept on the second floor. Who's to say whether or not he is connected to this mystery? All the same, it is no doubt wise to be aware of his presence here. |
20454 It is a sad day here in the Gate. I am sure that none have gone through this tenday unchanged. It would seem the streets are no longer safe, even within our great walls. |
20455 What has happened to make you feel this way? |
20456 What has happened? You must have been under a rock for some time, stranger. Entar Silvershield has passed, murdered it is said! If a Grand Duke is not safe, how are the rest of us to function? What has happened indeed. |
20458 <CHARNAME>, my child, look at you! Your face has gained some new lines since the days when I tutored you... |
20462 Certainly it cannot be as bad as you say? |
20463 Not as bad as I say? When a Grand Duke can be struck down and the city guards can do nothing? It would seem to be even worse. |
20464 Aww, cheer up. A smile makes any day brighter. |
20465 Such unbridled optimism will likely get you slapped during this dark time. Entar Silvershield is dead, and when a Grand Duke can be assassinated what does that say about the state of affairs? |
20466 We'll leave, but don't think this is the last of it... it won't be, not by a long shot. |
20467 Please, stay back. You were my tutor once, but who you are now, I cannot know. I'm sorry Karan... but I can trust no one. |
20468 Why? What is wrong here? Shall I tell the Watchers? |
20469 Koveras has suggested that I kill the leaders of the Iron Throne, while they're here at Candlekeep. The thought of bringing violence to such a place makes me queasy, but perhaps it's something that needs to be done. I wish Gorion was here to guide me. |
20470 How 'bout we just end all of our problems, right here and now? Draw steel and let's sort everything out with the sharp of our blades! |
20471 Koveras told us you were all but undefended here at the keep. We could kill you and probably get away with it. |
20472 Ah, Karan, you speak true, but it's not your fault. You prepared me as well as you could for what lay beyond these walls... I just pray that I am prepared for what I shall find within them, now that I've returned. |
20473 Koveras! Who is Kove... of course. It seems that I taught my son all too well. Well, my young pups, you've been set up to be used as dupes. Koveras does not want what's best for you, but rather what's best for him. Hmmm... well, you should stop this foolish prattle about doing battle and get out of our conference room! |
20474 That's fine, little ones. I'm sure we can expect to see you in the future, if not in person, then at least your heads. |
20475 Good riddance. |
20476 What has this world done to you, child? It is me... Karan... your tutor I knew you as a babe. |
20477 As I told you before, get out and stop bothering us! |
20478 We don't intend to leave, we intend to kill you. |
20479 We'll leave, but don't think that this is over. |
20480 Forgive me, Karan. I am so filled with fear. This place is not the shelter it once was. |
20481 Flee, beast! I give you this chance only because I once loved the form you've taken. Begone, for such chances do not come twice! |
20482 The Watchers are no more use than a bundle of sticks. Please, just tell me if you have seen anything strange in the library this past while. |
20483 Yes, call the Watchers, but first tell me if you have seen anything strange about the library today. |
20484 Strange? Why yes, that is just the word I would have used for that Koveras fellow. He was right here beside me, taking Alaundo's prophecies from their place on the shelf and reading them. I could hear his voice, recognize the Seer's words upon his quiet breath, but when I turned to steal a glance at him from the corner of my eye, it was the strangest thing... his eyes were closed and he was reciting page after page, as if from memory! He heard your footsteps, it seems, and wandered off... I was just returning the prophecies to their rightful place here. It might be wise to take a look. If this Koveras is dangerous, though, I'm afraid I'm too old and bookish to be more than a hindrance. Forgive me, but I must leave you now. |
20485 What is happening in our fair city? Some Amnian plot, I'll wager! We weathered their little iron plot, so they resort to assassinating our leaders! Duke Entar Silvershield is dead, Duke Eltan is gravely ill! |
20486 Strange? Why yes, that is just the word I would have used for that Koveras fellow. He was right here beside me, taking Alaundo's prophecies from their place on the shelf and reading them. I could hear his voice, recognize the Seer's words upon his quiet voice, but when I turned to steal a glance at him from the corner of my eye, it was the strangest thingâ€â€his eyes were closed and he was reciting it, page after page, by memory! He heard your footsteps, it seems, and wandered off... I was just returning the prophecies to their rightful place here. It might be wise to take a look. Wait here then while I talk with the Watchers. |
20487 Do you think the two events are related? |
20488 More than likely. Eltan slips closer to death's door and our government is in shambles. It's a good thing that Sarevok fellow is stepping in. He seems a man to get things done. I'd follow him into battle if it came to war with Amn. Did you know, they still have the nerve to deny they are behind it all? The curs! |
20489 Do they have suspects in the assassination? |
20490 They don't even have the first clue where to look for a suspect. That's why I'm glad that Sarevok fellow is stepping in. Him and the new leader of the Flaming Fist will get things done. They seem to work well together. |
20492 Karan |
20493 Karan |
20494 Hmph. The twerp's grown up, I see. |
20495 <CHARNAME>, where've you been all my life? This place has fallen apart without you around to run errands all the time. |
20496 You picked the wrong time to come back, <CHARNAME>. There's trouble hereabouts. |
20497 Trouble? Of what sort? |
20498 I'm not surprised, friend. I hear the Iron Throne is here and where they go, trouble seems to follow. |
20499 Strange trouble. I don't feel comfortable in the barracks anymore. A lot of the Watchers have been acting weird of late. |
20500 Aye, Brunos and Rieltar... That's the trouble with this place: Any rogue can come in 'ere, as long as 'e's got a pretty book to give. Keep your eye out for them. They looked like trouble. |
20501 Hmph. No one new here for over a month and now there's a wave of ye. |
20502 I'm hardly new here, Watcher. Now rein in your tongue lest I inform the Gatewarden. |
20503 A wave, is it? Anyone from the Iron Throne? |
20504 Here to serve. |
20505 Iron Throne? Aye, Rieltar and Brunos are their names. They're in the central keep, meeting with Tuth and Kestor, Knights of the Shield. |
20506 Hull's got to stop holding his mead fests. My head is killing me! |
20507 Welcome home, <CHARNAME>. |
20508 Thought you could learn something of value outside these walls, did you, <CHARNAME>? ...I knew you'd come scampering back before the snows flew. |
20509 We heard about Gorion... Welcome home, <CHARNAME>. You've spent a long time grieving. |
20510 There are members of the Iron Throne within these walls, violating the sanctity of our precious library as we speak! Alaundo would not have tolerated such a blasphemy in Oghma's holy sepulcher! Steer clear from them, child, lest they infect you with their ways. |
20511 One of the priests has been dissecting animals of late. He claims it is in the pursuit of knowledge that he does it but I have my doubts. His eyes look too hungry when he does it... |
20512 A young man named Koveras is visiting our library. He is said to know every work of the great Alaundo by heart... I would learn from his fine example if I were you, <CHARNAME>. |
20513 Scar told us that if we ever had any trouble that we could meet him just outside of the Flaming Fist compound in the southwest portion of the city. He seemed to hope we were the ones who helped out in Nashkel. Perhaps I should tell him... |
20514 Please, do not disturb my contemplative ambling. |
20515 Scar has hired us to investigate strange goings-on in the Seven Suns compound in the southwest section of the city. |
20516 You put your left foot in, you take your left foot out, you put your left foot in, and you shake it all about Oh! I, uh, didn't see you there... The wisdom of Oghma manifests itself in, uh, many ways... I'll be on my way now. |
20517 What foolishness is this?! Are you trying to storm the Flaming Fist compound?! You'll find no friends here, <CHARNAME>! Angelo now commands the Flaming Fist. Friends of Duke Eltan can only expect death from Angelo's new order. To arms, to arms! <CHARNAME> and cohorts have broken into the compound! |
20518 My book! You stole my book, you curr! Thsssss! |
20519 Benjy |
20520 Benjy |
20521 Poisoned Nessa, have you? And to think I would have left this keep with the likes of you! Rraaaarrrrh, fleshling... |
20522 Thought you could take me on, did you? Try me now, twerp, and we'll see who comes out the better! |
20523 Stole Hull's special elixir, did you? And fed it to the cows, no less! You'll rue the day you even met me, <CHARNAME>! |
20524 Fetch bolts, I said... I should have told you to lick my boots clean, you mound of flesh! Thsssss... |
20525 Spy! Traitor! Fight for the rats, will ye? Fickle as the wind, ye are, fickle as the wind... We have a name fer yer type: Ratbastards, it is. Aye, Ratbastards, and I've never known one I didn't hang with my own two hands! |
20526 Lost yer sense of humor, have ye? Aye, I've heard what ye've been telling all yer little friendsâ€â€that ol' Winthrop has a hankerin' fer a little elven arse every now and then! Heh, come here, my pretty, and I'll soon change yer mind... |
20527 Kent |
20528 Kent |
20529 You there... shhhhhh. Don't make too much noise. My name's Kent, and I want to talk to you. |
20530 Another Flaming Fist! Get out of my way before I kill you. |
20531 <CHARNAME>! Stop this madness, child, I beg of thee! Thou hast soaked these halls with the blood of innocents, and I cannot permit it to go further. |
20532 What is it you want... Kent? |
20533 Idiots! |
20534 I remember the bunch of you from when you worked for Scar and Eltan. Well, since you've been gone, things have gone downhill. Eltan's taken ill, and he's resting in the room beside us. His healer, Rashad, keeps on saying that there's nothing he can do, but I know better. He's no healer from what I've seen. Anyhow, it don't matter; I've decided to desert the Flaming Fist before things get too hairy. I don't want to lose my life over whatever power struggle is going on in the city. |
20535 Stay back! Stay where you are! The one with you wears the face of my stepfather and I know him for dead! |
20536 Thanks for the information, Kent. Maybe we'll see each other again. |
20537 Why don't you think Rashad's a healer? |
20538 Reveal your true nature, doppelganger! You are no more an Elminster than I'm Drizzt the drow! |
20539 All right, I'll see you later. Good luck. |
20540 I followed him one night, all the way into the sewers. There he went into the Undercellar. Why would a healer be found in a whorehouse? I don't know what he was doing there, but it wasn't good, whatever it was. I have to get going before my commander notices that I'm deserting. Perhaps we'll meet again. |
20541 Explain yourself! And if I see anything move besides your lips, I'll kill you where you stand or die trying! |
20542 Rashad, Eltan's healer, often visits the Undercellar, a seedy whorehouse accessible through the sewers of the city. |
20543 It's okay, <CHARNAME>, it's all right. I didn't die that night, nor have I yet. The blade that you thought slew me had been treated with a magical poison. It left me, a living soul and a lively mind, imprisoned in a body that gave all appearance of death. The man you saw that night is called Sarevok, and he has been in the keep for three days past under the reverse alias "Koveras." Tethtoril kept watch on him but, in our foolishness, we never thought that he might have others with him... Please, child, I have loved you too much to lose you now. |
20544 Elminster and I had suspected it for some time. With Sarevok away from his lair, Elminster was at last able to locate your stepfather and bring him to safety... Forgive me, <CHARNAME>. I should have told you earlier. But to raise your hopes only to see them dashed to pieces all over again? There is too much heart left in this bony cage for me to have done that. |
20545 Please, child, sheathe those weapons and sheathe thy madness, too. Come with us and we shall see thee, at last, to safety. |
20546 Yes, Elminster. Guide me from this place of horror that I may spend a gentler moment at the side of my stepfather. |
20547 I know you, mirrorkin, and you be no more an Elminster than I'm Drizzt the drow! |
20548 You said that these walls were soaked with innocent blood. Then who was it that chased me down these wretched halls, calling my name in voices I once knew, only to close and attack in trait'rous form? |
20549 By all that is good, <CHARNAME>, what have they done to your mind to haunt it so? Your old friend Dreppin lies tangled in his own entrails, and foolish Phlydia, she ran down here to offer a mother's shoulder and you have butchered her like the monster you perceived her to be... The gods have no mercy on we ragged mortals, it appears. |
20550 Why are you so worried? It's not as if assassins are roaming the streets. |
20551 You... you look familiar. If I didn't know better, I'd say you were that group of hooligans that killed those fellows in Candlekeep! The Flaming Fist issued a description and sketches, and you're the spitting image! Get away from me! |
20552 Not polite to go about the city armed as you are. Can't say that I blame you though. Flaming Fist is in a mess right now, and it's up to the citizens to take care of themselves in a lot of places. |
20553 Why is the Flaming Fist in such disorder? |
20554 You don't know? Scar, second-in-command of the Fist, was killedâ€â€I think murderedâ€â€not long ago, and Duke Eltan is still too sick to lead them. Angelo Dosan has stepped up to take the role, but he seems to be in the back pocket of that Sarevok person. Not that this is necessarily bad. Sarevok seems like a man who gets things done. |
20555 What places do you mean? Where should I be careful? |
20556 Sorry, traveler, but the entrance to Baldur's Gate is closed. With all of the bandit activity about, we've been forced to keep the gate closed. Perhaps if you return later, things may have changed and we may be able to reopen the city. |
20557 This is the city of Baldur's Gate! You have the mighty Flaming Fist to defend you. Why would you be afraid of bandit excursions? |
20558 Poor Eltan. Know what I heard? My sister is a friend of the duke's maid, and she said that Eltan is on death's door! He's got a healer with him always, but he doesn't seem to be getting any better. Rashad is the healer's name, and even though he seems well intentioned, she also says that he's... well... just kind of weird. |
20559 Perfectly understandable. We'll return at some later date. |
20560 Normally what you have said would be true, but most of the Flaming Fist is down to the south, and the Grand Dukes feel that the city is exposed. I apologize for any inconvenience, but there is nothing I can do. |
20561 Good luck on your travels. |
20562 And Drizzt thou art not, thank goodness. As for this old rag-tag physique, thinkest thou that I would let anyone duplicate it without express permission? I have it copyrighted, thou must know... Come, poor soul, let us leave this darkness behind and struggle towards the light. The three of us shall guide thee. |
20563 All right, Elminster. You have earned my trust and I shall follow you from this place. |
20564 Wipe such words of light from your spittled teeth, creature of darkness! I shall kill you in all your treacherous forms! |
20565 What about the one that wears the face of my stepfather like a mask? I know him for dead and only a mirrorkin would haunt me so! |
20566 What is going on here? I can't trust any one of you until I have some answers! |
20567 The whole city is on edge, so I would be careful everywhere. Things are really strange by the Iron Throne building though. I heard their leaders were killed or something. Sarevok has announced that he is assuming control of them though, and he's going to use their resources to help reinforce the city against Amn. He's making a lot of friends, and I bet he will be nominated to replace poor Entar as Grand Duke. |
20568 Morale Failure: Panic |
20569 Morale Failure: Running |
20570 Morale Failure: Berserk |
20571 I am a doddering and elderly fool for having let it come to this! There stood I, Elminster the Arrogant, nudging and prodding but never taking action... The most powerful mage in the realms reduced to a meager puppeteer... Listen close, <CHARNAME>: With the help of doppelgangers and some powerful magics, Sarevok has encased thee within a vast and frightening illusion. I was unsure whether I could even penetrate it to reach thee. The time has come for a leap of faith, child. Thou must fling aside this foul illusion and let us lead thee back to reality where Sarevok is fightable. |
20572 If you don't mind, I'm not in the mood for speaking right now. |
20573 What is wrong? The iron crisis is easing up and trade routes are opening again. |
20574 True, but whoever was behind the troubles before have now switched tactics. Since the iron crisis didn't weaken us significantly, they have turned to killing our leaders. Duke Entar Silvershield has been assassinated, and with Duke Eltan practically on his deathbed something must be done. An election of sorts has been called because we cannot be without a full government in these dangerous times. I hear Sarevok is a frontrunner in this matter. |
20575 I dream only of a warm bed and some light to wake me from this nightmare. I shall follow you, Elminster, and trust you fully. |
20576 If this is madness, then leave me to it! If you flee now, I shall not attempt to kill you! |
20577 Stay close then, <CHARNAME>, and do not stray too far from me, for monsters, imagined and real, still lurk behind each corner. I will give thee further instructions when the time comes. |
20578 Thsss, then, fleshling! Go mad, if you will, and feel the rasp of our claws against your mind! |
20579 This potion is a vial of pain, as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end. STATISTICS: Damage: 6d6 (Save vs. Spell for half) Area of Effect: 40-ft. radius Weight: 1 |
20581 Stay close, I say, lest thou fall prey once more to thy delusions. We are almost there. |
20582 Calm yourself, <CHARNAME>, and hold firm. This fragile bubble of reality about us weakens! Curses! Whate'er thou doest, do not resist them. They are merely phantasmal illusions and can do no true harm! |
20583 Greetings. I assume you've come to the palace for the coronation of Sarevok? Well then, I'll need to see your invitations. |
20584 We don't have invitations, sorry for bothering you. |
20585 Here are the invitations! Could you let us in now? We're in a hurry. |
20586 It's really very important that we get inside! Could you just let us in? |
20587 On your way then. |
20588 Don't be so impatient! Let's take a look at these invitations. Hmmm... yes, they do look authentic. All right then, you can enter. |
20589 Sorry, only those with invitations are allowed to enter. |
20590 He and his lackey have teleported themselves to the Thieves' Guild, for what purpose, I can't say. It is easy enough for me to teleport you to the same location. Just hold still, this might be somewhat disorientating. |
20591 Well, even if you aren't interested in hunting him down now, you probably will in the future. Just wait a moment and I'll divine his location for you. |
20592 Mmmm... he's been teleported to the Thieves' Guild, for what purpose I couldn't tell you. I must thank you again for what you have done. If in the future, you need any favors, I would be glad to help. |
20593 Liia Jannath has told us that Sarevok has made his way to the Thieves' Guild. It would probably be wise to track him down there. After all that we have done to him, I am sure he will not let us continue to live in peace. |
20594 He has been teleported to the Thieves' Guild. I will dimension fold you to where he has gone. From there you can follow him, and kill him. Good luck. |
20595 Even so, I'm sure it would be good for you to know where he teleported to. Just wait a few seconds and I'll divine his location through the power of my god. |
20596 He's transported himself to the Thieves' Guild. It would be wise of you to track him down and put an end to his evil. After everything you have done to him, I'm sure he's eager to exact some sort of revenge. |
20597 Tandem in Extremis Belt has divined that Sarevok teleported to the Thieves' Guild. He has suggested that we track him down and kill him. I would have to agree that this is probably our only course of action. |
20598 What is this?! It seems like everyone's crashing in on the Thieves' Guild these days. First that huge armored guy, and now you! You better tell me what you're here about, and right quick, or you're in a lot of trouble! |
20599 We're tracking down Sarevok... the huge armored guy. Where did he go? |
20600 Out of our way, thief! We have important matters to solve and don't have time to waste on you! |
20601 All of you should watch yourselves carefully. There have been some strange men asking about <CHARNAME>. |
20602 Heya. |
20603 And who may you be? |
20604 Get out of my way. |
20605 The server has finished loading the game. You can now modify the player and character information above. |
20606 Valinor |
20607 Valinor |
20608 Get away from me, you fandangled nibbler, 'cuz I ain't buying what you're selling today! |
20609 Autograph |
20610 I told you there was gnolls in cave. You better not caused trouble in there, 'cause Ardenor has bad temper right now. |
20611 There are other things that I must now turn my attention to. Goodbye. |
20612 Nexlit the Xvart |
20613 Any protection would be courtesy, not necessity. My power is no less than thine! |
20614 We are nearly a season's travel from our northern homes, and yet still ye wish to dredge up the old battles? Fanatical fool! |
20615 Thou knowest not even why I have traveled, only that thou must stop what e'er it is I've come to do?! Get thyself a hobby; thou dost have too much time on thy hands! |
20616 [MINERS 4] |
20617 640 x 480 |
20618 weather |
20619 Enable this option to see weather effects like rain and snow. |
20620 Enable this option to make the shadows cast by creatures transparent. |
20621 Some odd ghostly knights in the Firewine said something about not being able to leave until "all are one." Perhaps one of their number went missing ages ago? |
20622 [FEMALE CHILDREN LAUGHING] |
20623 Chill Hobgoblin |
20624 To avoid inconveniencing the other players, please have a pre-generated character ready to import. |
20625 join |
20626 We don't require any help at the moment. |
20627 Dawn Priest Blane |
20628 Dawn Priest Blane |
20629 Dawn Priest Bram |
20630 Dawn Priest Bram |
20631 The struggles you have faced are over for now, and you shall climb from this vile place victorious. Your actions here will ease the burdens of many, although most will never know the name of their benefactor. Nonetheless, the citizens of the Sword Coast can rest soundly this night, even as you lay troubled in whatever inn you find yourself. Sarevok's death is not the closure you had hoped for, and many questions remain unanswered. There will be more trials to come, but they are for another day... Such is your lot, child of Bhaal. |
20632 Flooding the Cloakwood Mine I have flooded the Iron Throne mine in Cloakwood. Before opening the magical plug, I helped the innocent slave miners to freedom. Hopefully the destruction of such a valuable resource will be a serious setback to whatever the Iron Throne has planned. |
20633 Flooding the Cloakwood Mine I have flooded the Iron Throne mine in Cloakwood. Many of the slave miners drowned in the flood, but they were a necessary sacrifice. Hopefully the destruction of such a valuable resource will be a serious setback to whatever the Iron Throne has planned. |
20634 Poultry Store |
20635 Drakon Tavern |
20637 General Store |
20638 Keexie Tavern |
20639 Shop of Silence |
20640 Jopalin's Tavern |
20641 All of you should watch yourselves carefully. There have been some strange men asking about <CHARNAME>. |
20642 connect |
20643 All of you should watch yourselves carefully. There have been some strange men asking about <CHARNAME>. |
20644 I don't fence stolen goods. Give me something else. |
20645 Keep away, brigands! A hermit needs his peace. |
20646 Keep away, brigands! A hermit needs his peace. |
20647 Merchants' League Counting House |
20648 The character is equipped with items that it can no longer use. These items will be dropped. |
20649 The door to this house is rotting off its hinges. You assume the house has been abandoned for years. |
20650 Blacktalon Mercenary Guild |
20651 Chill: By Force of Arms |
20652 This shed has been empty for some time. |
20653 Blink Dog |
20654 Blink Dog |
20655 Hamadryad |
20656 Hamadryad |
20657 This be Merchants' League property, and I be the guard. The door be locked for a reason. You break the lock, so you criminals now. I sic my blink doggies on ye, and they eat well tonight! |
20658 Garrison |
20659 Ye Olde Inn |
20660 Felonius Gist's Manor |
20661 Jacil |
20662 Jacil |
20663 You be careful to stay out of trouble, kid. |
20664 Actually, you little brat, we killed your cat Angel. |
20665 You... you killed Angel... Waaaaaaaaa...! |
20666 We must travel to the Undercellar and find Slythe and Krystin, two of Sarevok's assassins. Eltan thinks that Sarevok may want to murder the Grand Dukes Belt and Liia. We must make sure that this doesn't happen. We're also to take Eltan to the Harbor Master's building, which is located on the east side of the harbor. |
20667 Alaundo the Wise Founder of Candlekeep |
20668 The door is locked and barred from the outside, it seems. |
20669 You have opened the seal and therefore flooded the Cloakwood mine. Barely escaping the onrushing waters, you are proud to have dealt a grievous blow to the Iron Throne. You do feel some guilt for the loss of life that the flood must have caused, but then in your mind there was little choice. |
20670 <DURATIONNOAND> |
20672 So do you want me back in the party? |
20673 Yes. |
20674 No. |
20675 You are cured of Marek's poison. |
20676 These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows. STATISTICS: Damage: 1d6, +1 poison damage every 2 seconds for 40 seconds (Save vs. Poison to negate) Damage type: Missile Launcher: Bow Weight: 0 |
20678 Charm Animal |
20679 Timeout: Server Assumed Control Of Character |
20680 The statue has come to life! |
20681 You must enter a valid IP address. An IP address consists of four numbers between 0 and 255 separated by periods, e.g. 127.0.0.1 |
20682 Hello there. I'm sorry, but I must ask you to leave. Everyone has left the estate to mourn the death of Entar Silvershield. So sad really, such a great man taken in the prime of his life. What kind of evil creature would murder such a man? |
20683 Dilos |
20684 Dilos |
20685 This item cannot be equipped due to other magical equipment you are currently wearing. |
20686 I'm tired of looking fer the damn caravan. We'll never find it among all the other dead caravans we've been coming across. Let's just forget about it and keep to whatever you wanna do. |
20687 Koveras's Ring of Protection +1 |
20688 Greenstone Ring |
20689 environmental audio |
20690 You may not enter the store when your party is scattered. |
20691 has fallen! The battle is won! |
20692 A multiplayer game needs at least 140 MB of cache. The cache size can be modified with the configuration utility. |
20693 This cave is still blocked by tons of stone and rock. |
20694 A local artist named Prism has stolen some emeralds. There is a large reward for the return of the gems. |
20695 You cannot change the equipped items on someone else's character. |
20696 Critical Hit Averted |
20697 TSR Logo |
20698 Black Isle Logo |
20699 BioWare Logo |
20700 Infinity Engine Logo |
20701 You are not permitted to pause the game. |
20702 A final save has been created. You can import your character from this save into Baldur's Gate II: Enhanced Edition. |
20703 I have no doubt thou shalt make an... interesting traveling companion. |
20704 NOTE: If you do not have the CD or your CD is not readable, you can only escape from this screen by minimizing with Alt-Tab or by closing with Alt-F4. |
20705 We have Sarevok's diary! Take a look through it. Sarevok is the one who tried to kill you, had Entar killed, and nearly killed Eltan. |
20706 We have his diary! It has everything you need to know. |
20707 Here is Sarevok's diary! It has everything you need to know. Sarevok is the one who tried to kill you, had Entar killed and nearly killed Eltan. |
20708 Here is Sarevok's diary! It has everything you need to know. Sarevok is the one who tried to kill you, had Entar killed and nearly killed Eltan. |
20709 You try the door knob and a muffled voice from inside the barracks says, "Go away, you chimp!" |
20710 We delivered the body of Brun's son to him. He was quite distraught. Perhaps there is more we could do... but I'm not sure what. |
20711 We gave Farmer Brun some gold, though we didn't want him to think it was charity. He's a very proud man. |
20712 We have a few more things to do in the city. Once we're finished, we'll come back and finish things up with the Iron Throne. |
20713 Alvanhendar's Healing and Sundries |
20714 Baldur's Gate Error: Media Removed From Drive |
20715 Please Insert Baldur's Gate CD |
20716 Into CD-ROM Drive |
20717 Enable this option to allow a character to enter a store only if all of the party members are present and there are no hostile creatures nearby. |
20718 restrict stores |
20719 Mind where ye step, I've not finished this part. Work work work, paint paint paint. |
20720 I've always preferred painting landscapes, even though most people use canvas. |
20721 Deaner Andarrson |
20722 Deaner Andarrson |
20723 When the berserk state ends, Minsc will take 15 points of damage. |
20724 Joining session... this may take a while, please wait. |
20725 import character |
20726 Minsc's berserk state has ended. He loses his extra 15 Hit Points. If he was below 15 Hit Points, this will knock him unconscious. |
20727 I have promised Tremain Belde'ar that I will rescue his son from the Temple of Umberlee close to the docks. I can find Tremain in a house just north of the Hall of Wonders. |
20728 Leave me be, silly dirt-fish. |
20729 This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. The effects of the elixir last for 1 hour, but can only be used by warriors. The liquid in the potion has a strange murky quality to it that you haven't noticed in other potions. STATISTICS: Weight: 1 |
20730 'Allo mates. Calahan I be, scourge of fish in th' seven seas. Ain't seen ye before. New ye be? |
20731 Indeed, it is my first visit to lovely Ulgoth's Beard; situated on the lovely Sword Coast, a short carriage ride from downtown Baldur's Gate. |
20732 Verily, I am here to meet a gentleman scholar by the name of Mendas. |
20733 Argh, mate! Born 'n raised in th' Beard, I be. Got brine in me blood an' a sea chanty on me breath. |
20734 Watch where you stick your nose or else I'll cut it off. |
20735 A silver tongue ye have. Th' Beard is lovely as a mule's ass an' it smells like a ten-day-fish. Welcome, all! May th' fleas be kind an' th' ladies kinder. |
20736 Thank you, good sir. |
20737 Huh? |
20738 I'm a little busy, at present. I cannot stay to chat. |
20739 Mendas, eh? 'E's a grim sort. Ne'er a kind word or a 'ow's-yur-auntie? |
20740 I assume that you know him. Perhaps you could share your perceptions of the fellow. |
20741 A miserable scallywag he be. Known him long 'ave ye? |
20742 I'll hear no unkind words regarding my employer. Away with you, sea rat! |
20743 'Tis a lie a sure as Mistress Mallory got the pox. I ne'er laid me eyes on yur loverly form afore this day. |
20744 Ye 'ave caught me, fair and true. 'M only here t' meet a feller named Mendas. |
20745 A liar ye call me! I'll have nun a yer lip! Leave me be. |
20746 'Tis nothin'. Ye look a mite floundered, mates. Can I be o' assistance? |
20747 Nay, filthy one. I do well without your help. |
20748 Aye, you can. Know you Mendas of Waterdeep? |
20749 I be'n on th' road fer many a day an' I be lookin' fer th' company of th' opposite sex. |
20750 Ne'er ye mind. Ye look a mite floundered, mates. Can I be o' assistance? |
20752 Nay, filthy one. I do well without your help. |
20753 Aye, you can. Know you Mendas of Waterdeep? |
20754 I be'n on th' road fer many a day an' I be lookin' fer th' company of th' opposite sex. |
20755 Darn'ta get yer pantaloons in a knot. I'll leave ye be. |
20756 If yer tastes run t' women, then Mistress Mallory be a willin' partner. O'course she gots Amnian Amorous Affliction. |
20757 As ye wish. G'day, to ye. |
20758 Aye, I've known 'im fer as long as he been in th' Beard. But I 'member better wi' a l'il gold in me palm. |
20759 I see... will 20 gold suffice? |
20760 You have an unpleasant odor about you anyway. Begone! |
20761 I darn'ta 'ave any gold wi' me. |
20762 Mendas came t' th' Beard this season past. Bought ol' Svenson's place, he did. He claimt t' be from Waterdeep, but I known fellers fr' th' City o' Splendors an' they can speak th' common tongue as good as I done. |
20763 "...as well as I do," you mean. |
20764 Amnian Amorous Affliction? |
20765 Aye, it will. |
20766 Go ahead, then. |
20767 Mendas? Who th' 'ell is Mendas? |
20768 I get the point. Here's 20 gold. |
20769 Forget it. |
20770 Nay, better. Wherever 'e's from, Mendas darn'ta like t' mix with us common folk. 'E keeps to 'imself in his house, for th' most part. 'E leaves for a few days every month, is all. 'Tis all I be knowin', I'm afraid. |
20771 My thanks, Calahan. You've been very helpful. May the fish always bite for you. |
20772 A bloody miracle worker, ye be. Many thanks to ye and may th' fish find yer bait most delectable. |
20773 Th' pox. |
20774 I see. |
20775 'Tis th' least a lad could do. G'day to ye all. |
20776 Argh... If yer tastes be runnin' to the menfolk, there be Scotty McAverstein. 'E's got th' pox, too. From Mistress Mallory, ye understand. 'Tis a terrible tale. |
20777 Ne'er ye mind then, mate. 'Eard enough, I 'ave. |
20778 He's a miserable scallywag, he is. Known him long 'ave ye? |
20781 Uh, hello, friends, it is pleasure meeting you. You are heroes for Sword Coast. I, uhm, long wait to meet you. I am Mendas of Waterdeep, quester of small truth in this land. We, that is, I am in need of favor from you. I have a money for pay and a big heart for friendship. Can you help a gentle fellow in search for knowledge? |
20782 Knowledge is a worthy pursuit my friend. I will help if I can. |
20783 Consult a library, sir. I have no time for such as you. |
20784 You mentioned money? |
20785 You consider my offer, heroic one? |
20786 I would be interested to hear more about this "favor" that you would like me to do for you. |
20787 I have important business to attend to. Perhaps another time. |
20788 Tragic things are happening in this unfair, uh, how you say... world. The men with power, they hurt the men with none. They destroy things that teach us better life. I tell you true, it would be better if these men are not born! This Merchants' League, these bad men, they find the island to the west. The island has a broken ship, an, uh, shipwreck. Very old shipwreck, they say. |
20789 Get on with it man, you're as long-winded as Volo. |
20790 Out with it, man! You're as long-winded as Volo! |
20791 Please go on. |
20792 How did the Merchants' League discover the island? |
20793 They sail to New World and big storm blow them north. The sailors can't control boat and it almost crash on island rocks. It is very stormy but they can see the old wrecked ship. They come back to Baldur's Gate and sell sea charts to Merchants' League Counting House. A pox upon them! |
20794 Why is the Merchants' League interested in an island in the middle of nowhere? What does it boast besides dangerous shores and a rotting ship? |
20795 Get to the point, windbag! |
20796 Where is this leading, sir? |
20797 These merchant men are greedy. They want island and ship. May their bones rot in Nine Hells! The merchants want treasures from the New World. The Trackless Sea is very wide, so Merchants' League ships must stop for supplies. They would stop at Evermeet but elf place is north, too much. Only place to stop is Sundrah on Lantan but fees are very expensive. Merchant men lose money too much in Sundrah. The Merchant sailors see more than shipwreck on island. They see big harbor, also. They want to turn this harbor into new stop for ships from Waterdeep or Baldur's Gate. |
20798 What about the shipwreck? |
20799 Why is all of this so important to you? |
20800 The Merchants' League sailors see markings on the ship. The shipwreck, hero, is Balduran's. These men they think that Balduran had much treasure on his final voyage. Maybe this true, but ship also has many artifacts. These things hold knowledge of Balduran's fate. I wish to recover the ship's logbook. I will solve mystery of Balduran's final voyage. Merchants' League will destroy my artifacts to get treasure. This must not happen! If you help me, I get things precious to me, you get treasure, merchant men get nothing. You will help, yes? |
20801 I'm afraid I cannot help you at this time. Perhaps later. |
20802 Though foiling the plans of innocent merchants grates on my conscience, I will help you. |
20803 Mendas, you are clearly working towards a noble end. I will help you. |
20804 I've had enough of this, old man. Out of my way! |
20805 I am man of science. Merchants' League men moved only by greed. They will destroy knowledge I need from the ship in their lust for wealth and trade advantage. Curse their black hearts! |
20806 What knowledge does a rotting shipwreck hold? |
20807 The petty squabbles of merchants and scholars matter not to me. |
20808 Ah, Fuernebol, my son. Trade your bow for a lute and play something mournful for your father, will ye? |
20809 Why do ye hesitate, my child? 'Tis your father's face beneath this beard. |
20810 Augh! Fire upon your very father, would ye, dwarfling? Thsss, don't make me laugh! |
20811 Mmm, Islanne. Your hair is down, my love... |
20812 The torches gutter and darkness falls. 'Tis time we slept, my sweetling... |
20813 Islanne, my love, my love, my love, my thsss, my thssssss... |
20814 Kiel, my first-born, why so stern all the time? Come down from that throne and revel with your family for a spell. |
20815 You and I have built ourselves a fortress here, son. The treasure lies safe and the Clan grows strong, so let down your guard a moment, fool... |
20816 Thsss, Dwarfmeat, if you wish to fight then let us fight and be done with ye! |
20817 You'll not have it. Stay back. |
20818 Your false innocence wears thin, mirror-thing. I know the face behind your face, the flicker of your eye. You're here to take my form and wear my helm atop your devil's head and I tell you again: You'll not have it... |
20819 Do not test my patience with your trickery, mirror-fiend, lest I kill you for your falsehoods. You are here to take my skin and claim my helm and walk amongst my kin in your disguise... Well, I have found you out doppelganger, and you'll take no one's skin today. |
20820 Aye, foul doppelganger, then I shall slay you in all your countless forms! |
20821 We'll not have what? |
20822 Calm down, we're not here to hurt you. |
20823 We'll have what we want, wraith. Return to the festering pits that bore you! |
20824 You are very rude for hero. |
20825 I charter boat forthwith. There is small problem, though. These men that find island, they keep the sea charts locked up. In Baldur's Gate, there is building in northeast of city called Merchants' League Counting House. To find it, just go northeast from Elfsong Tavern. The sea charts, they are in there. Most likely, captain of ship will have them. I don't know such things as chart retrieval, but you are hero, and it is no problem for heroes. There might be small danger, so I give you some gold for the charts. I will wait for you here. |
20826 I will not steal sea charts from the Merchants' League Counting House! I would be no better than a common uh... well, merchant, I suppose. |
20827 Consider it done. I will back as soon as I am able. |
20828 How much gold are you speaking of? |
20829 I can spare 2,000 gold pieces for the charts. |
20830 I am on my way. |
20831 I am insulted that you think so lowly of me. Good day. |
20832 Back demons, and fly! How many more of you defile my father's house?! Guards! Guards! Secure my mother's chambers! |
20833 You must try harder than that. |
20834 I can spare 3,000 gold pieces for the charts. |
20835 I am insulted that you think so lowly of me. Good day. |
20836 You must try harder than that. |
20837 I am on my way. |
20838 Fuernebol, where are you? Into the escape halls! |
20839 Please hurry friends, I need charts soon. Merchants prepare ships as we speak. |
20840 Wonderful, my friends! I copy charts now. If you are ready, I hire boat for your journey. Here is the money I owe you, 2,000 gold. |
20841 I'm not ready for a journey yet. |
20842 I am ready. Where is your boat? |
20843 Mother! |
20844 I hire boat at the docks here in Ulgoth's Beard. I meet you there soon. |
20845 Please reconsider, noble hero. There is much treasure and glory in this adventure. |
20846 Out of the way! Fuernebol! |
20847 Wonderful, my friends! I copy charts now. If you are ready, I hire boat for your journey. Here is your money, 3,000 gold. |
20848 I'm not ready for a journey yet. |
20849 Trust no one, father! The very flesh of our fortress has been breached! |
20850 I am ready. Where is your boat? |
20851 You are very busy, of course. Is 2,000 gold pieces enough? |
20852 That is hardly reasonable compensation for the task. You'll have to do better. |
20853 I should be paid more for having to listen to you jabber. Pay up or find a new lackey. |
20854 2,000 gold pieces will do nicely. |
20855 Please, kind hero, I am not rich. I am but a scholar. It is all I have. |
20856 It is banditry but I will accept. |
20857 Let us first discuss the mission, then we will speak again of pay. |
20858 It is not enough. Good day. |
20859 Please, kind hero, I am not rich. I am poor scholar. It is all I have. |
20860 I suppose that it will do. I will go to this Counting House and retrieve the sea charts. |
20861 That is not sufficient for so dangerous an undertaking. |
20862 You make me bereft, <SIRMAAM>, but I give maybe 3,000. |
20863 Perhaps. I need more information first. |
20864 That will be perfect. Who do you want killed? |
20865 I'm afraid my consulting fee is somewhat higher than 3,000. Perhaps I can help you when I'm not so busy. |
20866 Yes, of course, benevolent hero. There is task for me that you must perform. |
20867 Some strange apparition appeared to me. This is what it had to say: I am the warrior's fate I raise him above his brethren I amplify his deeds He becomes scornful, where once he had respect He becomes a giant, where once he was a man. Yet I lack the proper honorâ€â€Raise me up in glory Through the chronicles of my deeds, pride shall be honored Through the passing of knowledge my sword shall display my glory Then you shall know that I am well pleased I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What would honor this warder? What will cause his sword, his Pride, to show his glory. He mentions chronicles of deeds. Obviously, I must find and read these chronicles. The trick is in finding them. What could Durlag have intended with this puzzle? I must solve it to pass. |
20868 That is not what I require, excitable one. I will explain. |
20869 You would do well to listen to my proposal. There is much treasure involved. |
20870 Treasure, you say? Speak on, good man. |
20871 I care not. Begone! |
20872 Should you be interested later, I will be here. |
20873 How much treasure do you speak of? |
20874 Exactly how much gold could you spare for this dangerous task? |
20875 All is ready, friends. I pay for boat and I give copy of sea charts to you. |
20876 I have bought boat to use. It has food and water for journey. Everything is ready. You go now? |
20877 We need more time to prepare. Be patient. |
20878 Let us leave immediately. |
20879 We have decided not to go on your little excursion after all. Sorry. |
20880 To the Pits with your stupid quest! |
20881 Sword of Balduran |
20882 This ornate but poorly balanced weapon was found within the wreck of Balduran's ship. Gold weapons are not known to be useful in combat, but legends say that only weapons forged of gold can harm such dread creatures as the loup garou. STATISTICS: THAC0: +4 vs. lycanthropes Damage: 2d4, +4 vs. lycanthropes Damage type: Slashing Speed Factor: 8 Proficiency Type: Bastard Sword Type: One-handed Requires: 12 Strength Weight: 12 |
20883 Ornate Bastard Sword |
20884 Werebane +1 |
20885 Silver Dagger: Werebane This +1 dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven Ranger who wished to rid her homeland of its werejackal problem, forged the dagger. She was killed by a tribe of orcs in the Graypeak Mountains as she tracked the werejackal leader. STATISTICS: THAC0: +1, +4 vs. lycanthropes Damage: 1d4+1, +4 vs. lycanthropes Damage type: Piercing Speed Factor: 1 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
20886 Silver Dagger |
20887 Brielbara will be waiting at the Splurging Sturgeon inn. She wants us to bring her Yago's spellbook. |
20888 I be here when you are ready. |
20889 Most excellent, heroes. May gods grant you speedy journey. I will await your return at my house here in Ulgoth's Beard. Go well! |
20890 Pay is not enough, perhaps. I will offer 3,000 more gold for noble heroes. |
20891 Please reconsider, good people. The quest is very important. I wait here for the change of your minds. |
20892 4,000, then. It is as far as I can go. |
20893 You will go on journey now? |
20894 I'm sorry. We're just not interested. |
20895 Yes, that will do nicely, thank you. Let us depart. |
20896 That almost convinces me. |
20897 It will be a very arduous journey. Offer me a bit more and you have a deal. |
20898 We are ready to go now. |
20899 Not right now. We need some more time. |
20900 I am no longer interested in your journey. |
20901 This wine was obtained after placing the eerily glowing grapes in the winepress and starting the engine. When you breathe deeply, memories of lost loves come rushing back and you find your eyes filling with tears. STATISTICS: Weight: 1 |
20903 And your name? I would know who I am speaking to. |
20904 Grapes |
20905 Grapes |
20906 Hello, good people. You were unable to find the island, yes? Were the charts not accurate? |
20907 We found the island easily. Mission accomplished. Let's see the gold. |
20908 A bunch of grapes: This fruit glows with a strange inner light. STATISTICS: Weight: 1 |
20909 The island is exactly where the charts said it would be. It was a tough battle but we retrieved the logbook. |
20910 Are you trying to avoid paying me? Take the logbook and give me the gold! |
20911 Accomplished? But you did not bring back the things I need. |
20912 Switch for an Engine |
20913 Yes, we did. Here is the logbook. |
20914 How would you know? We haven't even told you what happened yet. |
20915 For not being on our voyage, you seem to be quite sure about what occurred. Explain yourself, Mendas. You aren't telling us everything. |
20916 Switch for an Engine |
20917 Ah, the book. Of course... |
20918 This appears to be a switch for something. STATISTICS: Weight: 2 |
20919 No, of course not, good hero. I have the gold right here. But where is the ship that I obtained for you? |
20920 Money first, then answers. |
20921 We were shipwrecked by a violent storm as we arrived. The inhabitants of the island built the ship we returned on. |
20922 The ship... uh... at least we have our health. |
20923 Maybe we should start at the beginning. |
20924 I am confused. Perhaps you could tell me your story. |
20925 Well, it turns out that the descendants of Balduran's crew still inhabit the island. They lived in two factions, one in the remains of the ship and one in a small palisaded village on the opposite end of the island. |
20926 I am merely concerned. I believe that it did not go well for me. |
20927 How so? We beat the Merchants' League to the island and retrieved evidence regarding Balduran's final voyage. |
20928 Why do you say that? What are you not telling us? |
20929 Please, I must know what you did on the island? |
20930 Are you deaf? Pay me now! |
20931 We killed the monsters and retrieved your book. |
20932 Odd-looking Key |
20933 Enough of this. I'll take the payment from your corpse! |
20934 Tell me more of inhabitants. |
20935 They said that they were the descendants of Balduran's crew. If you read the log you will discover that it wasn't a shipwreck that ended Balduran's final voyage, it was werewolves. |
20936 It doesn't matter. We killed most of them. |
20937 They were thirty feet tall and frolicked naked in the waves. They called me Eddie and I called them Al. |
20938 [no text] |
20939 Yes, I am happy that you are well. The people that built this new ship, where are they now? |
20940 Dead mostly. I suppose the rest still live on the island. |
20941 We have hidden the people somewhere on the island. To find them you will have to decipher a series of clues, each more devious than the last. |
20942 We dropped them off in Baldur's Gate. |
20943 Ah, the village. You were met by a leader of the village, yes? |
20944 She was a werewolf bitch. She tried to make us one of her kind. We disagreed... strongly. Then she stole the sea charts from us, wanting to take her whole cursed clan back to the mainland on the boat that they built. So we killed her. |
20945 How did you know that? |
20946 Yes, we were. A woman named Kaishas. Very pleasant, actually. She's a fine, upstanding member of society. |
20947 I want you to bring back descendants of Balduran's crew. They are invaluable to research. |
20948 The only member of Balduran's crew who wasn't a werewolf is Dradeel, an elven mage, but he's insane. |
20949 I don't take werewolves on pleasure cruises; I kill them. |
20950 I did bring them back. |
20951 Curse you! Where is Kaishas, wretch? What have you done with her? |
20952 I showed her the business end of my blade. She is dead. |
20953 What is going on here? |
20954 You killed the wolfweres? |
20955 Yes, and many of the werewolves. |
20957 Miserable fool! I send you to take sea charts to my wife and you steal the boat! Now she cannot come to me. |
20958 You shouldn't trick honest adventurers, lycanthrope. Your lies are revealed and we will kill you as surely as we killed your wife. |
20959 So you are the mysterious missing chief. How did you escape the island? |
20960 Go on. |
20961 A bejeweled key of odd design. STATISTICS: Weight: 1 |
20962 It seems that the werewolves desire to come to the mainland and infect everyone with their lycanthropy. We put an end to those plans, however. |
20963 Polymorph Other |
20964 This heavy metal ball appears to be the head of a gong mallet. The handle is broken off. STATISTICS: Weight: 2 |
20965 Mallet Head |
20966 I am chief of werewolves. I came to mainland to find a place for my clan. You were to take sea charts there and my wife was to bring my clan home to Baldur's Gate. You have ruined it all, outsider. |
20967 Mallet Head |
20968 I am confused. This is a joke, yes? It matters not. Please explain it to me. |
20969 Kaishas, my love! Finally! Where are they, <CHARNAME>? Where is my clan? |
20970 So you are the mysterious leader of the werewolves. You have disclosed your part in this evil scheme and your life is now forfeit. |
20971 You are the butt of this jest, werewolf. Kaishas attacked us and we destroyed her. |
20972 Enough games. Your plan is ended and your life as well. |
20973 This gilded rod was once a handle. STATISTICS: Weight: 3 |
20974 Murderers! Vengeance will be mine! |
20975 Mallet Handle |
20976 Mallet Handle |
20977 I only assume that village has a leader. Please go on. |
20978 Erdane |
20979 Do not play games, foolish heroes. Where is Kaishas, wretch? What have you done with her, manlings? |
20980 I showed her the business end of my blade. She is dead. |
20981 What is going on here? |
20982 I cannot continue with this. Miserable elf can die. I care only for my wife. Where is Kaishas, wretch? What have you done with her? |
20983 Karajah's Life and Death +3 |
20984 Karajah was Calimshan's undisputed champion of pit fighting for a decade. Wearing only a thin leather armor and spiked gauntlets, he would pummel his foes to the ground, seemingly impervious to their blows. Eventually it was revealed that his armor was heavily enchanted, at which point angry spectators threw him into the pit with a club-wielding ogre. The beast managed to break all of Karajah's bones while the armor remained as good as new... STATISTICS: Armor Class: 5 (7 vs. piercing and missile) Requires: 3 Strength Weight: 4 |
20985 This suit of leather armor is light and supple, and a pleasure to wear. STATISTICS: Armor Class: 8 (10 vs. piercing and missile) Requires: 3 Strength Weight: 15 |
20986 What is going on here? |
20987 So you are the mysterious leader of the werewolves. You have disclosed your part in this evil scheme and your life is now forfeit. |
20988 I showed her the business end of my blade. She is dead. |
20989 Idiot! Your death wish is granted. |
20990 As you desire. Die, then! |
20991 They said that they were the descendants of Balduran's crew. If you read the log you will discover that it wasn't a shipwreck that ended Balduran's final voyage, it was werewolves. |
20992 It doesn't matter. We killed most of them. |
20993 Can it be? After so long? By Selûne's blade, I am saved! |
20994 Do I know you, sir? |
20995 Saved? Do you need assistance, sir? |
20996 Who are you? Speak quickly, man, before my blade robs you of the ability. |
20997 Know me? I doubt it very much. How did you find me? Did the Gibbering Twelve send you? Or was it perhaps Golodon the Unmanned? |
20998 Excuse me? I've never heard of the Gibbering Twelve or, for that matter, this Unmanned fellow. |
20999 What do you mean? We found your hut and came in through the door. |
21000 What are you talking about and who are you? |
21001 Assistance? I need to get off of this cursed island! |
21002 May I ask who you are? |
21003 I will be glad to help as soon as I can find my own way off of the island. |
21004 Why should I care? It's not my problem. |
21005 In countless years, the only guests I get are contemptuously ill-mannered. Begone, and return only when you can keep a civil tongue in your head. |
21006 Selûne! How long have I been here?! I should never have joined Balduran on this cursed voyage. Why is this happening? Who sent you then, if not my mistress's eyes? |
21007 Mendas of Waterdeep, a scholar and archeologist. We were sent to retrieve artifacts from Balduran's ship. |
21008 We came of our own accord, seeking adventure and good fortune. |
21009 I'm not at liberty to discuss the name or motives of my employer. |
21010 I don't see how it is your business. |
21011 It matters not. I must escape this island. If you are undiseased then you may help me, be you an obese Amnian elf or an inebriated baatezu. You came through the wards so it seems that you have not contracted that terrible condition. |
21012 Disease? Condition? What do you speak of? |
21013 Are you calling me an obese Amnian elf? |
21014 I don't need a tag-along. If I leave this island, you won't be with me. |
21015 Forgive me, I have not had guests for several centuries. I am Dradeel, mage and recent convert to the Church of Selûne. I was the guide for Balduran's brave adventures to Anchorome and beyond. That was long ago. I have lived here for countless years, alone except for the occasional skirmishes with the diseased ones. They haven't attacked for some time. They fear me, it seems, but the younger ones refuse to learn the lessons of their fathers. Periodically, I believe it to be every generation or so, they will attack and learn the lessons that those who came before have already learned. I no longer have a taste for battle, but they are abominations not fit for this world. I suspect that they can even be cured of the condition. I write my theories in the diary that I keep. It seems to help me remain balanced amongst this horror. |
21016 Do you mean to say that you sailed with Balduran? My employer would be very interested to meet you. He would like to know what happened. |
21017 What is this disease that you speak of? Is that what killed Balduran? |
21018 Sorry, I'm not here to listen to you whine about your lot in life. Why don't you tell me something useful? |
21019 Intoxicated? Hardly. I haven't had wine for centuries. I am merely enthusiastic about my impending escape. Escape via your boat, perhaps. |
21020 Boat? That might be a problem. |
21021 If not drunk, then insane. Either way, you're a gibbering idiot. |
21022 I'll help you get off of the island if you help me fight the wolfweres. |
21023 You don't have a boat? How in the Nine Hells did you get here? |
21024 We came by boat but were shipwrecked by the seemingly all-too-frequent storms near this island. Perhaps you should tell me who you are. |
21025 We flew in on our pet crystal dragon, fool. |
21026 I could use retrieval, I suppose, but I'm hardly an artifact. |
21027 Could you tell us what happened on Balduran's final voyage? |
21028 Save your self-pity, old man. You'll get no sympathy from me. |
21029 Have you not seen the abominations? Lycanthropy is the disease I speak of. The wolf-men are everywhere. You must have encountered them. |
21030 Aye, we did. We fought them and won. |
21031 We met them right outside your home. In fact, we came to destroy them. We understand that their lair is on Balduran's ship. |
21032 Perhaps you should tell us your tale. |
21033 I can do little to help you against the more powerful lycanthropes. However, this wolfsbane charm will make the younger lycanthropes wary of attacking you. In return for this assistance, I must ask a favor of you. |
21034 Speak on, good sir, I am yours to command. |
21035 We don't need assistance if it has such strings attached. We'll be on our way then. |
21036 You can do your own chores, impotent elf. |
21037 We sailed to far Anchorome, two hundred strong. We returned with half of our brethren dead on the Golden Land's shores. But Balduran was ever the successful adventurer. He wrested a king's ransom in treasure from the Cursed Lord of Anchorome before we were forced back to the ship and expelled from their shores. The Cursed Lord's power haunts me still. Those monstrosities out there are the product of our travails in Anchorome. 'Twas a bitter wind that carried us homeward and we reveled not in our newfound wealth. We came upon this island quite by accident and stopped to renew our dwindling supply of fresh water. I led the landing party while Balduran set the remaining crew to repairing the sails and fishing for fresh food. My party was hardly out of earshot of the ship when the curse struck. The blood still stains my robes... |
21038 You killed some of the beasts? |
21039 Aye, that's what I just said. |
21040 They bleed and die as surely as I stand here. |
21041 No, I was only joking. I've never seen these lycanthropes before. |
21042 By the gods! If you are willing to fight these terrors, then you must assist me. |
21043 I will fight them for a noble cause. |
21044 Must? You are hardly in the position to tell me what I must or must not do. Run your own errands, coward. |
21045 I have no fear of these cowardly beasties. Show me their lair and I will put them to the sword! |
21046 Your words bespeak a boorish demeanor. A demeanor not unlike that of Golodon the Unmanned. You'll not take me easily, mercenaries! This old dog still has teeth! |
21047 Truly, I am in your debt. The lycanthropes' lair is in Balduran's ship. My spellbook lies within. With it, I am a powerful mage. Without it, I am the pauper that stands before you. These few wards I cast are gifts of pity from Selûne. I have turned to the goddess in my fear and solitude. Perhaps my lengthy imprisonment is but a penance so that I might become worthy of the goddess. I digress. With my spellbook retrieved, I may be able to discover a way off of the island. If you go to destroy the lycanthropes' lair, I would ask that you find my book. |
21048 Where might this book be found in the ship? |
21049 I will be far too busy simply surviving. I can't help you. |
21050 Now that I know of your book's existence, I'll find it and use it for myself. |
21051 They changed, of course. It was so sudden. We were speaking about what we intended to do when we arrived home. Galan died first, his throat torn open by one of the changed men. I couldn't tell who killed him, of course, since they were unrecognizable in their changed forms. |
21052 I reached for the wand that I carried in my robes, but the abominations moved too quickly. Of the ten sailors in my party, seven were lycanthropes. We had no chance. Two of them leaped at me even while the others feasted on the bodies of my other sailors. I cast lightning with my wand and killed one of the shapeshifters. The other wolf hit me with great force. I was thrown back against a tree and I knew no more. |
21053 I awoke in the dark, several hours later. At first, I believed I was dead, but when I tried to rise, the pain in my head dispelled that myth. There was blood everywhere. So much blood. The body of the lycanthrope I had killed lay several feet away, draped over Galan's ravaged corpse. I retched at the sight of my friend, so cruelly killed. |
21054 I cast one of the few spells I had, invisibility, wagering that if a lycanthrope caught scent of me, they would believe that they were smelling nothing more than a corpse. I crawled painfully back to the beach. The ship was half sunk in the surf, a huge hole in her side, as if a giant had punched through her in a rage. There was a smoldering fire on the deck and in that sickly light I could see the bodies of the ship's crew, gutted and hung in the rigging like so much meat. Sickened and in despair, I crawled back into the woods. |
21055 Dawn arrived and I came upon this ancient village. This hut was sunk in the sandy soil, and I crawled inside to hide and barred the way behind me with my final spell. After a short and fretful sleep I managed to find where the hut had broken through into this cave. To this point, I have survived on this freshwater stream and a peculiar sightless fish that lives in the calm pools below. |
21056 In these three hundred years I have found some favor with Selûne. She has granted me a few spells and wards to better protect my precarious home. I haven't left these caves for many years as I haven't the power to defend myself for long. Mayhaps you could remedy that. |
21057 No, I can feel it. It covers me... |
21058 I would be glad to help. |
21059 Not a chance! I'm not your lackey. |
21060 If you help us fight the lycanthropes, then we will help you. |
21061 Uh, okay... you were saying? |
21062 You are insane. |
21063 Why don't you shut up and finish the story? |
21064 They swarm all over the island. You must have seen the beasts. Evil half-beast creatures? You are mocking me! |
21065 So what if I am? |
21066 Oh, those lycanthropes. I guess I have seen them. They are killable, though. |
21067 Don't accuse me, old boy. |
21068 My spellbook is in a chest in my cabin. The cabin is next to Balduran's on the level just below the decks. Please hurry back with it. This amulet is all that I can offer you as protection against the lycanthropes. Should you need to rest, I hope that my humble abode will serve you well. |
21069 Golodon, you eunuch rat-boy! I'll kill you! |
21070 I wish you'd reconsider. I could help you if you could help me. |
21071 Please go to the ship and find my spellbook. |
21072 Are you willing to help me now? |
21073 Yes, I will help you. |
21074 Not at this time. |
21075 It is done! Freedom! |
21076 Are you intoxicated, sir? |
21077 Durlag Trollkiller |
21078 Durlag Trollkiller |
21079 You sure are big. Does Kaishas know that you're here? You should go and see her. |
21080 My name's Farthing. I'm only five. In a few years my papa will let me hunt. Are you allowed to hunt? |
21081 Just like me! We can be friends if you want. I've lost my dolly out in the woods. The gatekeeper won't let me go and get it. Can you get it for me? |
21082 You're lucky. I don't like you. |
21083 You're weird. What would we eat? |
21084 Thank you. You can play with dolly on the way back if you want. |
21085 You're mean. I don't like you. |
21086 You are weird. |
21087 I'm not talking to you. |
21088 You brought back my dolly, thanks! |
21089 No, I'm only three so they only let me fish and play with dolls. |
21090 Indeed, little girl. I can hunt at will. |
21091 I believe that animals should be cherished and admired, not hunted and killed. |
21092 If I see it on my travels, I will bring it back to you. |
21093 I have more important things to do, little girl. |
21094 There is an enchanted bush in Shaar that grows a strange and wonderful food called Tofufruit. Should you find that unappealing, there is mystic Couscous and holy Bean Sprouts. These and other wonderful, bland foods await one who renounces the flesh of innocent animals. |
21095 Out with it, man! What happened? |
21096 Excuse me for interrupting, but your robes seem to be perfectly clean to me. |
21097 Perhaps using a bib could help you avoid those unsightly stains. |
21098 Vegetables and mayhaps some fish, but that's it. |
21099 Thanks for my dolly! I'm so happy you brought it back... I just want to hug you and... er... pet you and stuff. Bye-bye. |
21100 Hello to you that do not belong. I greet ye, and ask your purpose to be here. We are wary of those stranger to us, and some may fear your coming. Please assure my worry you are not here to harm. |
21101 You do not belong, and yet you are here. What is your reason? Have you come to harm? Say otherwise and calm my fear. |
21102 You smell of the outside. You do not belong. What do you want here? We will not let you harm the home. |
21103 You killed the bad people and brought my dolly back. Wow, you're real heroes now. |
21104 We will not harm you. Our ship foundered and we washed ashore on your island. |
21105 My purpose here is my business and not yours. It's bad enough we were shipwrecked on this backwater island. |
21106 I am not interested in you at all. I am here for other reasons, and I have only disturbed you because we were shipwrecked. |
21107 We will not harm you. Our ship foundered and we washed ashore on your island. |
21108 My purpose here is my business and not yours. It's bad enough we were shipwrecked on this backwater island. |
21109 I am not interested in you at all. I am here for other reasons, and I have only disturbed you because we were shipwrecked. |
21110 We will not harm you. Our ship foundered and we washed ashore on your island. |
21111 My purpose here is my business and not yours. It's bad enough we were shipwrecked on this backwater island. |
21112 I am not interested in you at all. I am here for other reasons, and I have only disturbed you because we were shipwrecked. |
21113 Then you are as we, for our beginning was as yours. Long have we been on this home, but not always. The mothers of our great-grandmothers were from away, but traveled near and the depths swallowed their ship. Accursed cliffs below have sharper teeth than we. |
21114 Outsiders? Hmph. You should speak with headwoman rather than wander about. |
21115 Your voice is rude and will not collect much respect from us if you do not tame it. You are granted pardon because you are like us long ago. The mothers of our great-grandmothers came to this home as you, with ship in pieces behind. Many paddled with and formed the home you see. The children have never seen the muzzle of an outsider. |
21116 I welcome you to village and I wish you luck in battle with evil that ship holds. I am Evalt, I fish for clan in these savage waters. |
21117 The island is not too big. With good wind I sail around it in afternoon. There is a natural harbor on north of island and on east of island. The ship of my grandfathers, of Balduran, lies beached in north harbor. The east harbor holds our hope for survival. |
21118 If you leave we alone, then you shall have the same. You are near kin because we came here as you did. Many changes ago the mothers of our great-grandmothers came in on tide with ship in pieces behind. |
21119 The island is very dangerous outside of village. The monsters that live in ship will kill and eat anything that they catch. Listen, outsider, may I ask you for help? |
21120 Perhaps it is better that we live far away from your people. Our ways are not barbaric as yours are. |
21121 You were shipwrecked? How long ago? I have come looking for an ancient shipwreck. |
21122 Unless you can build a boat strong enough for open sea travel, then you are trapped here with us. We attempt to build a boat for whole clan to sail on. Perhaps I should tell you more about island, yes? |
21123 You were shipwrecked? How long ago? I have come looking for an ancient shipwreck. |
21124 You were shipwrecked? How long ago? I have come looking for an ancient shipwreck. |
21125 I know that you may not believe my story. No one else on island does. My brother left village two nights ago and has not returned. I know where he has gone though I am ridiculed if I should say. |
21126 So be it. I will brave this danger alone. |
21127 A shipwreck! That is what I search for! Where in this pathetic little town have you hidden it? |
21128 Good people, there is a witch on this isle. My brother called her the Blue Lady and those of us who ply these waters have all heard her singing at one time or another. My brother, Evan, heard her more than most. I think that he went to find her. I think that he is under her spell. I must go and find him. This witch might kill him. He is strong but he is under her spell. I fear that she will kill him before he realizes what is happening. Can you find my brother? |
21129 A shipwreck! That is what I search for! Where in this pathetic little town have you hidden it? |
21130 I don't know exactly where she is. I have the sense to avoid her, unlike Evan. But I have only heard her singing along the west coast of the island. |
21131 A shipwreck! That is what I search for! Where in this pathetic little town have you hidden it? |
21132 It is as I feared. Thank you for returning his body. I am in your debt, friends. |
21133 Have you found Evan yet? |
21134 Who dares to come unannounced? Torture and death to all who intrude upon bloody Karoug! |
21135 We are the party of <CHARNAME>. We have come to put an end to your reign of terror over this island. |
21136 Names matter not to the dead. |
21137 It is a pleasure to meet you, Evalt. What can you tell me about the island? |
21138 We are strangers shipwrecked on this island and you are obviously the most powerful ally around. We wish to join your clan. |
21139 A common fisherman, eh? No point in talking with you, is there? |
21140 You have? How you know of this place? We are undisturbed for age upon age, but you know of our wreck? |
21141 We wish to join you. |
21142 Well met! We are the party of <CHARNAME>. As you may have heard, we came here seeking knowledge of Balduran's final journey and were shipwrecked on the reefs in a violent storm. Tell me, sir, is there any way off of this island once we find the things we seek? |
21143 I say you should speak polite. I suffer your company because you are stranded as we. I will not hear more of this. As for our ship-home, how did you know of this? We have not sensed an outsider before you. If we could have been rescued, why were we not? |
21144 Certainly, what is it? |
21145 I have important things to accomplish so I'm afraid that I can't help you. |
21146 A merchant ship sailed close during a storm and spotted it. It bears the markings of Balduran, a hero that went missing some three hundred years ago. A man named Mendas hired me to find it. His accent is not unlike yours. |
21147 Silence, dog-boy! You and your bitch die now! |
21148 Reign of terror, outsiders? You speak to Kaishas, yes? She tell you lies about my people. It is not truth. Karoug will tell you truth. |
21149 A merchant ship sailed close during a storm and spotted it. It bears the markings of Balduran, a hero that went missing some three hundred years ago. A man named Mendas hired me to find it. His accent is not unlike yours. |
21150 You have my attention. Go ahead. |
21151 Please do. |
21152 I'll not listen to your lies, murderer. My weapons do the speaking now. |
21153 A ship sailed close during a storm, but could not land. They saw an old shipwreck, but no sign of you or anyone else. We came to investigate and possibly gather salvage from the wreck. |
21154 A ship sailed close during a storm, but could not land. They saw an old shipwreck, but no sign of you or anyone else. We came to investigate and possibly gather salvage from the wreck. |
21155 If you aren't evil after all, then I bid you farewell. |
21156 I doubt very much that I need the assistance of anyone who reeks so strongly of fish. |
21157 I did not know, but I am always on the lookout for a salvage opportunity. |
21158 I will drink your life force, outsider! |
21159 Fear no ridicule from me, Evalt, I have seen many strange things. |
21160 I did not know, but I am always on the lookout for a salvage opportunity. |
21161 What you say may well gain you ridicule. How shall I know unless you tell me? |
21162 Mmm... perhaps I permit this. But you must do something for me. |
21163 No, I can't find him. My time is too valuable to be running about wasting it on the search for a none-too-bright fisherman. |
21164 What would that be? |
21165 Tell me where this witch is and I shall try to find her. |
21166 No chance, puppy! Eat steel! |
21167 Not yet, but I will. |
21168 [no text] |
21169 Welcome to our humble village. The headwoman will want to see you. |
21170 Stay away from my garden. I don't want my vegetables to be trampled upon. |
21171 The wolf monstrosities killed my wife. Will you send a few of them to the Hells for me? |
21172 It is about time that someone avenged her. Without her the fields are that much harder to keep healthy. |
21173 I would if they would allow me to leave the village. Now get away from my garden! |
21174 I'll expand my garden once you kill the evil ones. I haven't been able to leave the walls before. |
21175 Good crop this year. |
21176 Be careful when you leave the village. There are monsters everywhere on this island. |
21177 Thank you for destroying those terrible beasts. To tell you the truth I didn't think much of you when you first arrived, but now, I have to say you'd make welcome additions to the pa... er... village. |
21178 Your wife will be avenged. |
21179 An honorable man would take his own revenge. |
21180 Don't worry about your garden, we're not here to trample it. Your headwoman has asked us to defeat the monstrosities on the other side of the island. |
21181 Sorry about that, we'll just leave you alone. |
21182 Things will be better for you once we've killed those beasts. |
21183 Before I go, is there anything you can tell me about the island outside of the village's walls? |
21184 It is not wise to leave without the permission of the headwoman. |
21185 Go well, friends. May the wolf monsters be like blades of grass before your scythe. When you come back to the village, I will be here to greet you. |
21186 Hail mighty heroes! My duty here is done. The gates stay open forever more! |
21187 Kiel the Legion Killer |
21188 Kiel the Legion Killer |
21189 I'm not going to run errands for you. You're lucky that I'm willing to join you at all. |
21190 It will never be! Now you die! |
21191 They have told you that my people are evil but truth is different. They hate us because we are not like them. They kill us on sight. They set fire to our home. You should kill the others, we are innocent. We kill only to defend. |
21192 From the mainland ye be? Never thought I'd see the day. Kaishas'll be wanting to see ye. Come back and indulge an old man when ye be finished with the headwoman. |
21193 Intrepid explorers, are ye? Not sailors, though. Ye don't have the walk. A sea dog like meself would know. I am Taloun, once a sailor of Amn and now a proud member of this clan. |
21194 Why were we attacked by your "people" outside? They asked us no questions before attacking. |
21195 Aye, it's true. I was once a sailor for Sybarr Spices out of Amn, bringing product from the New World. Many seasons have passed since then. Everything be different now. Everything... |
21196 That story is quite different according to our knowledge. In fact, we were told that you killed a hunter and took his child. The child that I see you holding matches the description. How would one explain that contradiction? |
21197 Enough of this charade! Your evil ends today. |
21198 As ye will. Enjoy your stay. Heh, heh. |
21199 You leave now. But I tell you true, I kill you if you enter this room uninvited again. |
21200 Listen, stranger, as rude as ye be, I will offer ye the advice that I never got. Watch yourself. Nothing on this island be as it seems. Not these people, not the monsters and not meself. Do what you must quickly. Ye don't have much time. |
21201 We sailed to Maztica and returned, laden with spices. The ship was attacked by a kraken and dragged beneath the waves. Those of us that survived were pulled, one by one, into the kraken's beak to be eaten. I clung to some of the ships planking and somehow the kraken missed me. I drifted for days, eating me shoes and drinking only rainwater. |
21202 Eventually I drifted to this island. I gained membership to the clan by showing the villagers new techniques for fishing and farming. The clan has been here since Balduran's time ye understand. They be sorely in need of the little bit of modern technology that I be having. It is a fantastic tale, I admit, but I swear it is true. |
21203 Insolence! You suffer for it, outsider! |
21204 Will ye then? Best of luck to ye, though I know it will help ye not. |
21205 You come to my home with weapons drawn. We must defend this ship from danger. You would do same in your home. |
21206 I know only a bit of the story, meself. They are very tight-lipped about the details surrounding their entrapment here. The crew stopped here to replenish supplies. They were attacked by savage lycanthropes: wolves that could turn into men if they so desired. In the battle, the ship was torched and the wolf beast chased the crew to this end of the island. The combatants fought to a standstill. The crew built this village and the wolf beasts took over the ship. Betwixt skirmishes life went on. The female crewmembers took husbands and started families. Things remain much the same today. |
21207 It isn't so simple, ye landlubber. Balduran and his guide Dradeel went missing in the battle. No one knows where this isle lays for certain. Nevertheless, an attempt has been made. The fisherman, under my tutelage, built a small boat. Selaad Gan, our headman and husband to Kaishas, sailed for the mainland nearly a year ago. We have not heard from him. He is assumed to be dead. |
21208 Well put and entirely unbelievable. The dance of words ends, and the dance of death begins. |
21209 I would give an intruder the opportunity to explain themselves first. |
21210 You do not kill my family and dare to question me! Die if you cannot understand. |
21211 I can say no more at this time, but I will offer ye the advice that I never got: Watch yourself. Nothing on this island be as it seems. Not these people, not the monsters, and not meself. Do what you must quickly. Ye don't have much time. |
21212 I be busy now. Leave me be. |
21213 Be proud, young ones. Ye have done a great service to the clan. |
21214 My family and I are trapped on island for many, many years. We saw your shipwreck, you are trapped here, too. The others have built boat. They will not allow us to sail with them. They must die so that we may live. |
21215 Destroy them all. Only then may you join us in glory and freedom. |
21216 Thank you, Karoug. You have proved your utter uselessness beyond any shadow of doubt. This room will make a fitting grave for your rotting carcass. |
21217 As you say, we are not professional sailors. Do you mean to imply that you are? |
21218 Absolutely, Karoug. I'll depopulate the entire island for you. I'll see you in one hour. No one can possibly destroy an entire island. Your suggestion is ludicrous. |
21219 Mind your own business, old man. |
21220 You seem to have knowledge of life off of this island. Is there a tale to go with it? |
21221 Well, that's all very sad. However, rather than whining, I will discover a way to escape the island. |
21222 I don't wish to interrupt your melancholy, but how did you end up on this island? |
21223 You were warned. |
21224 What can you tell us of Balduran's final voyage? |
21225 You dare to mock Karoug? |
21226 Why is it that these descendants of Balduran's crew haven't been able to escape the island? For that matter, why did the original crew not build a boat and sail for home? |
21227 Your tale reeks of untruth. Krakens? Eating one's shoes? Only a fool would listen to you. |
21228 You're beginning to bore me, old man. You'll have to excuse me now. |
21229 Why didn't the crew build another boat and escape their fate? |
21230 Is there anything else we should know? |
21231 Mind your own business, old man. |
21232 Well, that's all very sad. However, rather than whining, I will discover a way to escape the island. |
21233 You're beginning to bore me, old man. You'll have to excuse me now. |
21234 Please, I may not speak with you. You must speak with the headwoman. |
21235 You are from the land of our grandmothers' ancestors. I am honored that you will fight for my clan. |
21236 Good stranger, I must work now. |
21237 Will you save us from the beast ones? |
21238 You are brave and noble. |
21239 Your jests are confusing. |
21240 Perhaps we will have some freedom now. Thank you, strangers. |
21241 The party of <CHARNAME> will always be revered in this clan. |
21242 There will be a grand feast tonight. I must prepare some food. |
21243 A merry band of heroes ye be! Have I got the adventure that'll make ye yearn for glory! I am Hurgan Stoneblade, presently residing in Citadel Adbar. |
21244 Well met! What adventure do you speak of? |
21245 No offense, but we're not looking for a new adventure right now. |
21246 I've no desire to speak with you, dwarf. |
21247 A glorious adventure indeed. Ye have heard of Durlag's Tower, mayhaps? |
21248 I haven't come across the name before. |
21249 I've heard of it, yes. It's a haunted tower to the south of here, is it not? |
21250 Should ye become interested in the future, I might still be looking to hire you. |
21251 The brashness of youth. Ye'll grow out of it right quick if ye have a brain. |
21252 Durlag Trollkiller was a dwarven hero of great renown. Single-handedly slew many a dragon, he did. Me granda' was a good friend of Durlag's. They adventured together until me granda's untimely death several centuries ago. |
21253 Go on. |
21254 Is there a point to this story, old dwarf? |
21255 Enough of your pointless rambling, dwarf! |
21256 I will destroy the foul creatures. |
21257 I'm afraid that I don't wish to exert myself while on vacation. Perhaps you should destroy the wolf monsters instead. |
21258 It was haunted by me granda's friend for a time. He went mad ye see. |
21259 Me granda' was slain by an evil demon but Durlag survived. Durlag kept "Soultaker" that had been me granda's. He was going to send it to me mother but he was betrayed. A sad tale, that. After Durlag built the tower his family was replaced by doppelgangers. Durlag killed them all but was driven mad by the act. He entrapped his tower heavily and forgot about me granda's dagger. |
21260 When I heard the story as a youth, I went to retrieve the dagger meself but was driven back by Durlag's devious traps. If ye be interested, I wish to hire ye to retrieve me granda's dagger, "Soultaker," me birthright. The tower has been penetrated somewhat by previous adventurers. I would think that the edge has been taken off of the danger. What say you? |
21261 Let us speak of compensation. |
21262 Perhaps we should speak of compensation. |
21263 I'm not interested at this time. |
21264 I will find your dagger, if I am able. |
21265 Must be more shipwrecked sailors. Please go and speak with Kaishas Gan. |
21266 You must be very brave to go and fight an army of wolf changelings. |
21267 Thank you for volunteering to help us, outsiders. |
21268 May the moon smile upon you as you battle the bloodthirsty beasts. |
21269 It is a grand day for our humble clan. We owe it all to you. |
21270 Have patience, young one. If ye hold your tongue, me point will become clear. |
21271 You will always be welcome at my hearth. |
21272 Do ye wish to hear more about me proposal now? |
21273 Of course. I have an enchanted hammer. 'Tis a powerful weapon in its own right. Should ye have no use for it then I reckon it'll bring an excellent price. What say ye? |
21274 Sorry, I'm still not interested. |
21275 Yes, I'm interested. |
21276 It is a fair price. We shall find your dagger. |
21277 You will have to do better than that. |
21278 2,000 gold pieces I can offer ye for yer services. What say ye? |
21279 If you are to live on the island, we would be happy to have you join us. |
21280 It is a fair price. We shall find your dagger. |
21281 You will have to do better than that. |
21282 Good fortune to ye then. I shall await your return here. |
21283 My apologies, honored one. |
21284 It is an excellent wage. Take it or leave it. |
21285 We'll take it. |
21286 Then we aren't interested. |
21287 Hurry and retrieve me granda's dagger. |
21288 We hope that you can join our clan. |
21289 Something went wrong. What is it? |
21290 We retrieved the dagger but some sort of religious fanatic stole it. I don't know why he did. |
21291 Your clan? |
21292 I care not for your inbred clan. Leave me or face my wrath. |
21293 It is as I feared. Listen to me, we haven't much time. The ones who stole the dagger from you are the same that released the demon that killed me granda'. Me granda' was killed by a tanar'ri, a nabassu to be precise. The one who stole it from you is a member of a cult that worships this beast as a god. Many centuries ago, when me granda' adventured with Durlag, they fell foul of the tanar'ri, which had been released on our plane by the cult. Durlag and me granda' defeated the tanar'ri, though granda' was mortally wounded, and they entrapped the demon's essence in a dagger. Me da' later found a way to destroy the dagger and the beast within, but tragedy befell Durlag before he could send the dagger to me clan. |
21294 Ye must find the cult. Ye must retrieve the dagger that I may destroy the beast. If the cult manages to free the demon, then it must be killed before it visits destruction upon our land. Go and get the dagger. Quickly! |
21295 Ye must hurry. The cult will begin their ritual as soon as they are able. |
21296 Is the deed done? |
21297 We killed the tanar'ri. We have come for our reward. |
21298 I misjudged the cult's power. I never believed them capable of freeing the tanar'ri. Ye have destroyed it for now. Eventually it will be able to return to this plane. Rest easy, my friends. Ye did all that ye could do. Ye saved the Sword Coast from a demon. Here is your reward. Farewell. |
21299 Islanne |
21300 Islanne |
21301 Islanne |
21302 Islanne |
21303 This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers. STATISTICS: Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 6 Strength Weight: 9 |
21304 A chain mail tunic fashioned from some sort of bright metal. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 (3 vs. slashing, 7 vs. crushing) Requires: 6 Strength Weight: 40 |
21305 Mama says that adventurers are malodorous orc-lovers that should be hunted down and killed like wolves. |
21306 My mama says that so-called heroes are thieves, murderers, rapers, pillagers, kobold abusers, bad cooks, dregs of society, dog kickers, bribe takers, bullies, low-lifes, and general all-around losers. |
21307 Mother says that adventurers are bereft of any and all worth as meaningful members of society and should therefore be treated as the dogs that they are. |
21308 Chain Mail +3 |
21309 Mama once said that if you become an adventurer, it's a sure sign that your mama and papa are also brother and sister. |
21310 My mama is Mistress Mallory, the most respected citizen in Ulgoth's Beard. |
21311 Fuernebol |
21312 Fuernebol |
21313 Pellan's Shield +2 |
21314 This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily, but the shield gave the dragon severe stomach cramps. He coughed it up, and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak. The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Equipped abilities: – Armor Class: +3, an extra +1 vs. missile attacks Requires: 10 Strength Weight: 4 |
21315 My husband says that he'll take me on Ike's tour of Durlag's Tower just as soon as we sell some more sheep in Baldur's Gate. I'm ever so excited. You should talk to Fenrus down by the docks if you're interested. He's taken the tour. |
21316 You're not from these parts. Welcome to Ulgoth's Beard. |
21317 Polite, too. There's this fellow named Mendas who moved into town this summer. Some of us womenfolk tried to give him a welcome basket. He slammed the door right in our faces. |
21318 Are all newcomers uppity these days? |
21319 I hate this town, I do. Bread never seems to rise properly at this low elevation and I'm always gettin' the sniffles from that miserable ocean breeze. |
21320 I knows where I seen ya before. You're the people that are givin' an ass-thorn to the Iron Throne. It's nice to meet you. |
21321 Inbred adventurer types, always so huffy. |
21322 If you're here to go on Ike Cascadion Vendar's tour, then make sure you bring back a little treasure for us. Fenrus took the tour, but he didn't bring back a thing. He just sits on the dock braggin' about his trip. |
21323 Don't tell her that I said so, but I hear that Mistress Mallory has the Calimshan itch. |
21324 The price is fair for the danger involved. Take it or leave it. |
21325 It's so exciting that they've found Balduran's ship. He was the hero who founded Baldur's Gate, you know. Sailed away one day and never returned. |
21326 It's a good year for codfish. I'll have fried tongues for me boys tonight. |
21327 It will have to do. I'll take it. |
21328 Thank you, my lady. |
21329 Excuse me, I don't have time to talk. |
21330 In that case, I'm not interested. |
21331 Get out of my way, woman! |
21332 The pleasure is mine. |
21333 A large shield inlaid with a golden griffin. This shield, also known as the kite or tower shield, is a massive metal shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. Strangely enough, this shield feels unusually light for its size. STATISTICS: Equipped abilities: – Armor Class: +1, an extra +1 vs. missile attacks Requires: 10 Strength Weight: 4 |
21334 Farewell, Hurgan. |
21335 Farewell, Hurgan. |
21336 Ain't you the folks who been cleaning up the Sword Coast? |
21337 I hear that Ike Cascadion Vendar is starting up tours of Durlag's Tower. Maybe you could clean up that evil place as well. If you're interested, talk to Fenrus. He's a fountain of knowledge about Durlag's Tower, and he took Ike's tour as well. |
21338 Oh, sorry. Never mind then. |
21339 That Mendas, he's a snob, he is. Never a kind word for anyone. Thinks he's better than me on account of his education. |
21340 Hey, pal, did you hear that they found Balduran in the Trackless Sea and they're bringing him back to rule Baldur's Gate? |
21341 You're new in town, too. You friend of that scholar, Mendas? |
21342 Well, at least you're kind enough to stop and talk, unlike your friend. |
21343 Welcome to Ulgoth's Beard. I hope you have a pleasant stay. |
21344 Hello, stranger. If you're lookin' for adventure, you should talk to ol' Ike Cascadion Vendar. He'll set you up for a reasonable price. I was down at the docks this morning, talking to Fenrus about it. Fenrus loved the tour. Ask him yourself if you don't believe me. |
21345 That guy from Waterdeep sure keeps to himself. He only leaves his house a couple of times a month. |
21346 So I says to the fish, "I don't like you and you don't like me, but let's try to make this work for the minnows' sake." |
21347 You'll have to excuse me. I have to feed Bert. |
21348 My sea bass. |
21349 He's very, very hungry... hungry for blood... |
21350 I sure wish I could go and see Durlag's Tower. Even Ike's low prices are too high for a simple fisherman such as myself. My buddy Fenrus went on the tour. You should ask him about it. He's down at the docks most days. |
21351 Come to old Dushai, ye do. Come to drink of me gnomish knowledge. |
21352 Mendas? I do not know this name. I had hoped... one of our kin left the home some time ago, and I thought he might have send you. Selaad was his name, and he was our chieftain. I know not Balduran either. He was not among our founders; he never belong as we. The wreck I have not seen for year upon year. But know where it is, I do. |
21353 My wife says that Ike Cascadion Vendar made a pass at her. I'd break his spine except my wife says that everyone makes a pass at her. |
21354 I'd even go so far as to believe her if she wasn't so ugly. 'Course I ain't no foppish nobleman myself. Why am I telling you this? |
21355 You pirate, or just beachcomber? Not much to salvage left on the vessel after so many years. Maybe few trinkets, but I have not been in year upon year. We took all that could carry. |
21356 Miserable day, it is. I think I got Sune's Horizontal Dancing Disease from Mistress Mallory. |
21357 I see. You are luck out of then, as the ship-home is old and crumbled. Little to be found I think, though I have not been to see in year over year. |
21358 Have you tried to repair it? Maybe we could use it to rescue ourselves? |
21359 Is there any other way off the island? We are stranded just as you are. |
21360 Have you tried to repair it? Maybe we could use it to rescue ourselves? |
21361 Have you tried to repair it? Maybe we could use it to rescue ourselves? |
21362 Is there any other way off the island? We are stranded just as you are. |
21363 Is there any other way off the island? We are stranded just as you are. |
21364 That would be us. |
21365 Uh... yes. Your fame has spread far and wide and adventurers such as ourselves could not pass through Ulgoth's Beard without stopping to see you. |
21366 Repair is not likely. It has been age upon age since landing and freedom. Our wreck was skeleton then, and will not have endured the years as well as we. I have not been for long time gone though. |
21367 No, we're just road-weary adventurers looking for a place to relax along the coast. |
21368 Kiel's Morning Star +3 |
21369 I'm sorry, have we met? |
21370 We know of him, yes. |
21371 Why have you not visited the wreck in so long? |
21372 Sorry, never heard of the fellow. |
21373 I sincerely doubt that you have any knowledge that would be of interest to me. Why don't you take your arrogant assumptions and return to your home for the aged where, undoubtedly, your deathbed awaits? |
21374 Is there any other way off the island? |
21375 Who is Bert? |
21376 Carry on then. |
21377 It is not safe to go. Cursed by beasts, this island is. Our wall protects, and we fight tooth and nail. The village is refuge, but the island is wild. There are those that do not belong; they are death to us, and we to them. |
21378 Certainly, old woman, if you have knowledge to depart then you have my ear. |
21379 This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: Special: – Causes the wielder to go berserk – May only be removed with a Remove Curse spell THAC0: +3 Damage: 2d4+3 (crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 10 Strength Weight: 10 |
21380 There is a way. We did start to build a ship-home. After all, if we can build the wall and village, we can build the craft to leave. The first of the mothers were concerned with survive, but now we wish to go. The beasts have caused us trouble no end though. We could not build ship-home on this edge of island because of reef and cliffs below the sea. The other side of the isle is calm, but the creatures live there. We have fought tooth and nail, but we wish peace in life. Perhaps... perhaps you can help? If you kill the beasts, we would be free to leave all. I trust you have charts for sea directions? If we could finish ship-home, we could be delivered all. |
21381 A charmer ye be. Even in me younger days I never believed that I held fame beyond the Beard. I know that ye follow Balduran's path to far Anchorome. This is easy to discover for an old woman that knows to heed the whispering stones. |
21382 Well, unfortunately for you, senility has set in and your ravings hold no interest for a young and sane person such as me. |
21383 What other knowledge do you hold? |
21384 I'd love to stay and chat but it is nearing the time of departure for the very adventure of which you speak. |
21385 Perhaps we could help you, but what is in it for us? What would be the payment? |
21386 Is there any other way off the island? A way around the "beasts"? |
21387 How very rude ye be! Ye best apologize, for your callous remarks have wounded me delicate spirit. |
21388 I've had enough of you, old gnome! Leave me be! |
21389 I am sorry, ma'am. I spoke wrongly, and I beg your forgiveness. Adventuring can be somewhat stressful, and I have, unfairly, taken it out on you. |
21390 You'll get no apologies from me, crone! |
21391 I agree wholeheartedly. I will defeat these beasts and rescue us all! |
21392 I must know what beasts you speak of. What must we fight? |
21393 I don't want to become a part of this. Sorry, but I will not help. |
21394 You ask payment? Is rescue not payment? You are trapped here just as we. Without our ship-home you will live and die as we. Perhaps we would let you join and belong, but still it is lonely life. If you will not help, then you will live as we forever. You will paying yourself. |
21395 The beasts? They evil, and kill us on sight! We have held them back, and lived as human as we could. They are animals, and live as wolves or carrion-feeders. They disgust, and we despise them. |
21396 Nay, we have not. I know that ye follow Balduran's path through the Trackless Sea. The stones have told me so. |
21397 Wolf-like, but not wolves. Man-like, but not men. I sorry, but I do not know what you would call them. All we know is that they are like us, but not like us. They do not belong. |
21398 I'd love to stay and chat, but it is nearing the time of departure for the very adventure of which you speak. |
21399 The sturdy, steel-banded helm is dented and scarred from heavy use. Dwarven runes are set into the metal above the brow. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
21400 Then you will remain here trapped as we. Perhaps you will belong some day, but not for now. You are exile, and we will not help you if you don't help us. Perhaps you will change your mind, but nothing will change until you do. |
21401 Well, unfortunately for you, senility has set in and your ravings hold no interest for a young and sane person such as myself. |
21402 Wonderful! You will help us and we will help you. Together we leave this isle and take our children to the world. You will find the gates are open to you. Please close tightly behind, and we shall guard while you search. They have a leader, the beasts do. Their howling calls him Karoug, but it is hard to understand for sure. |
21403 What other knowledge do you hold? |
21404 Ye walk quite blindly into this adventure. I know something of Balduran's story and will share it with you. I require only a bit of gold for me research expenses. |
21405 Of course. Will 50 gold pieces do? |
21406 Alas, I am quite bereft at present. In fact, I was about to ask you for a loan. |
21407 Perhaps 100 gold pieces will satisfy your muse? |
21408 This is the helmet worn by Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical. STATISTICS: Equipped abilities: – Protects against critical hits – Protects against all forms of panic and boosts morale Weight: 2 |
21409 As ye will, adventurer. Should ye wish to hear the story of Balduran at another time, here I shall be. |
21410 A pleasant day to you all! My name is Fenrus Boulon. I am honored to have you speak with me. How may I be of assistance? |
21411 Oh yes, I will leave ye. This'll teach ye not to be rude with Dushai when she offers help. |
21412 Good day. I am Fenrus Boulon. Is there something you need? |
21413 What is it, beggar? I am Fenrus Boulon, a very busy man, so out with it. |
21414 All right, all right, I will agree to help you. |
21415 Sorry, but I must insist that I receive some gold for my efforts. |
21416 Well spoken. Perhaps ye have found your manners at last. Ye walk quite blindly into this adventure. I know something of Balduran's story and will share it with you. I require only a bit of gold for me research expenses. |
21417 Of course. Will 50 gold pieces do? |
21418 What are these beasts? Why are they so dangerous? |
21419 This is not my problem. I will not help. |
21420 Alas, I am quite bereft at present. In fact, I was about to ask you for a loan. |
21421 Perhaps 100 gold pieces will satisfy your muse? |
21422 No respect on me own doorstep. Perhaps ye could use a time out to think upon what ye have said. |
21423 Indeed, I have. 'Twas a wonderful tour although somewhat steep in price. Why do you ask? Perhaps you are entertaining thoughts of following in my footsteps? |
21424 Is rescue the only payment you can offer us? What shall we receive for risking our lives? |
21425 Say no more, I shall deal with them immediately! |
21426 It will, at that. Listen then, and learn. As ye may know, Baldur's Gate was named for the legendary seafaring explorer Balduran, who long ago sailed past Evermeet in search of the rich, fabled isles of Anchorome. Balduran returned with tales of strange, vast lands across the seas. He also brought back much wealth and scattered it about his sparsely settled home harbor. So Baldur's Gate was born. |
21427 That was very informative, but exactly what type of creatures are they? |
21428 He then set sail again for the wondrous lands he had found. Balduran never returned. Some say he sails still, finding new lands in the endless reaches of the far sea, or even that he sailed off the world and fares now among the stars. Others whisper that he met with misfortune and perished in the deeps, while still others believe that he lived to a ripe old age in his newfound home. |
21429 Perhaps you will discover his fate on this island that you sail to, perhaps not. Regardless, I wish ye well on your journey and may say no more. |
21430 I do not wish to become involved. Get help elsewhere. |
21431 A bit of a buffoon ye be. Have it as ye will. Come and see me when ye are done with your wretched jests. |
21432 Peasant! Inbred child of goatherders! I will not suffer these implications for a moment longer. |
21433 Nay, ye must do better than that. |
21434 Waste my time, will you? Hmph! |
21435 The tale of that ill-fated tower is a fascinating one. Durlag Trollkiller, a great dwarven hero, built the tower. Over a long and successful career, Durlag amassed a great hoard of treasure. Rumors spoke of rooms full of gems and a great hall strewn with dusty heaps of gold coins. |
21436 With the aid of hired dwarves, Durlag dug many chambers and passages in the tor and raised the lone tower above it, planning it as a seat where he could found a dwarven community and grow old in peace, surrounded by happy, prosperous kin. |
21437 Instead, doppelgangers, organized and aided by foul mind flayers, slew and impersonated Durlag's companions. After the shocked dwarf discovered the first impersonation, he was attacked by all the others and spent a terror-filled tenday frantically fighting through his own fortress, chased by monsters who wore familiar forms but sought his death. |
21438 In the end, alone and victorious, he was powerless to stop the fleeing illithids. Fearful they'd return, Durlag hired the finest craftfolk he could find and began to rebuild his tower and the tor beneath as an elaborate succession of traps, magical wards, secret passages, sliding prison chambers, and triggered weapons. |
21439 Is rescue the only payment you can offer us? What shall we receive for risking our lives? |
21440 Say no more, I shall deal with them immediately! |
21441 I do not wish to become involved. Get help elsewhere. |
21442 I'm trying to meditate, adventurer. Come and see me later. |
21443 Have you changed minds? Will you help in our dilemma? |
21444 What were these creatures? How dangerous are they? |
21445 Kiel's Helmet |
21446 I will help as best I can. |
21447 I demand payment for the help I can give! |
21448 I still do not want to help. |
21449 For several centuries things went on like this, as the increasingly eccentric Durlag lived on fungi and, it is cruelly whispered, the bodies of intruders. At length he died, and presumably his bones still lie in some inner room, guarded by thousands of deadly traps. |
21450 After having seen the first few rooms of the tower myself, I can say that it must be as dangerous as the legends portend. It is a fascinating place to visit and I strongly recommend that you take a tour. I must be off now. Farwell and enjoy the tour. |
21451 Were you... successful? Did the beasts fall before you? |
21452 I am pleased to meet you. Have you gone on the tour of Durlag's Tower? |
21453 I am pleased to meet you. Have you gone on the tour of Durlag's Tower? |
21454 I am pleased to meet you. Have you gone on the tour of Durlag's Tower? |
21455 I don't care that you are Fenrus Boulon. You are obviously no one of importance. |
21456 I don't care that you are Fenrus Boulon. You are obviously no one of importance. |
21457 I don't care that you are Fenrus Boulon. You are obviously no one of importance. |
21458 I'm sorry to bother you. I need nothing at this time. |
21459 I'm sorry to bother you. I need nothing at this time. |
21460 I'm sorry to bother you. I need nothing at this time. |
21461 We thought that you might find the time to share some of your knowledge of the Tower and of the tour. |
21462 Don't flatter yourself, Fenrus. We just want some information and we want it now. Stop feigning importance and tell us what you know of the Tower. |
21463 Don't flatter yourself, Fenrus. We just want some information and we want it now. Stop feigning importance and tell us what you know of the Tower. |
21464 Then I shall have to go without your knowledge. |
21465 Thievery! Surely you hold no knowledge that is worth more than 50 gold. Away hag. |
21466 100 gold then. Will that do? |
21467 I can say nothing more that will help ye. |
21468 They did, and now our way is clear. We can escape as soon as you show us where your new ship is. |
21469 I have not killed them all yet. I will keep trying. |
21470 I met a strange mage out there. He was mad from isolation, but he had much to say. |
21471 Greetings, adventurers. You must excuse me if I've nary a happy word to share this day. There has been a loss in the family, you see. |
21472 Noble people, I beg your forgiveness for my grim visage. There has been a disappearance in my family. I still mourn the loss. |
21473 Please leave me be. I am in mourning. |
21474 Unless you wish to search for my errant son, then no. |
21475 May your stay in Ulgoth's Beard be happier than mine. |
21476 I have done nothing to deserve such unkindness. Leave me to my mourning. |
21477 I have, or perhaps I should say had, a son named Dalton. He fell in with a crew of adventurers from Waterdeep. Dalton was always obsessed with the idea of being a hero. Alas, he has neither the brains nor the ability. Such is a mother's lot in life, however, to watch her children perform acts of idiocy despite her warnings or concerns. |
21478 My poor boy took those acts of idiocy to the extreme. He and his thick-skulled cohorts took it upon themselves to plumb the depths of Durlag's Tower. They bought a ward token from that shyster, Galken, and made ready to leave. Though I begged and cried, Dalton still insisted on going. The band never returned. I fear that they were destroyed by the mad dwarf's machinations. That is the tale, sad but true. |
21479 If you say so. Excuse me. |
21480 Thank you so much. Such kindness from strangers is unheard of in this harsh life. I will await Dalton's return with breathless anticipation. |
21481 Thank you for rescuing Dalton. He arrived back here just a few days before you did. The tales he had to tell were quite fantasticâ€â€demon knights! Well, it was nice seeing my son even if wasn't for long. Here are some of my savings for your time. |
21482 Your rescue may have been in vain, however. Dalton has set off in search of adventure again. That stupid, stupid child. |
21483 I must return to my worrying. Excuse me. |
21484 Worry not, lady. Is there anything that we could do to help? |
21485 Worry not, lady. Is there anything that we could do to help? |
21486 Worry not, lady. Is there anything that we could do to help? |
21487 I see. We shall not bother you any longer, in that case. |
21488 I see. We shall not bother you any longer, in that case. |
21489 I see. We shall not bother you any longer, in that case. |
21490 I care not for your petty problems. I have questions that need to be answered. |
21491 I care not for your petty problems. I have questions that need to be answered. |
21492 I care not for your petty problems. I have questions that need to be answered. |
21493 Tell us the tale and we might be able to help. |
21494 As you will. Good day. |
21495 I wish I could help, but we have other concerns at present. |
21496 Rest easy, woman. We will find your son if he still lives. |
21497 He deserved his fate. Cease your pointless weeping. |
21498 Believe him not! He does not belong! He is as mad as the beasts and almost as dangerous. |
21499 He said that it was not a reef that claimed your original ship. The beasts were aboard, and killed the crew. |
21500 I will mention it no more. He was clearly deranged. |
21501 Enough of him then. I did kill all the beasts, as you had asked. |
21502 I have not killed them all yet. I will keep trying. |
21503 He must have been. He does not belong, and the isolation has harmed his sense. Were you successful at killing the beasts? |
21504 I was. Our way is clear and we can leave as soon as you show us where the new boat is moored. |
21505 Halt, land-dwellers. Who gave you leave to approach my home? |
21506 Not yet, but I will continue trying. |
21507 The strength of my steel gave me leave. We have come to retrieve a fisherman named Evan, whom you have lured here with your foul magic. |
21508 Sorry, I thought this was the local tavern. |
21509 I am <CHARNAME> and these are my companions. Perhaps you could explain what happened to that fellow behind you. |
21510 You are not of his kind, why do you care about this beast? |
21511 I will no longer consort with such as you. Leave me to my solitude. |
21512 Please do so. We must be free of this place. A home it has been, but we long to run in new woods. |
21513 Your questions are insulting. Give us the body or die. |
21514 There were deaths when we came to this place, but I assure you, only those that live in peace survived. We fled the sinking ship-home and began life anew. There were those that could not belong, they did not wish to join and threatened the founders with death. |
21515 We are here to bring that man home to his family, witch. What have you done to him? |
21516 You're right. We aren't from the island. We came to find this man, or at least his body, at the request of his brother, Evalt. He appears to be dead. Perhaps you could explain the events that led to his death. |
21517 Everything worked out for the best then. You survived and built this fine home. I will continue to help you. |
21518 You accuse me of foul play? I fought to defend myself from this monster. I will defend myself from you if need be. |
21519 What do you mean by not being able to "belong"? |
21520 The evidence of your foul play lies on the rocks beside you, blue-skinned wench. You will pay for your crimes. |
21521 Then you are truly deserving. No more thought of fight or flight, for now you will belong as we. Hear the tale, and join our humble legion. |
21522 How can you claim self-defense when it was you who lured him here with your song in the first place? |
21523 Perhaps we spoke out of turn. If you killed him in self-defense, then we only wish to retrieve the body and leave you be. |
21524 I doubt that you would understand. Nevertheless, I will attempt to explain. I am a sirine, and as such must mate with a human male. My song lures them to me and the males are most happy to oblige. Normally, both parties will benefit from the exchange. It is my time to mate so I lured this fisherman to me. He attacked me and tried to force himself upon me. When my song no longer affected him, I took more drastic measures. This monster deserved to die. Perhaps even land-dwellers can understand that. |
21525 They did not wish to become as we are. They fought our mothers' grandmothers without thought, and would not reason. Balduran led them, and because of his leadership many on both sides died. I do not know his fate, only that he killed many, and so the ancestors left him to his sinking ship. He would not belong, and now we know not to ask. You will know peace with us, because we do not wish to harm our saviors. You who would help us to leave. |
21526 You did what you had to do. We would have done no less. We wish only to retrieve the body and leave you be. |
21527 Now you will belong. It not so bad, and you will begin to feel as we in a short time. It may be... unstable for a time. You may... hurt... but you will live, and we shall all go to new forests and plains with your maps and our ship-home. I will hold the sea charts for now, please you will give. We welcome you to wolfen-kind, and to family you now belong. The beasts you have killed were animal and evil, but we are proper lycantho, and noble in our peace. |
21528 A likely story, murderess. Your lies are useless against me. |
21529 You lured that man to you by magic. Obviously, your magic failed, and he fought to be free of your spells. I shall avenge his death, temptress. |
21530 What have you done?! I will fight you to the death! I will never "belong"! |
21531 He is a beast. He had to die. |
21532 You did what you had to do. We would have done no less. We wish only to retrieve the body and leave you be. |
21533 You have infected me with... lycanthropy? You are utterly evil! |
21534 A likely story, murderess. Your lies are useless against me. |
21535 You lured that man to you by magic. Obviously, your magic failed, and he fought to be free of your spells. I shall avenge his death, temptress. |
21536 That doesn't sound too bad, I suppose. We shall be free to run... |
21537 Well-spoken, land-dweller. You may have the monster's corpse if such is your wish. |
21538 Can you not sense what the man was? If you consort with such then the sea cries for your death as well. |
21539 You bestow an injustice upon me. I did not wish to kill you, but you forced my hand. |
21540 You there! Where do you think you're going? |
21541 Ungodly ones! This place is not for you. Leave immediately. |
21542 Look elsewhere. This is private property. |
21543 You! The usefulness of your party is exhausted. Our god will suffer no intrusions. |
21544 Do not profane this holy place with your corrupted suggestions. Begone! |
21545 People like you will be cleansed from this world with fire and blood when the new god awakens. |
21546 You already do. You just don't know yet. It will come. |
21547 Hold your tongue, cur. I do not answer to one such as you. |
21548 Never! Die monsters! I will kill your evil and find a cure! |
21549 We are merely looking around. |
21550 I guess it's not that bad, really. We shall be free to run... |
21551 We know that the cult resides within and we have come to retrieve the dagger that was stolen from us. |
21552 But you have infected me with... lycanthropy? You are utterly evil! |
21553 I had hoped you would see different. So be it. You not belong, now or ever. Now the village must see as you truly are, an outsider who will harm. I will take your charts from you, as we might have some use for them. Die then, before our gift takes you. |
21554 Not so. We have a gift as a race and wish to share with many. You will see, now that you are welcome. You who would help us to leave will belong and be welcome. |
21555 You must be the ones whose boat broke up on the reefs. Our headwoman, Kaishas Gan, will want to speak with you. |
21556 Hold your tongue, Tailas. What do you speak of? |
21557 Brave heroes, eh? Fools more like it. |
21558 They would be our saviors, Tailas, and you threaten? What sense is this? |
21559 You would turn our own against those who would save? Fools you are! <CHARNAME>, I absolve you for what you must do. I must take your charts, as I cannot see them damaged in the coming conflict. Defend from what comes. I will decide later what to do about the gift. |
21560 Silence, cur. Think carefully before you speak to your betters in such a manner. |
21561 Have we offended you in some way, sir? |
21562 We claim to be neither heroes nor fools. Explain yourself. |
21563 Now you are my betters? Go and be destroyed by the evil wolves if you wish. You outsiders bring only trouble anyway. |
21564 My apologies. You have not offended me. I only wish to protect my people from the disease of too much hope. Everyone knows that you go to fight the evil wolves. I have fought them often and I know their strengths. I do not think that you can destroy them. Perhaps you are great warriors, as the villagers believe. As they want to believe. If so, I will respect your abilities and wish you luck. Perhaps you only wish to be heroes. If so, I respect your courage but doubt that you will survive the day. |
21565 I say NAY, Kaishas Gan, and others with me! |
21566 You are entitled to your opinion. Allow our actions to speak for us. We will not demand your respect until we prove ourselves before you all. |
21567 These mongrels are NOT welcome! We pure of blood from ages of the change. These cattle not as we! We should kill those that take the bite! They will only dilute our grace! |
21568 The best sense! I sense their filth, their... their difference! We are pure and should stay so! None will let them live! I have told to the village their hatred, and the things that their kind does to we! Believed me our people have! These mongrels will not leave alive, but we shall! With ship and maps! |
21569 I'm not interested in your opinion. By all accounts, you people have never left this island since your ancestors were shipwrecked here several centuries ago. You will forgive me if your opinion holds little weight with me. Now run along, toy soldier, I think there are some weeds to battle in the garden. |
21570 You say that you have fought these beasts. Tell us what you know about them and their weaknesses. |
21571 You... You do not belong! I smell outsider on you! Get away from me! Go speak with Kaishas. She may deal with the like of you, but I will not! |
21572 It is my job to protect the people of my clan from all dangers, including your promise of deliverance from the man-wolves. I have fought the beasts. You and your handful of warriors have little chance of defeating these monsters. I don't want you running around making promises that cannot be kept. |
21573 You are entitled to your opinion. Allow our actions to speak for us. We will not demand your respect until we prove ourselves before you all. |
21574 I'm not interested in your opinion. By all accounts, you people have never left this island since your ancestors were shipwrecked here several centuries ago. You will forgive me if your opinion holds little weight with me. Now run along, toy soldier, I think there are some weeds to battle in the garden. |
21575 So you have been given free leash to walk in our village, have you? Well, I care not! You will stay away from mine. Others may accept you, but not I. I and others, too. |
21576 You say that you have fought these beasts. Tell us what you know about them and their weaknesses. |
21577 May luck be with you, then. You shall need plenty of it. |
21578 Watch your step in my village or I will kill you. |
21579 The wolves can appear to be human, but don't be fooled, they are animals at heart. They will kill for pleasure as much as for food. The younger wolf beasts are much weaker than their elders. They are dark brown in color with some black fur. They are completely tactless. They will attack without thought regardless of the odds. |
21580 Surely the way can be opened for us. Will 200 gold pieces suffice? |
21581 The older beasts are black with some silver fur. They are powerful and cunning foes. Some of them can even cast spells. They live on the ship of our ancestors. A great black brute rules them. He calls himself Karoug. The beasts cannot be injured with normal weapons. Only blessed or enchanted weapons will harm them. They will always change to their true form to attack. That is all that I can help you with. I hope that you are successful. |
21582 I thank you for destroying our enemies. We are in your debt. |
21583 All right, we'll leave. No need to get huffy. |
21584 If you have a brain, you'll realize that you are the one who should be leaving. Move aside or die! |
21585 You tire me, cultist. Draw a blade and fight! |
21586 You have done what must, but now I stop. Here you hold, and here you must die. |
21587 Why should we fight? We can still leave on your ship. Give us back the sea charts and we can all go. |
21588 You will die like the rest of your kind! Monsters, all of you! |
21589 I do not wish to exterminate you all. Just give me the charts and the ship and I can go. |
21590 Why must we fight? Cannot let you leave knowing all this. We could have existed peacefully, but now you have fought and will never accept. Others will come to kill or capture. Adventurers like you always come, do they not? No, I must fight, and you must die! We may still have hope if Selaad returns, but you cannot help anymore. |
21591 So it must be. We not leave, but neither will you. None must know of us, not know that we are threat. You will die, even if we must as well! Perhaps Selaad will bring another ship, but for now none will leave. |
21592 I cannot speak with you at this time. Please leave me to my work. |
21593 Such generosity, but if you leave you will exterminate anyway. Others will come, other fools just to fight the "evil" we are. No, we must remain alone here now, and so must you. Die and sleep, and you will not know the loneliness. Perhaps if Selaad returns we will try again. Until then, we stay. |
21594 Strangers! How is it possible? You must speak with Kaishas. |
21595 Hello, good people. I am Maralee. I have heard that you will fight the wolves in the old ship. Is it true? |
21596 Aye, we will seek them out and destroy them. |
21597 I don't know what you're talking about. Leave me alone. |
21598 It is true. What business is it of yours, wench? |
21599 Please help me, stranger, I have no one left to turn to. |
21600 What is it, girl? |
21601 That's too bad. I'm not a braindead paladin to be ordered about by any pretty girl that turns my head. |
21602 I won't help you either. |
21603 My baby is alone out there, you heartless outsider. |
21604 I did not mean to be rude. I am just so worried about my child. I guess that you are not the people to help me. |
21605 Oh, cruelty! A child's life hangs on your whim. |
21606 My baby, they have him! You must save him! Oh, please! |
21607 Explain yourself, girl. What child? |
21608 I care not. Get out of my sight. |
21609 Slow down, miss, you have my attention. |
21610 Stop your sniveling, wench! |
21611 Show me some gold and then we'll talk. |
21612 It has been so hard not knowing. Two moons ago my husband took my son out hunting with him. They were attacked by those horrible wolf-creatures. They... they killed my husband and took my baby. Kaishas says that they took the baby away to eat him, but I know he's still alive. |
21613 They won't go and look for him and they stop me from leaving the village. You have to help me! |
21614 I could never turn my back on a child who is in distress. If he is still alive, I will find him. |
21615 Of course I'll help you. What does your child look like and where was he last seen? |
21616 Obviously, your child is dead. It's a waste of time to go and look for him. You should listen to Kaishas. |
21617 Thank you friends! Please bring him back to me. |
21618 He's a beautiful little boy with dark hair like his father. He is three moons old and his name is Peladan. They took him from my husband northeast of the village, in the woods. |
21619 Have no fear, Maralee. No cowardly monsters can keep me from the child! |
21620 You didn't say that I'd have to leave town. I'm afraid I can't help you. I'm afraid of monsters. |
21621 Please find Peladan. You are my only hope. |
21622 My son, my son! I have missed you so much! Thank you, friends. I am forever in your debt. |
21623 My friendship is yours forever, heroes. |
21624 Hello, you... you smell funny. You swim in? |
21625 Begone, child! I have no time for you! |
21626 Leave me, child! I don't have time to speak with you! |
21627 Hello, child. You are quite brave to speak with strangers washed-up on the beach. What if we were dangerous? |
21628 Shouldn't speak with strangers, child. What if we were dangerous? |
21629 Yes, child, I did swim in. Our ship sank and we are in need of shelter. |
21630 Eww, you act mean. The village won't like you if you act this way. They will not trust you anyway 'cuz you don't belong. Be nicer, okay? |
21631 Sorry, little one. I am just a bit winded from my long swim. I will be nicer once I dry out. |
21632 I should speak with you later. I need time to collect my thoughts. |
21633 I will act how I choose to act. If you don't like it, then move along! |
21634 Maybe I help you look? No, you were speaking funny like Mommay sometimes does. Okay, I wait a moment. |
21635 You better now? I have to go soon. |
21636 I would like to speak more with you. How did you come to live here? |
21637 Then go. I have no further need of you. |
21638 Fine, I will! |
21639 No, I think it will be you that moves. This is our home, and you are the one who does not belong. The others will not like you at all. Goodbye. |
21640 No time? You have all the time. If you swim in, then the island-home is yours now too. No way to go 'cept swimmin' out to the mean old fishies. They gots teeth bigger than my daddy! You'll be staying here now. Maybe even get to belong like us. |
21641 Belong? Who else is here? You are not alone, are you? |
21642 What kind of community could exist on this deserted isle? Certainly nothing I would want to "belong" to. |
21643 Silly, you not dangerous. You are driftwood and all soggy and hurt. You are from outside, but maybe you belong if you are nice. |
21644 Then I will try to be nice. Who lives here? You are not all by yourself, are you? |
21645 I am sure there is nothing here I would want to be a part of. I will be leaving as soon as possible. |
21646 If you get mean, then the village won't let you stay. You don't belong, so I'd be nice or you'll have to swim home. Fishies out there have big teeth, and the rocks hurt ship-homes. |
21647 I certainly don't want to dare the sea again any time soon. What about you? Are you alone here? |
21648 I am sure I will be leaving soon. I don't want to stay in this deserted hole any longer than I have to. |
21649 And who is going to send me back amongst the fishies? Move aside! |
21650 Okay, I believe you. Not see many that swim in. Many float, but don't wake up. Fishies are mean and cliffs hurt ship-homes. You lucky. Still smell funny though. Maybe you stay and belong? |
21651 Belong to whom, little one? You are not alone here? |
21652 Maybe I will stay and take over. This place looks pretty deserted and primitive. |
21653 Perhaps I shall stay, though I doubt you or anyone else could tell me otherwise. Move aside. |
21654 Alone? Of course not, silly. There's Mommay, Poppay, my brother too. We've got neighbors too. The village is very nice. It's boring sometimes, but I like it. |
21655 The seas are treacherous in this area. How did you come to live here? I saw no ships nearby. |
21656 A lovely story, child, but I must be going now. Perhaps we will meet later? |
21657 I tire of speaking to you. Leave me be. |
21658 Mommay says great-great Grammay came here on a ship-home like you. Somethin' happened and they had to swim or be caught by the fishies. The ship-home is here somewhere, I guess. We're not allowed to go there. |
21659 You do not seem alarmed to see me. How often do strangers come here? |
21660 Very interesting. I must be going now, but perhaps we will meet later? |
21661 I grow weary of your voice. Move along. |
21662 Not very often, and they don't always want to make friends. That's what Mommay says, but I never seen anyone that doesn't belong. Until I meet you, anyway. You still smell funny, but you not scary. Not like the beasties. |
21663 The "beasties"? What do you mean? |
21664 I have enjoyed our chat, but I should make my way inland. |
21665 I don't care to continue this chat. Move along, will you? |
21666 The beasties are scary. They sometimes look like us, but they change and get mean. Mommay says they are nothing more than animals, but the other animals don't hate us so much. Maybe... maybe you will help us? |
21667 Perhaps, but I should meet with your people and find out what is going on first. |
21668 Perhaps I will, if there is something in it for me. |
21669 Not likely. I don't risk my neck for strangers. |
21670 Yeah, you go to the village and speak to Mommay's friend, Kaishas. She leads while mister chieftain is away. Dunnow where he went, but he's away and you should speak to Kaishas. I gotta go, but maybe we will see each other later, maybe I too busy playing. We'll see. Bye-bye! |
21671 Maybe Mommay could give you something, but you are better to speak with Kaishas. She leads while mister chieftain is away. Don't know where he is, so speak with Kaishas. I gotta go. Bye-bye. |
21672 You're not very nice, are you? I thought you were, but I was wrong. Kaishas will not like you at all either. You'd better be nicer to her. I'm just a pup, but she rules our home. Goodbye. |
21673 Heya, you can hide over here! |
21674 I know they think you are mean, but you were nice to me. We still friends, okay? |
21675 Yes, little one, I still wish your friendship. |
21676 I only wish to leave this place! I want nothing from any of you now! |
21677 You will all die in my wake! |
21678 Well, good! I knew you weren't so mean. The others get all worked up and distrust everyone, but I know nice when I see it. Just like these flowers I found. They are nice too. Pretty, and smell nice. Want some? |
21679 Certainly. I would love some. I also need a way out of the village so I don't have to hurt many of your people. |
21680 I have no time for your flowers. I need to get out of the village without getting hurt. Do you know a way? |
21681 No, I don't want any of your silly little flowers! Tell me how to get out of here or I will have to kill everyone! |
21682 Well, fine, just you run then, and run fast you'd better! They catch you, they gonna make you hurt! |
21683 You gonna hurt us all?! You're not nice like I thought. You are a big liar! I hope they hurt you bad! |
21684 You gotta go? Yeah, I suppose you do. Okay, I tell you how to get out okay and safe. They gonna watch the gate for you, but you go by the east beach and look along the wall. There's a hole that I get out through sometimes. Mommay never knew about it, even though I would bring back flowers for her. You'd better go fast. I try to make them think you went another way, okay? Please try not to hurt many people; they just want to be left alone, mostly. |
21685 I s'pose I do, but you can't tell anyone I told you. They would be mad at me for sure. I get out through the fence along the east beach. Mommay never found out, even though I bring flowers back for her. You go that way and you will be okay, okay? Please try not to hurt too many. Most of the village is happy here by themselves. Don't want to hurt anybody. They don't trust you though. I gotta go, bye bye. |
21686 You run by the east beach and get through the wall there. You run, and run fast and maybe you make it. You yell like that again and maybe you won't. Poppay will find you and hurt you, so go now. Goodbye! |
21687 Heya, silly. You talk to Kaishas yet? She will wanna ask you somethin', I'm sure. Better go before Mommay sees me talking with you. |
21688 You gonna help us all? That's great! I knew you would! |
21689 You gonna help us? Maybe you not so mean after all. I dunno though. You better be extra nice, and then I see. |
21690 Well, hello there. You are an... outsider, are you not? I have not met one of your kind before today. Mentioned the world outside once or twice the elders have, but never did they say that creatures of such beauty could exist. You are an alluring presence, and I welcome you. |
21691 Quite the wolf in sheep's clothing, aren't you? I like a big, strong man that isn't afraid to say what he thinks. |
21692 Careful what you say, lest you cloud my judgment and I give the local lasses some competition for you. Wouldn't want to hurt anyone's feelings, so I'll just let them have you. |
21693 Stow the sweet talk malarkey before I feed your words back to you on a platter! I don't take kindly to fools like you trying to paw their way into my good books. |
21694 I am no wolf! I am man first and foremost! The wolf remains among the animals and beasts, and is unworthy of life in our village! You insult me deeply, and I bid you farewell! Leave me! |
21695 Heh, I understand your answer, and shall leave you to your thoughts. Know that I think well of you, and would paddle across a thousand oceans for but a look at your gracious smile. |
21696 Well, I see that your beauteous exterior hides a mongrel within. You have not done much to endear me to outsiders. Begone from my sight. |
21697 It would seem the others were right about outsiders after all. You will not escape this island home, m'lady! |
21698 Hold! I shall not harm you! You may be outsider, but that is no excuse for others to seek your death. Follow me, for I know a way out of the village less dangerous. There are warrens beneath the chieftain's hut to the northwest. Follow and I will lead. |
21699 Well now, who've we here? You're a fine-looking fellow if ever I've seen one. The elders have mentioned the outside from time to time, but never did they say such stock ran hearty in those far away climes. Have you come to stay, or are you just here to break some hearts and begone? I'm undecided as to which I would prefer. You have an... alluring scent that I am quite unused to. |
21700 Certainly a young island girl such as you is unused to my continental charms. Shall we forgo introductions and hide ourselves away in the woods? We shall frolic as animals, free from the constraints of society. |
21701 Your manner is flattering, but I would never be so cruel as to take you away from the lucky men that populate this village. Their pain would be all the greater for having known you so long. |
21702 Keep your affections to yourself! I have no interest in any of you simpletons on this isle! |
21703 We do not consort as animals here! We are civilized and have locked the beasts outside the wall! If you would act as they, then you have no purpose here! |
21704 My, but you are a charmer, aren't you? Just the right words to turn down a lass with no hard feelings left. So be it, you may be kind to the others and leave me for them. I shall think fondly of you though, and should you change your mind I will be here. |
21705 I merely wished to extend greetings, but obviously outsiders are exactly as they say. You are nothing but an uncultured lout! Get away from me! |
21706 You again? You are exactly the kind of trouble the elders said you would be! Outsiders that should be expelled from our village! |
21707 I... I know the others would have you dead, but I'll not raise a claw in your direction. You are just as deserving of life as any other, and I would fight by your side as long as I am able. Follow me, for I know a way out of the village less dangerous. There are warrens beneath the chieftain's hut. Follow and I will lead. That my former friends would attack you shows that they are not who I thought they were, and I feel no shame helping you. |
21708 Step right up folks and HEAR the tale of dread placed before thee. Join with me as I, adventurer extraordinaire Ike Cascadion Vendar, lead yet another group of brave souls through the very SEAT of danger in the realms. To Durlag's Tower we shall go, and witness the perils that have taken the lives of hundreds of courageous men and women. SEE the horror of the treacherous traps! FEEL the presence of the long languishing dead! MARVEL at the wondrous wealth buried below! NOT for the weak of spirit as I will NOT be held accountable for any heart failure during OR after our expedition! Step up, step up! One at a TIME! |
21709 Ahh, good people of noble blood who would throw down the gauntlet in the face of chance! Come see the lengths a man must go to protect what's his. A special package deal of 60 gold for your entire group, not that you would need a discount. |
21710 Hello to you, my friends! Come see the lengths the wealthy must go, just to protect their fortunes. 'Tis a life I'd wish on no one. Just 80 gold for your entire group, and I don't do this for everyone. |
21711 All right, step up, you louts! 100 gold for the lot of ye, but you stand in the back! And if I catch you pinching a single purse, I'll have you run through. 'Tis a dangerous place to which we go, and I've "lost" people before. |
21712 I have no other price, so take it or leave it. |
21713 Is it your purse or yer nerve that's lacking? Well, I'll be here daily if ye fill either. Shoo, I've paying customers. |
21714 Yes, the tower scares away the best of us. I'll be leaving here daily, if you find your spine. |
21715 You have a deal, sir! When are we to leave? |
21716 'Tis too much gold for my purse. |
21717 I'm not interested in your "adventuring" tours, huckster. |
21718 You have a deal, sir! When are we to leave? |
21719 You have a deal, sir! When are we to leave? |
21720 'Tis too much gold for my purse. |
21721 'Tis too much gold for my purse. |
21722 I'm not interested in your "adventuring" tours, huckster. |
21723 I'm not interested in your "adventuring" tours, huckster. |
21724 You have a deal, sir! When are we to leave? |
21725 I'm not interested in your "adventuring" tours, huckster. |
21726 Fine, ye unreasonable skinflint! Keep yer blasted tour! |
21727 That will fill my quota for this trip. We leave forthwith! Remember to kiss your loved ones goodbye, for you may never... see them... AGAIN! Meet me at the base of the tower! You would surely be KILLED without me, but fear not! Only I can enter where others FEAR to TREAD! |
21728 You have a deal, sir! When are we to leave? |
21729 You have a deal, sir! When are we to leave? |
21730 'Tis about time you got here! I'll wait no longer! The others are already inside! If you don't follow me now, you forfeit your deposit! The tour will not be delayed for you! Now, let us get on with it. |
21731 See how she looms before us as we draw near. Never before and never again will the like be seen. A monument to one man's triumph... and his FOLLY! |
21732 The tower and labyrinth below were built ages ago by the dwarven hero Durlag "Thunderaxe," for no less worthy a purpose than to be a home for him and his kin. His enormous fortune occupied ENTIRE rooms, rumored WAIST-DEEP on a man. The wealth he had accumulated was to be the BACKBONE of his clan, but it was ultimately their DOWNFALL. |
21733 The stories of his opulence spread across the land, and the most unsavory of creatures sought to make the tower theirs. All of Durlag's kin and friends were replaced by doppelgangers, and he found himself KILLING the visage of those that he CARED most, just to SAVE HIMSELF. Who among YOU could bear THAT?! In the end he DROVE them from his now sullen home, and vowed that NONE would dare the same again! |
21734 Durlag installed magical locks on the entrances to his inner sanctum, requiring ward tokens to pass. No doubt you have ALL been approached by unscrupulous merchants selling "genuine" tokens to the tower. Indeed, I MYSELF have SEVERAL, but they are mere souvenirs for the mantle. There are but a few AUTHENTIC tokens, and they are rare and EXPENSIVE. |
21735 Those who passed the wards were confronted with the fruits of the paranoia that CONSUMED Durlag. In this sitting room alone are some of the most fiendish DEVICES OF DEATH known to man! Upon the wall hung a picture that, before it was RIPPED from its frame, caused those that looked upon it to freeze in their tracks for ALL TIME! Look with HORROR upon this hapless soul! |
21736 This chair, once sat in, would deliver an UNHOLY spike to your nether regions. IMAGINE the EXCRUTIATING SURPRISE of the UNWARY! Durlag went to lengths heretofore UNKNOWN to keep out intruders! |
21737 We'll take a small break here before moving on, good people. Please, for your own safety, TOUCH NOTHING! |
21738 TOUCH NOTHING and NO REFUNDS! |
21739 Be VERY careful about this tower, otherwise you'll end up burnt alive like the other unfortunate tourist. I would speak with you a moment, because there's something different about you. I can tell you're not buying the hyped-up crap I feed to most people. You've got a look in your eyes that says "I don't believe in danger, I don't know what fear means, and I will go where no sane person ever would!" I think you're just what I need. I have one of the true tokens to the dungeons below, but I am not half the fool I once was. 'Tis yours for a measly 300 gold, on the condition that if you do not succeed, you return it to me. |
21740 'Tis more than fair. I'll take it, sir, and give those dungeons what for! |
21741 Why only 300 gold if it is the real thing? You said yourself that the genuine ones are very expensive. |
21742 I do not believe you. 'Tis but a cheap fake, not unlike yourself! |
21743 I'll not be risking my neck in those dungeons! 'Tis madness at any price! |
21744 'Tis good news for both of us! I'm not sure how far the token allows access, but it should be at least as far as the third floor down. Good luck eh, and remember our deal. You'd best go get stocked up, while I get back to my job. What in the name of the gods is that?! |
21745 Blast and damnation! Touch nothing I says, but do they ever listen? No, sir! All of 'em think they know better than old Ike. And they wonder why I demand payment up front! Back to town for another load I guess. |
21746 'Tis a win/win deal for me. If you actually manage to defeat a few rooms, you get the gold and I get a new tour attraction. If you're defeated, I get the token back, or a the very least I have your body as a new display. I can't lose. Deal? |
21747 'Tis true I've sold many a fake in my time, but not today. I know this one is real because I've opened the door myself, but I need an adventurer's muscle and skill. If not yours, then someone else's. |
21748 Well, I definitely read you wrong! Back to the other gawkers with ya! You can diddle about the tower with the rest of the tour. Now if you'll excuse me By the gods, what is that?! |
21749 Have you're changed your mind about the token, or are you still the sensible coward? |
21750 I have reconsidered your offer. I'll take your token, and those dungeons, for all they're worth! |
21751 Perhaps if you reduced the price I might reconsider. |
21752 Bah! My answer is still no! |
21753 I knew ye had it in ye! Good luck and fortune to us both! The token should allow access to the second level down at the very least, and that's more than has been seen by living eyes in over a hundred years! I can hardly wait to tour it! Nobles will come from leagues distant! Remember our deal: any treasure be yours, but just make sure ye clear more than a room or two. On your way! |
21754 If that be your choice, so be it. There are plenty of brave, adventure-seeking youths I can hire. Plenty! I just... have to keep looking is all. Waste no more of my time. |
21755 The price be cheaper than most fakes! You insult me! Leave me to my paying customers! |
21756 You win no matter what happens to me! I won't be your expendable stooge! Forget it! |
21757 Let it be someone else then! I'll not kill myself going where ye be afraid to go yourself. |
21758 'Tis more than fair. I'll take it, sir, and give those dungeons what for! |
21759 I do not believe you. 'Tis but a cheap fake, not unlike yourself! |
21760 I'll not be risking my neck in those dungeons! 'Tis madness at any price! |
21761 'Tis more than fair. I'll take it, sir, and give those dungeons what for! |
21762 Why only 300 gold if it is the real thing? You said yourself that the genuine ones are very expensive. |
21763 I'll not be risking my neck in those dungeons! 'Tis madness at any price! |
21764 Well, if your trinket be what you say, why don't you go down? |
21765 Ye're a fool, Galken. |
21766 Will no one take me offer? Bah! Ye're all nae men at all! |
21767 Uh... 'tis a problem with me legs. The gout be in me left leg somethin' fierce, and... *whispers* and I gotta pay off the innkeep lest he take me right. I've not the card-luck I once had. |
21768 You look a touch out of place here, you do. A person of the most particular tastes, eh? Slumming here because you like the finer things, but you want excitement and a bit o' danger as well? Well, I've just the thing if you're willing. Have I piqued yer interest? |
21769 Hey, how'd you like to be supping on fine venison and tippin' back the good stuff? I've the key to wealth legendary if you're up for it. Hear me out and the rest of these sods will be tuggin' on your coat-tails for loose coppers some day. |
21770 'Ere, friend. How'd ya like a ticket out o' the alleys? I've the key to a great batch o' swag if you're interested, or are ya too busy cuttin' purse strings tonight? |
21771 Bah! Cowards all! Still, I'll be here beggin' for more time if you change your mind. |
21772 Have ye changed yer mind, or am I to be washin' dishes till kingdom come? |
21773 I will hear you out. Speak your offer. |
21774 My answer is the same. |
21775 Ah, you've an adventurer's spirit in ye. No doubt you've heard of the labyrinth at Durlag's Tower, eh? And how she's been pillaged so often that fat nobles go there for picnics? Well, the TOWER has, but BELOW are dungeons untouched! I've a token, a ward token to be sure, that gives entry to them. 'Tis yours if you'll but settle my tab so I can leave this fine place... with all my limbs intact. |
21776 You have a deal, sir! |
21777 How much of a tab is the stake? |
21778 Where did the likes of you get this? |
21779 I knew there was a catch! Get lost, roustabout! |
21780 Like all things, it had an owner before me who does not have it now. 'Tis none of your affair what occurred in between. Shall you own it next, or no? |
21781 Tell me more, good sir. |
21782 Off with you and your trinkets. |
21783 Tell me more, good sir. |
21784 Off with you and your trinkets. |
21785 Tell me more, good sir. |
21786 Off with you and your trinkets. |
21787 I'll have no part in your stolen goods! |
21788 Oh, 'tis but a meager sum. I'm embarrassed I cannot cover it myself. 900 gold and I'm off the hook. What say, chum? |
21789 'Tis hardly a small amount! I won't pay it! |
21790 Ah, bless your kindness! I'm off to pay my bill before I suffer any more interest, of either sort, from the innkeep. |
21791 Oh, by the by, while I am quite certain he could not find me here, the former owner of that little trinket may well be keeping an eye over Durlag way, to see if he can spot someone using it. Just thought I'd pass along the warning since ye did me this favor. I'm sure he'll listen to reason, though. |
21792 You have a deal, sir! |
21793 How much of a tab is the stake? |
21794 You have a deal, sir! |
21795 Where did the likes of you get this? |
21796 Blast it thrice over! I am through with it I am so! 'Tis no livin' left here none! |
21797 Likely not, but can I help you? Please be quick as I close forever tonight I do. |
21798 What do you want I ask you say quick now! I close soon and not open for customers who not come! |
21799 Yeah, you all nice nice now, but no gold, right? 'Tis same all day every day, night too sometimes! Nice nice people come look and look and say nice nice and leave! I lose patience for the nice to look at pretty to hold but don't buy a suffering thing! You here to buy or you just say nice and leave? |
21800 Good merchant, what is your worry? You seem troubled. |
21801 I'll not suffer this treatment! I'll take my business elsewhere! |
21802 No need to be rude about it. Do you want my business or not?! |
21803 Good merchant, what is your worry? You seem troubled. |
21804 I'll not suffer this treatment! I'll take my business elsewhere! |
21805 No need to be rude about it. Do you want my business or not?! |
21806 I might be interested. Tell me, what exactly do you deal in? |
21807 Why are you closing up? Surely it's not because of your happy demeanor. |
21808 I've had it with you, you insolent weasel! Goodbye and good riddance! |
21809 Do I want YOUR business, do I?! I don't even want MY business, no more I don't! Maybe I go farm or fish or maybe I just go lie under a rock somewhere! You here to buy or just make pretty patterns in my dusty floor? Shuffle to the left to the spot you missed you did. |
21810 Yeah, go ahead you go! You and everyone else not here and gone! I don't need you anyway, not at all! I can run this store without customers, I can and have! Buy something or get out so I can move somewhere where too-talls don't just talk, they got gold! |
21811 That damn and blasted Ike gets all the high-class money throwers with his society kissy kissy they suckers for. I can do that too but it makes me sick it does so buy or get out! |
21812 Oh, I miss you already 'cause your riddance weren't half as good as you say! Begone and get out and go hence and wherever! |
21813 I sell the small and shinies for the tourists in the Durlag's Tower but there are none now there! Bandits on the roads keep the people off and away so I'm stuck with all this stock I am. Ward tokens I have of all shapes and size. Some I found by elven ruin and some I made myself I made. Maybe some good or maybe all bad but don't they all look pretty? I tell you what I will. I'll sell you everything I have you buy for low low price of 500 gold is all. Then I go home where they appreciate a bauble shine. Buy or no and walk the walk? |
21814 You have a deal and done! Oh hell, now I'm doing it. |
21815 'Tis too expensive at that price. Go a little lower and I may consider it. |
21816 I have no need for your trinkets. Goodbye. |
21817 Lower?! 'Tis my whole stock, it is, and lower you want?! Let me just check a few signs, I will. No, the stars have not turned to fireflies, pigs do not fly, and the lower planes hath not frozen over, so it's NOT GONNA HAPPEN! When last I checked, I did not have "FOOL" tattooed across my forehead, I do not! Get out and hence! |
21818 Good and done! Now take it all and get out so I can pack and go. 'Tis enough of my time in this place gone and lost from me. |
21819 That's the trouble with the youth of today and now. They have no appreciation for the finer bitty baubley things in life at all they don't. Go and begone and you'll all be sorry 'cause I'm closing. Get and go! |
21820 What are you here for again you're back?! Get out and go so I can finish packing up and out! |
21821 This stuff takes too long to pack less time to throw out. Why are you back and here again? Buy the store or get out and gone! |
21822 Out you get out! I am closed for all time permanent I am! |
21823 Fine, I shall take everything for 500 gold. |
21824 Never mind, I am out and gone. |
21825 I might be interested. Tell me, what exactly do you deal in? |
21826 Why are you closing up? Surely it's not because of your happy demeanor. |
21827 I've had it with you, you insolent weasel! Goodbye and good riddance! |
21828 I might be interested. Tell me, what exactly do you deal in? |
21829 I might be interested. Tell me, what exactly do you deal in? |
21830 Why are you closing up? Surely it's not because of your happy demeanor. |
21831 I've had it with you, you insolent weasel! Goodbye and good riddance! |
21832 I've had it with you, you insolent weasel! Goodbye and good riddance! |
21833 Oh, please help me! They kill poor Jondal. |
21834 New actors in our little drama. Who might you be? Shipwrecked sailors, perhaps? |
21835 What business is it of yours? |
21836 The wolf-men. They attack us as we search for roots in the forest. Please avenge my Jondal. He was so young... |
21837 Feeling somewhat cryptic today, are you? |
21838 We are the party of <CHARNAME>. We have come to retrieve artifacts from Balduran's ship. |
21839 They are this way. Please kill them, I am so frightened. |
21840 Leave me be, good man. I have no time to speak with you at present. |
21841 Save your impatience, outsider. There is nothing but time on our island paradise. |
21842 You terrible people! |
21843 I apologize. We are merely in a rush to start our excursion. If you will excuse us... |
21844 Are you not familiar with the goings-on in your own village? If a boat is being built, then there is a good chance that the clan may escape the island. |
21845 My time is my business. Move before I hurt you. |
21846 Somewhat... you are certainly braver than the cattle inside. You leave the safety of the palisade with a confident stride and a dangerous look about you. Those fools within are frightened of their own shadows. |
21847 Somewhat... you are certainly braver than the cattle inside the village. You leave the safety of the palisade with a confident stride and a dangerous look about you. Those fools within are frightened of their own shadows. |
21848 Jondal! I have brought you a feast. |
21849 What of you? Here you stand, alone and open to attack. |
21850 What I do and when I do it is no concern of yours. Stand aside immediately. |
21851 Are you not aware of the danger that lies within the bowels of that ship? |
21852 The tales of superstitious villagers do not frighten me. Enough of this, we must be off. |
21853 We will rid the ship of its vermin even as we retrieve that which we seek. |
21854 I have been made aware of the lycanthropes that infest the ship. If they get in my way, then they will taste my steel. |
21855 Who killed Jondal? |
21856 As you will. Perhaps we shall meet again. |
21857 If this Jondal is dead, then he was weak and should never have been born. |
21858 The fools within the village walls believe anything that they are told. Kaishas is powerless to leave until Selaad returns. Unless, of course, he sent you here. |
21859 I will help you, fair maiden. Show me where this attack took place. |
21860 I have never made this Selaad's acquaintance. We came at the request of an archeologist. Why don't you go and speak with your headwoman? I haven't the time or the inclination to explain it to you. |
21861 Kaishas doesn't seem to agree with you. She seems confident of her ability to sail the clan to the mainland. |
21862 Enough innuendo. If you have something to say, then say it. |
21863 Young and stupid, by the sound of it. Get back to the village, girl, and I hope you learned your lesson. |
21864 You cannot order me about, outsider. You and the fools inside are nothing more than meat to me. My kind will destroy Kaishas and her petty clan. You will be a fair beginning. |
21865 And vengeance you shall get, my lady. Lead on! |
21866 I'm too busy to indulge a little girl's fantasy. Get ye gone! |
21867 I am not without my defenses, brash one. What does Kaishas ask of you? |
21868 She asks that we destroy the wolf beasts in their lair. |
21869 Good day to you, strangers. Excuse my, uhm, abruptness but I would ask your assistance. Just east of this place there are monsters. They are attacking a small group of people. Please, if you have hearts, come and help me fight. |
21870 It is none of your concern. Leave us be or face our wrath. |
21871 Why don't you go and speak with Kaishas? I haven't the time. |
21872 Karoug will have something to say about that, no doubt. Now that you are Kaishas's lackey, what do you get out of it? |
21873 This way, this way! |
21874 I am no one's lackey, dog. Draw steel if you cannot understand that. |
21875 As you will. Come, my brothers, let us feast. |
21876 We will gain escape from the island. The boat that we arrived on was shipwrecked on the reefs. |
21877 Take your foolish questions to Kaishas. I haven't the time. |
21878 Of course. Whatever you wish. |
21879 Bold and foolish adventurer, Karoug will enjoy your company. Until he eats you that is. I shall leave you to your fate. |
21880 It seems that you have something of a desire for pain. I imagine that Karoug will be quite pleased to receive your hearts for his table. I have gleaned all that I am able from you. Die quietly, won't you? |
21881 Here we be. |
21882 They are here. Come out, brothers. |
21883 I doubt that Kaishas and myself would see eye to eye. That bitch should do us all a favor and die. |
21884 Whose side are you on, anyway? |
21885 This is battle. Brothers, join the slaughter. |
21886 I really don't have time for this. If you'll excuse me. |
21887 Perhaps it is you who should die. |
21888 Hah! You play right into her hands. Friend, I will leave you to this fate because it amuses me to do so. Begone! |
21889 So I shall. You are very much beyond your abilities here, friend. Kaishas will use you then kill you. Karoug will most likely just kill you. Though perhaps I'll settle the matter right here and now. |
21890 Lead the way. Let us show these beasts the face of fear. |
21891 Fool! Karoug will eat you alive. Confront him in his lair if you must. Kaishas will not allow an outsider on her ship anyway. |
21892 Who cares? Get thee gone, beggar! |
21893 My own, if you must know. Right now, however, Karoug will reward me nicely for your heads. Die quietly, will you? |
21894 Sure, I'll help. Of course, my party will claim any and all treasure collected in this little diversion. |
21895 Who are you? I thought you might be Selaad returning for us. |
21896 Where might these fearsome monsters be? |
21897 I see no battle. State your purpose. |
21898 We haven't the patience for your silly questions, girl. We've just been shipwrecked. Tell us about this village. We understood the village to be uninhabited. |
21899 We haven't the patience for your silly questions, girl. We've just been shipwrecked. Tell us about this village. We understood the village to be uninhabited. |
21900 Take me to whomever is in charge here. |
21901 We are a band of adventurers here to search the wreckage of Balduran's ship. |
21902 The village is my home and that of my clan. I am Shara. I was collecting clams when I saw the wreckage of your ship. Where did you come from? Did Selaad send you for us? |
21903 I don't know of anyone named Selaad. Explain yourself. |
21904 Uh... yes, Selaad sent us. What was it that we were to do when we got here? |
21905 An archeologist from Waterdeep sent us, not that it's any of your business. Perhaps you should take us to your leader. |
21906 Our headwoman is one called Kaishas Gan. She will wish to speak with you immediately. I will show you to her chambers. |
21907 I don't understand that archeol... that arky word that you used. Where is Waterdeep? |
21908 It is a major port in Faerûn, a large continent to the east. An archeologist is one who studies history and the artifacts thereof. We need to speak to the person in charge here. |
21909 Never mind, girl. We'll find our own way. |
21910 That is where the monsters live. You don't want to go there. Kaishas would never allow it anyway. |
21911 Who is this Kaishas? |
21912 Neither monsters nor this "Kaishas" will keep us from our goal. Run along now girl, we don't need your help. |
21913 With or without permission, we will find the items that we seek. Take us to the leader of the village. |
21914 I guess he didn't send you. You had better speak with Kaishas, our headwoman. I will lead you there. |
21915 You are to take us to the land of our ancestors, of course. Kaishas will be very excited to get news of her mate. |
21916 Perhaps we each speak of a different person. Kaishas will be able to explain it better than I. |
21917 You have lied to me. Selaad did not send you at all. You had best follow me to the headwoman's quarters immediately. |
21918 This is the headwoman's quarters. You may enter when ready. |
21919 If that is your wish, outsider. |
21920 I can lead you to the headwoman's quarters if you wish. |
21921 I am honored that I was able to meet the heroes first. I hope that you destroy the monsters on the ship. |
21922 The clan is proud to have you join us. You are good people. |
21923 Lead on. |
21924 My thanks, but we are fine on our own. |
21925 Of course Selaad sent us. Now, what needs to be done? |
21926 Yes, Selaad sent us. What was it that we were to do again? |
21927 Ah, <CHARNAME> and ilk. We thought you might arrive today. Excellent timing! |
21928 Thanks for the compliment. Shall we kill you now or would you rather beg for a time? |
21929 Give us the dagger. We'll take it from you one way or another. |
21930 It is good timing. We're not too late to join the cult are we? |
21931 Not predisposed towards conversation, are you? Very well. Have it as you will. |
21932 Fools! Even should you defeat me and find the inner sanctum, you shall be too late. The god comes and woe to those who refuse to worship! You should be happy that I am willing to kill you here. Our god would not make it quick. |
21933 Predictable, heathen. We shall not be infiltrated by one as transparent as you. Leave now and you shall live, stay and you shall die. |
21934 Wise choice. Move quickly and you may outrun our wrath. |
21935 You were fairly warned. Come brothers, let us make short work of these insects and make our way to the ceremony. |
21936 You win. We'll leave. |
21937 Stand aside and direct us to the dagger. |
21938 Heathen! You are those that have retrieved the dagger "Soultaker" from Durlag's Tower. You must give me the dagger now. |
21939 That dagger holds the focus of all our prayers. Our god may finally return. I must have it! |
21940 It will be mine! |
21941 Excellent! Here is your just reward. |
21942 Why should we give you the dagger? |
21943 We will never give you the dagger! |
21944 You can have the dagger. Here it is. |
21945 We will never give you the dagger. |
21946 You can have the dagger. Here it is. |
21947 Kiel's Buckler |
21948 This is the buckler of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftsmanship increase the Dexterity of all who bear it by a single point. STATISTICS: Equipped abilities: – Dexterity: +1 – Armor Class: +1 – No protection against missile and piercing attacks Weight: 2 |
21949 Ornate Butter Knife |
21950 Butter Knife of Balduran |
21951 Legends often speak of Balduran's Butter Knife. The hero would allow no other utensil to touch his condiments. It is believed that his mother gave the ornate butter knife to him as an eighteenth birthday gift. STATISTICS: Weight: 1 |
21952 Rodriguez |
21953 Bracers of Binding |
21954 The bracers appear to be Bracers of Specialization, but when donned they bind the wearer's wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror. STATISTICS: Equipped abilities: – THAC0: -5 – Damage: -5 – Casting failure: 75% – May only be removed with a Remove Curse spell Weight: 1 |
21956 Bala's Axe, Wizard Slayer |
21957 Bala's Axe, Wizard Slayer Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day. STATISTICS: Combat abilities: – Miscast Magic affects the victim for the next turn on each successful hit (80% chance of victim's spellcasting failure, Save vs. Spell at -2 negates) Damage: 1d8 (slashing) Speed Factor: 7 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 6 |
21958 Karoug |
21959 Karoug |
21960 Mendas |
21961 Mendas |
21962 Shara |
21963 Shara |
21964 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. This axe, in particular, appears to be very poorly made and slightly smaller than the average battle axe. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 7 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 6 |
21965 Dushai |
21966 Dushai |
21967 Sirine Queen |
21968 Sirine Queen |
21969 Jorin |
21970 Jorin |
21971 Taloun |
21972 Taloun |
21973 Meym |
21974 Meym |
21975 Thug |
21976 Thug |
21977 Staff Spear +2 |
21978 Evalt |
21979 Farthing |
21980 Evalt |
21981 When this seemingly ordinary quarterstaff is examined magically, it has an aura of alteration. Upon command, a long sharp spear blade will shoot forth from its upper end, making the staff into a spear. Likely made by a wizard or priest hoping to increase their melee abilities, it is usable by anybody capable of handling a staff. STATISTICS: THAC0: +2 Damage: 1d8+3 (piercing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
21982 Farthing |
21983 Kaishas Gan |
21984 Kaishas Gan |
21985 Maralee |
21986 Maralee |
21987 Tailas |
21988 Tailas |
21989 Hurgan Stoneblade |
21990 Hurgan Stoneblade |
21991 Blood-filled Goblet |
21992 Solianna |
21993 Solianna |
21994 Durlag's Goblet |
21995 Tracea Carol |
21996 Tracea Carol |
21997 Calahan |
21998 Calahan |
21999 Durlyle |
22000 Durlyle |
22001 Delainy |
22002 Delainy |
22003 Therella |
22004 Therella |
22005 Fenrus |
22006 Fenrus |
22007 Well, hello there. There is quite the chatter of you around the village. None have seen your like before, not even some of the eldest. What is your name? |
22008 Be not so formal, "m'lord." My name is Delainy, and I am pleasured to meet ye. |
22009 Who... who are you? You are... not from here? How can this be? Speak with Kaishas, you must. She will want a word before you are allowed to speak with us. Best you get her permissions before others call you threat. |
22010 My name is <CHARNAME>, m'lady. What might yours be? |
22011 Scratched deep into the side of this cursed goblet are the words "Taste My Fear." It is said that one can regain lost health from the dark blood that lurks within its pewter depths. This comes with a price, however, as all who drink of the blood become cursed with the fear it brings. This effect will last up to 12 hours or until dispelled. STATISTICS: Special: – Fully heals the imbiber – Causes imbiber to run at the first sign of trouble Duration: 12 hours Weight: 2 |
22012 I warned you before, but you continue to bother me! Now you must pay for your meddling. |
22013 Ulgoth Boy |
22014 Ulgoth Boy |
22015 Ulgoth Girl |
22016 Ulgoth Girl |
22017 Gatekeeper |
22018 Gatekeeper |
22019 Staff of Striking +3 |
22020 Staves of Striking are made by the gold elves of Drelagara on Evermeet. The staves have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerûn. However, each attack made with the staff uses a charge, causing it to consume itself when no charges remain. STATISTICS: THAC0: +3 Damage: 1d6+9 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 3 Strength Weight: 4 |
22022 Fools! You should have left when you had the chance. |
22023 Cult Assassin |
22024 Cult Assassin |
22025 Please keep looking for my poor son. I don't know how much longer I can bear to be apart from him. |
22026 This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for Clerics or Druids, though that does not preclude use by most others. STATISTICS: THAC0: +2 Damage: 2d4+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: One-handed Requires: 3 Strength Weight: 4 |
22027 Have you found Dalton yet? I so worry about my boy. |
22028 No, he's dead. The whiny little boy had it coming. |
22029 I'm sorry Therella, there was little we could do. Your son is dead. |
22030 Kryla |
22031 You... you... MONSTERS! |
22032 Kryla |
22033 My son is dead. But... I can't believe... It's not fair. Why is fate so cruel? |
22034 Cult Guard |
22035 Cult Guard |
22036 De'Tranion |
22037 De'Tranion |
22038 Captain Tollar Kieres |
22039 Captain Tollar Kieres |
22040 Cult Wizard |
22041 Cult Wizard |
22042 Ulf |
22043 Ulf |
22044 Cult Enforcer |
22045 Cult Enforcer |
22046 Aargh, I be almost ready for the salts and who be botherin' me now? |
22047 Aye, ye be wit' the League, then... A jug o' this town's hardest liquor would make for a fine departure, if ye'd be so kind. Old De'Tranion brews a vile swill at'll do the trick. Ye can find the old coot at the Blushing Mermaid. |
22048 New deckhands be yer tale? Har, I've got more deckhands than days o' the year and I sure as salt didn't go beggin' about fer more... Ah, but ne'ermind that. I like yer face and if ye want to wash me decks and cook me slop that desperately, I can't see no harm in it. We'll just throw the lazier ones o'erboard once we leave port, har! Go on now, wander 'bout the building till we're ready to put ya ta work on my ship. |
22049 New deckhands be yer tale? Har, I've got more deckhands than days o' the year and I sure as salt didn't go beggin' about fer more... Come, mates, we've found ourselves a spot o' trouble that could using a cleanin'! |
22050 Direct you to me sea charts, is that what ye're askin'? Ho, not only be it the worst of all bad luck to let another see it afore ye sail, but it's also flyin' in the face of ev'ry scrap o' League policy on the matter! Quick, mates, let's garner us some corpses fer Umberlee, should the weather fall sour... |
22051 Come, ye stuffy-sacks, where be that swill of De'Tranion's?! |
22052 Ah, there be the good stuff to put a sting in yer eyes: De'Tranion's Old Baalor Ale. Cheers to the Merchants' League, fer all their many kindnesses! |
22053 Aye, that's the stuff! Be a good <GIRLBOY> and hold these sea charts fer me. I'm feeling a bit woozy... |
22054 Hail, Captain. I have been sent to inquire if there is anything else you'll be needing before you set sail. |
22055 Why, the new deckhands ye requested, sirrah! And as fer meself, I be a fine slop-cook, too... |
22056 Why, the new deckhands ye requested, sirrah! And as fer meself, I be a fine slop-cook, too... |
22057 Excuse me, good sir, but could you direct me to your sea charts that I may examine them awhile? |
22058 Cheers to the Merchants' League! |
22059 Stand and hold, citizen. What business do you have with the Merchants' League? |
22060 Don't waste your time. There are no ports of call when crossing the Trackless Sea, save the rugged Moonshaes. Men! Attack these intruders! |
22061 What do you know of that?! Never mind, the knowledge dies with you. Guards! We have a breach of security! |
22062 Threaten the League, will you? Guards! Assist me in removing this thorn... |
22063 As you will, but I urge you to conduct your business swiftly as I have little patience for your tone. |
22064 I am <CHARNAME>, and I am in a hurry. Speak your mind and move aside. |
22065 My name is none of your affair. What do you want? |
22066 And my business is to beat upon arrogant fops like you. Guards! Assist me in removing this whelp... |
22067 Debts? Of what sort? |
22068 Do not play me for the fool. Passage aboard our merchant ships is not for sale nor has it ever been. Guards! Assist me in arresting this imposter! |
22069 Only fools would lend to a gambler and, I assure you, our members are no such fools... Guards! Assist me in arresting this imposter! |
22070 I am seeking passage west aboard one of the League's ships and would like to examine a list of expected ports of call. Is there one available within? |
22071 My business is precisely that, peon: my business. If you were meant to know, your superiors would have informed you, I am sure. Now please let me pass before I cause a scene. |
22072 My name? <CHARNAME>. What of it? |
22073 My business is precisely that, peon: my business. If you were meant to know, your superiors would have informed you, I am sure. Now please let me pass before I cause a scene. |
22074 I am here to clear my debts with the League. |
22075 I booked passage for my son to Waterdeep and have not yet paid the bill. |
22076 Tea and spices purchased in Kara-Tur. |
22077 I acquired great debts while gambling at the Nashkel fair. A visiting League member was kind enough to foot the bill. |
22078 Very well, if you have business with the League, then enter. Otherwise leave me be. |
22079 I am sure you are. So what is there to do in this no-horse town? |
22080 I am sure you are. So what is there to do in this no-horse town? Speak your mind. |
22081 The pleasure is mine, I am sure. What do you do here? |
22082 Yes, yes, now leave me be. I have no time for idle chatter. |
22083 Well, straight to business then. I will not waste your time with pleasantries, as I am sure I will receive none in return. If you are as fierce as you are rude, then I have need of you. I seek the return of an item, more an icon. No doubt you felt the storm that passed just by and by? Village-home did as well, and the cloak that draped the village center was cast to the wind. I think it is beyond the wall, and will not risk the beasts to get it. Will you? |
22084 You are quite gruff and to the point, no? I find it refreshing. Others in the village are sweetened to the point of sickness, and I find their company a chore. You are so obviously different. Proper introduction then. I am Delainy, and I am glad to be meeting. |
22085 Aye, we shan't sail for a while yet. The weather's run afoul in the pit of me stomach. |
22086 Speak my mind? As you wish. I find you rude and arrogant. You are as I imagined an outsider to be, and I shall be glad when you go. For now however, I might have need of ye. Interested? |
22087 So Captain Kieres is soon to sail, I hear. |
22088 Sod off. I have no time to run errands. |
22089 If I must be here, I may as well fill my time. What do you want? |
22090 Ha! I couldn't agree more, my friend. Unfortunately, he has yet to settle his tab at my brewery. His crew has drowned themselves in a dozen kegs of my hardest liquor and I've seen nary a coin for it yet. |
22091 900 gold at last count... |
22092 Well then, I will leave you to whatever it is an outsider does. Make your stay a brief one. |
22093 What do I do? I am history. Forgive me, I mean I am historian. I keep the stories of the great elders, and some of the few relics of old. I learn the old tongue well, yes? I try to keep the speech, but we have been our own for some time. What of you? What do you do? |
22094 Wardstone |
22095 Doppelganger Wardstone |
22096 Often marked with magical glyphs, runes, or symbols, wardstones are powerfully enchanted items intended to grant their bearer passage through magically guarded areas. As most wardstones are quite unique and specific in their nature, it is rare to find one with more than one purpose. STATISTICS: Weight: 5 |
22097 The symbol carved into this weighty, granite wardstone is difficult to discern. It almost appears to flicker, as if continuously altering its silver-inlaid shape. STATISTICS: Weight: 5 |
22098 The glyph etched deep into this wardstone suggests that it is empowered to reveal a hidden passage that descends further into the dungeon's depths. STATISTICS: Weight: 5 |
22099 Level 2 Exit Wardstone |
22100 I seek adventure and travel. |
22101 I bring righteousness and order where e're I go. |
22102 I am a beachcomber of sorts. I salvage shipwrecks. |
22103 None of your business, woman. |
22104 A little of this, a little of that. Whatever opportunity presents itself. |
22105 If you don't mind the proposal, I'll trade you a jug of my finest if you would be so kind as to relieve me of his debt. |
22106 You're right, 'tis madness to even ask. Perhaps I can still convince the Merchants' League to cover it. |
22107 You are a godsend! Allow me to give you a jug of De'Tranion's Baalor Ale in gratitude. I brew it with pimentos shipped from Calimshan, to give it that little extra kick. |
22108 My foulest swill, is it? Hmph, he always asks for more but he'll never thank you for what he's had... His crew drowned themselves in a dozen kegs of that foulest swill and I've seen nary a coin for the brewing of it yet. |
22109 Well, I won't be going anywhere anytime soon, so if you ever need a brewer, you know where to find Old De'Tranion. |
22110 Oy, the only surprise is that a good soul such as you has been fool enough to do it. Well, he'll get no more swill from me until his debt is paid! |
22111 Take a chance and curry favor with the captain! I'm giving out a jug of my finest rum to anyone willing to foot his tab! A mere 900 gold pieces to keep a brewer in business and make the world a better place! |
22112 Well, it's the captain's favorite, of that I assure you. |
22113 Aye, and good riddance. |
22114 Aye, but before he does, he's requested a bottle of your foulest swill. |
22115 Please, I don't have time to pass the day in idle chitchat. |
22116 So it's no surprise that he sent me to get him one last bottle rather than come himself, hmm? |
22117 How large was his tab? |
22118 Ouch... |
22119 You mean pay you 900 gold for a bottle of screech? That's rather steep, don't you think? |
22120 Maybe some other time, De'Tranion. |
22121 You have too much faith in the League, my friend. Here, allow me to pay you the Captain's 900 gold and be done with it. |
22122 You have too much faith in the League, my friend. I don't have your 900 gold on me but, in exchange for that jug of ale you promised, it shan't be long before I do. |
22123 Maybe some other time, De'Tranion. |
22124 The tanar'ri is dead. We have come for our reward. |
22125 How much does he owe you? |
22126 So it comes as no surprise that he has sent me to get him one last bottle rather than come himself, hmm? |
22127 I have misjudged the cult's power. I never believed them capable of freeing the tanar'ri. Ye have destroyed it for now. Eventually it will be able to return to this plane. Rest easy, my friends. Ye did all that ye could do. Ye saved the Sword Coast from a demon. Here is your reward. Farewell. |
22128 And how much does he owe you? |
22129 Hmm, perhaps we'll talk again, then. |
22130 900 gold it is. Probably the most expensive liquor I'll ever buy but it's for a good cause, at least. |
22131 I don't have 900 gold on me but it shan't be long before I do. |
22132 Another time, perhaps. |
22133 Get to the point, if you please. |
22134 Will 100 pieces of gold do? |
22135 It will but ye haven't that amount. Return when ye have enough. |
22136 Will 100 pieces of gold do? |
22137 Staff Mace +2 |
22138 Greenstone Amulet |
22139 The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection. STATISTICS: Charge abilities: – This amulet confers the wearer protection against charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind, much like the 8th-level wizard spell Mind Blank. However, the protection effect uses one charge each time it is used and will only last for 1 turn. Weight: 1 |
22140 Cloak of the Shield |
22141 This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat. STATISTICS: Charge abilities: – Armor Class: +5 vs. missile attacks, +1 vs. melee attacks Duration: 1 turn Number of Charges: Unknown Weight: 4 |
22142 Power Word, Kill |
22143 Power Word, Stun |
22144 Power Word, Blind |
22145 Symbol, Fear |
22146 Symbol, Pain |
22147 Demon Knight |
22148 Demon Knight |
22149 Mendas 2 |
22150 Mendas 2 |
22151 Mendas 3 |
22152 Mendas 3 |
22153 Then we will accept. Let us begin the journey. |
22154 It is not enough. Good day. |
22155 Ye look a mite floundered, mates. Can I be o' assistance? |
22156 Nay, filthy one. I do well without your help. |
22157 Aye, you can. Know you Mendas of Waterdeep? |
22158 I be'n on th' road fer many a day an' I be lookin' fer th' company of th' opposite sex. |
22159 I should like to ask a favor of you. |
22160 I am listening. |
22161 I have no time for you at present. |
22162 A simple cloak? Why should I risk my neck for such a thing? |
22163 A prominent and odd place for a cloak. Of what significance is it? |
22164 I will do as you ask, but I will require an ample reward. What is this item worth? |
22165 Simple to you perhaps, but to we it is important of symbol. From the ship-home it came, and it is of the oldest we could salvage. It was used to drape the roof, as we use the past to move ahead. Little sense, I suppose, but symbols are important. Why should you risk yourself? Because I have asked you to. I can offer little besides my gratitude. |
22166 Save your gratitude, I have no use for it. I have no time for this, so leave me be. |
22167 Then I will find it for you, and return it as soon as I can. |
22168 I will do this, but you will owe me. |
22169 From the ship-home it came, and is of the few things we have kept. A symbol of the past and how far we've come. You must know how important symbols are to a people, especially one isolated as we. Will you help in this? I can offer only my gratitude. |
22170 I am not interested in being your errand <GIRLBOY>. Leave me alone. |
22171 I will do as you ask. |
22172 Then you will owe me a debt in the future. I will get your lost cloak. |
22173 Emotion |
22174 Emotion: Hopelessness (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 9 rounds + 1 round/level after 7th Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around <PRO_HIMHER>. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore <PRO_HISHER> morale, as well as prevent the above from creeping forth into <PRO_HISHER> psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things. |
22175 It is a keepsake, a symbol of old times. It came from the ship-home and is about all we have left. Kept for a sense of history, so we do not forget. You would do us well to return it. I can offer little other than gratitude, though. |
22176 I have better things to do. Leave me alone. |
22177 Otiluke's Resilient Sphere |
22178 I will help as best I can. |
22179 You may not be able to pay now, but you will owe me. |
22180 Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. |
22181 Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or more. |
22182 So be it, but you have no friend made here. Do you not need allies? You may in the future, and will regret for certain. Goodbye. |
22183 Thanks be. I will await you with hopeful heart. You are a welcome sight to my eyes if you succeed. I wish you well. |
22184 I will await your return. Please be hurrying in this matter. |
22185 Greater Malison |
22186 Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of <PRO_HISHER> enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4. |
22187 You are about to die! |
22188 Merchants' League Counting House Guard |
22189 Merchants' League Counting House Guard |
22190 Thanks, I will. |
22191 You killed the bad people... you're a big hero now! |
22192 Please find my dolly. I left it in the woods somewhere. A monster is probably playing with it right now! |
22193 Crewmate |
22194 Crewmate |
22195 'Ey, mate. 'Tis bad luck to have strangers wanderin' about the ship afore we set sail. I trust ye've gained the Cap'n's permission? |
22196 What is it, beggar? I am Fenrus Boulon, a very busy man, so out with it. |
22197 I am pleased to meet you. Have you gone on the tour of Durlag's Tower? |
22198 If you have business with the League, take it to Ulf. Now move off, I'm on duty. |
22199 I don't care that you are Fenrus Boulon. You are obviously no one of importance. |
22200 I'm sorry to bother you. I need nothing at this time. |
22201 You must excuse me if I've nary a happy word to share this day. There has been a loss in the family, you see. |
22202 Worry not, lady. Is there anything that we could do to help? |
22203 I see. We shall not bother you any longer, in that case. |
22204 I care not for your petty problems. I have questions that need to be answered. |
22205 Greetings to you, Delainy. I am thoroughly pleased to meet you. What do you require of me? |
22206 I say again, what of it? State your mind and leave me to be. |
22207 What is it you do here? |
22208 Level 1 Exit Wardstone |
22209 This wardstone will open the way to the level beneath this when placed in the well. STATISTICS: Weight: 5 |
22210 Islanne Wardstone |
22211 Durlag Trollkiller's Clan-symbol is etched into this delicate ward token. The deep grooves glow with a soft red light that seems to emanate from somewhere within the stone. STATISTICS: Weight: 5 |
22212 Kiel Wardstone |
22213 Durlag Trollkiller's Clan-symbol is etched into this rough-edged ward token. The deep grooves glow with a cold green light that seems to emanate from somewhere within the stone. STATISTICS: Weight: 5 |
22214 Fuernebol Wardstone |
22215 Durlag Trollkiller's Clan-symbol is barely discernible on the surface of this apparently unfinished ward token. A faint orange light seems to emanate from somewhere within the stone. STATISTICS: Weight: 5 |
22216 Teleportation Wardstone |
22217 You have seen this wardstone's haunting glyph depicted elsewhere within this Tower. STATISTICS: Weight: 5 |
22218 Compass Wardstone |
22219 A compass rose is inscribed on this stone. STATISTICS: Weight: 5 |
22220 Bone Wardstone |
22221 The glyph on this stone resembles a jumble of human bones. STATISTICS: Weight: 5 |
22222 Dwarven Rune Wardstone |
22223 A generic-looking Dwarven Rune Wardstone. It could have any number of functions. STATISTICS: Weight: 5 |
22224 Dwarven Rune Wardstone |
22225 A rather generic looking Dwarven Rune Wardstone. This could have any number of uses. STATISTICS: Weight: 5 |
22226 Wardstone Forgery |
22227 Upon closer examination, what once looked to be a wardstone now only appears to be a gem of mediocre value with several symbols carved upon the outer edge. This forgery is excellent work, and would fool all but the most diligent observer. STATISTICS: Weight: 5 |
22228 Sea Charts |
22229 Sea Charts |
22230 The sea charts that you have "obtained" from the Merchants' League Counting House for Mendas. STATISTICS: Weight: 4 |
22231 Peladan |
22232 Peladan |
22233 You found this toddler named Peladan in the wolfwere's lair. STATISTICS: Weight: 18 |
22234 De'Tranion's Baalor Ale, brewed with pimentos for that extra little kick. You've heard that Captain Kieres favors this hearty brew above all others. STATISTICS: Weight: 8 |
22235 Ale Jug |
22236 De'Tranion's Baalor Ale |
22237 Dusty Book |
22238 Moved ne'er by rage and ne'er by anger, Cold is the trait'rous doppelganger. |
22239 Too young to fight, except to fall, Here died my son, young Fuernebol. |
22240 Islanne, my wife, I love you still. 'Twas just your form they made me kill. |
22241 Oh, Kiel, Clan-prince of this dark tower, You made your death your finest hour. |
22242 Soft walks the trait'rous doppelganger Into my dear son's practice chamber. |
22243 Foul mimic of the mortal man, 'Twas in my shape they killed Islanne. |
22244 Taste My Fear |
22245 Know My Madness |
22246 Face My Demons |
22247 Seek No Heirs |
22248 Seek No Exit |
22249 Know No Refuge |
22250 Feel No Warmth |
22251 Dance With The Dead |
22252 Know My Loss |
22253 Here fell Kiel the Legion Killer. |
22254 Evan's Body |
22255 Evan's Body |
22256 Evalt's brother's corpse, retrieved from the sirine. STATISTICS: Weight: 145 |
22257 The writings within this book are incomprehensible, perhaps to anyone but Dradeel himself. It would appear that his mind was a bit "touched" even before his exile here. STATISTICS: Weight: 6 |
22258 Dradeel's Spellbook |
22259 Silver Amulet |
22260 Wolfsbane Charm |
22261 A silver amulet containing powdered wolfsbane. STATISTICS: Equipped abilities: – THAC0: +2 vs. lycanthropes – Damage: +2 vs. lycanthropes Weight: 3 |
22262 The Kneecapper +1 |
22263 The Kneecapper, or "The Capper" as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands. STATISTICS: THAC0: +1, +4 vs. giant humanoids Damage: 1d4+2, +5 vs. giant humanoids Damage type: Crushing Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 10 Strength Weight: 8 |
22264 A massive, unwieldy warhammer inscribed with dwarven runes. STATISTICS: Damage: 1d4+1 (crushing) Speed Factor: 4 Proficiency Type: War Hammer Type: One-handed Requires: 10 Strength Weight: 8 |
22265 Rag Doll |
22266 Farthing's Dolly |
22267 A dolly owned by a girl named Farthing. You are allowed to play with it if you wish. STATISTICS: Weight: 1 |
22268 Step right up, step right up! Welcome to the brave new age of mercantile expansionism, ladies and gentlemen, a brave new age where we make money off of death itself! Money off of horror, my poor children, money off of loss and pain and longing, money off of ravaged beauty and tainted honor, money off of a man gone mad! Now, all my dear voyeurs, ask not what you can do for me but what I can do... for you. |
22269 I have heard of such, of the wandering that knows no bounds. You seek adventure? There is little of such on the island-home. I have but a mundane task to ask of you, if you hear me out? |
22270 I will listen. What do you need of me? |
22271 I have little time for your petty errands. Speak quickly! |
22272 I have no desire to help you, there are more important things I must be doing. |
22273 A lofty goal, though there is little here for you to cleanse. We have evil and good like any other, but the real devils are outside, as you have listened from Kaishas. That is why I speak with you. I have need for a task. Will you hear me? |
22274 Certainly. What is it you require? |
22275 If I must. Speak up and be quick about it. |
22276 I have wasted too much time on you already. Goodbye. |
22277 An honest living, though off others' misfortune. I have a task similar, though beneath you I hope it isn't. Will you hear me out? |
22278 Speak your task, and I will help however I can. |
22279 Be quick about it. I have very little time for your petty concerns. |
22280 I have wasted too much time already. Goodbye. |
22281 Uh, you worry me... |
22282 What can I do for you? |
22283 What can you do for me? |
22284 Whatever blows your way and such? Then I have an appropriate task, if you will hear my words. |
22285 I will listen. What do you need? |
22286 Speak quickly, I have wasted enough time now. |
22287 I grow weary of this idle banter. Goodbye. |
22288 It is a simple task, complicated some. The storm you felt that took your ship? It was fierce here too, and a cloak that draped the village center was cast to the wind. I think it is beyond the wall, and will not risk the beasts to get it. Will you? |
22289 And you worry me, my friend, you worry me. Next! |
22290 Nothing, o' ye rugged individualist! March on into that dead man's tor, and add another to its number. Now move on, these stones were never meant for this prying age of tourism, nor for tourists such as you. Next! |
22291 A very prominent though slightly odd place for a cloak. Of what significance is it? |
22292 Why should I bother to risk my neck for a simple cloak? Is it... valuable? |
22293 Bah! I am no errand <GIRLBOY>! |
22294 It is from old, as old as we as people. From the ship-home that crumbled beneath, and it symbols the past we have come from. It drapes the village center as we use the past to move forward. You know how important symbols be? This is ours. The beast may have, and I need you to get. Will you help in this? |
22295 Aye, selfish one, ye ask it right and true, no false piety hidden in your bloated soul... Well, if you be asking, a seller of cynicism and a merchant of mischief I be. If you are so dead set on losing yourself in that toad-like tor, I can assist in assuring that you don't take all your pretty gold with you. |
22296 Without question I will help you. I will search and return as quickly as I can. |
22297 And what shall be my reward for this task? Honest pay for honest work. |
22298 What do I get out of this? I will require ample reward. |
22299 I will do what I can for ye. |
22300 I am not in the mood to fetch your lost toys. Find it yourself. |
22301 Only death awaits all ye poor souls who venture in! Spend your money while ye may for, when comes tomorrow, fades today... |
22302 I know nothing more that will help ye. |
22303 Erdane |
22304 I have little to give, save the warmth of mine heart. You are welcome in my sight, and are a refreshing ear to my tales. If such is ample payment enough, please do as I ask. |
22305 More than enough, m'lady. More than enough. I will return quickly. |
22306 Hardly. If there is no pay, I will not help. What can you offer? |
22307 If you find no value in my gratitude, then I have little that will tempt you. I can but ask. Will you help? |
22308 Aye, that I will. |
22309 Nay, I don't have the time for charity work. |
22310 Please return the cloak to us. I will be very grateful of your kindness. You look a kind <MANWOMAN>. |
22311 Polymorph Other (Alteration) Level: 4 Range: Line of sight of caster Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. |
22312 Please return the cloak to me. You have agreed, and I await your returning. |
22313 Welcome return. You have the item? It has been missed by we that think of past things. |
22314 Aye, here is your ragged cloak. Drape it where e're ye wish. |
22315 I have it, but I still wish to be paid for my trouble. |
22316 Polymorph Self |
22317 I thank. You will be thought of well, though I still unlike your manner. You have my gratitude despite. Farewell. |
22318 I have nothing to give such as you. What would you want? The cloak is nothing but value to us, and nothing to you. |
22319 Ahh, take your raggedy cloak. I have no use for it. |
22320 Then you will not have it. Perhaps I will use it to polish my boots. Perhaps I will return it to the "beasts." |
22321 Do not make me ask impolite. I patient to fault, but I cannot bear all. Here, take all that I consider valuable. A coin or two is all I may spare. There is no more to give. |
22322 Polymorph Self (Alteration) Level: 4 Range: 0 Duration: 1 turn + 3 rounds/level Casting Time: 4 Area of Effect: Self Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell, the caster may transform into any of the new forms at any time, and as many times as <PRO_HESHE> wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and crushing damage possessed by the slime. |
22323 That will do nicely. It's the principle of the thing: I never work for free. |
22324 Ah, forget it. Take your blasted rag and leave me be. |
22325 Pardon if I do not thank fully. Leave me now. I do not wish your sight. |
22326 Information would be nice. How did you come to this place? Where were you from before? |
22327 I would have told the stories if you wished. We came from farther west than the light sets. The explorer chartered with us and we set to the seas. The elders speak of the great storm, though some say the storm came from within. We that belong were to be cast aside, and fought the explorers we did. Much was lost, but this island won. We live alone and are plagued by the beasts, but slaves to none and live as free. |
22328 What do you mean when you say "you belong"? |
22329 What happened to Balduran? It is his ship that supposedly wrecked here. |
22330 What happened on the ship that caused the wreck? |
22331 We belong. There is little more to it. If you were to stay, you would have to belong as well. We are a people that lives here as one. You are an outsider, as are the beasts. They are more obvious, but I think you are alike some ways. We have evil among our number alike, but we are respecting. |
22332 Balduran?! The explorer who shipped and collected, who would rather scuttle than free? The elders did not see his fate. None wished or cared. He can live among the beasts for all that we care. We are better than they and he. |
22333 None are alive to tell. Ages have gone and the dead lie asleep. Tales are of no real truth, only symbols. We were bound, then we freed. Others fought, but we live to grow. Beyond that is future, and none know that. |
22334 What happened to Balduran? It is his ship that supposedly wrecked here. |
22335 What do you mean when you say "you belong"? |
22336 What happened to Balduran? It is his ship that supposedly wrecked here. |
22337 What do you mean when you say "you belong"? |
22338 What happened on the ship that caused the wreck? |
22339 What happened on the ship that caused the wreck? |
22340 I tire of tales. Take your ragged cloak and be gone. |
22341 I tire of tales. Take your ragged cloak and be gone. |
22342 I tire of tales. Take your ragged cloak and be gone. |
22343 Ah, you have returned and look hopeful. I trust in you. Have you the cloak as I asked? |
22344 I do, Delainy. It is frail and old, but seems none the worse for wear. |
22345 I do, but I wonder what I should request in return? Perhaps a few questions you might answer? |
22346 I have it, but I still wish to be paid for my efforts. |
22347 You wish to listen while I speak? There are few of the village that take an interest in history, and I delight in the telling. None are very clear, I fear. We were not concerned with records when first we came. They are... embellished, though with good intent, I am sure. You are welcome to stand a while by me... if you wish, good <PRO_SIRMAAM>. |
22348 Nothing would please me greater. Tell me of yourself. |
22349 None of this "good <PRO_SIRMAAM>" business. I am <CHARNAME>. Speak of yourself. |
22350 Yes, yes, whatever. I merely wish to know how you came to be here. Speak up and make it quick. |
22351 Myself?! I am flattered, but there is little to say. My great-great-grandmother came to the shore on the ship-home, but lived not long. I was born not a leap to the south of here, long after the beasts were cast out, and here I live. We kept the stories, but I say they were tainted by bad memory and superstition. We are all pups in the larger sight. Our people are young... |
22352 Ah, but I asked about "you," and you have changed the subject. Are you happy here? Do the dangers not frighten you? |
22353 I am the warrior's madness I curse him with trust and respect I slow the blade in its course By stealing his passion for blood And offering a softer emotion in return |
22354 Yet I thirst for more Give me the sweet crimson drink of laughter and passion. |
22355 You have completed this riddle. You are worthy to pass through this portal, though I yet guard the key with my life. I am LOVE. I must be murdered in this cursed place. |
22356 I am the warrior's curse I steal his future I mar his past The more he has, the less it seems He becomes a slave Of glittering things |
22357 Yet I hunger... Feed me that which glitters beyond all else. |
22358 You have completed this riddle. I am AVARICE. I will bring doom upon you in this cursed place. |
22359 You do not yet have what I require. |
22360 You do not yet have what I require. |
22361 I am the warrior's fate I raise him above his brethren I amplify his deeds He becomes scornful, where once he had respect He becomes a giant, where once he was a man |
22362 Yet I lack the proper honor Raise me up in glory Through the chronicles of my deeds, pride shall be honored Through the passing of knowledge my sword shall display its glory Then you shall know that I am well pleased |
22363 You have not yet honored my deeds. |
22364 You have completed this riddle. I am PRIDE. I am the curse of this place. |
22365 I am the warrior's bane I live in the darkness of his soul I bring him to his knees, Trembling and weeping Unable to lift a hand in his own defense |
22366 Yet I sleep Awaken me. |
22367 Still I sleep. |
22368 You have completed this riddle. I am FEAR. I will destroy you in this cursed place. |
22369 I am grateful beyond measuring, but I sad as well that I have nothing to give. Perhaps there is something else you wish that I can help? |
22370 Perhaps just a few questions, m'lady? Some history of you and yours? |
22371 You have nothing I want, we have determined this already. Take your cloak and leave me. |
22372 A tale or two, perhaps? Or just pleasant chatter for a time? Tell me of yourself. |
22373 I have heard enough of your people. They offer no surprises for me, just a simple island folk. Bah! I waste my time here. |
22374 Young, but not without their charm, just as you are. What of your role? Are you valued here? Have you thought of leaving? |
22375 You are young as well, and easy to look at. Have you ever thought of leaving this place? Perhaps with an exotic stranger? |
22376 Your interest is charming, to say least. No, I am not frightened here. We are not weak, just few in number. Our pack is strong within, and the wall keeps those away that would harm. I am happy, though there is much out there, yes? Perhaps I will see someday. |
22377 Well, hello to ye. I hear much of you around the village. We have not seen your like, not even my eldest of family. May I ask name? |
22378 My name is <CHARNAME>, m'lord. What might yours be? |
22379 My name is mine to know. What is it you want? |
22380 My name? <CHARNAME>. What of it? |
22381 I am <CHARNAME>, and I am in a hurry. Speak you mind and move aside. |
22382 You need not honor with formality, "m'lady." I am Durlyle, and I am pleasured to meet ye. |
22383 I am sure you are. So what is there to do in this no-horse town? |
22384 I am sure you are. So what is there to do in this no-horse town? Speak your mind. |
22385 The pleasure is mine, I am sure. What do you do here? |
22386 Yes, yes, now leave me be. I have no time for idle chatter. |
22387 Who you? You do not belong... you are none like I have seen. To Kaishas you must go. She leads and you must ask her will to stay. Others may attack if you do not speak to she. Do... do come back when you have. I wish to speak. |
22388 Straight to the matter and no other. I will not waste your time with pleasantries, and I don't think you grant any in return. If you are as fierce as you are rude, then I have need of you. I seek the return of an item, more an icon. No doubt you felt the storm that flew by and by? Village-home did as well, and the cloak that draped the village center was cast to the wind. I think it is beyond the wall, and will not risk the beasts to get it. Will you? |
22389 A simple cloak? Why should I risk my neck for such a thing? |
22390 A prominant and odd place for a cloak. Of what significance is it? |
22391 I will do as you ask, but I will require an ample reward. What is this item worth? |
22392 You are quite gruff, quick to the point and no time to falter? I find it refreshing. Others in the village are sickly sweet, and sometimes their company is a chore. You and your scent are so obviously different. Proper introduction then. I am Durlyle, and I am glad to be meeting. |
22393 Greetings to you, Durlyle. I am thoroughly pleased to meet you. What do you require of me? |
22394 I say again, what of it? State your mind and leave me to be. |
22395 What is it you do here? |
22396 Speak my mind? As you wish. I find you rude and arrogant. You are as I imagined an outsider to be, and I shall be glad when you go. For now, however, I might have need of ye. Interested? |
22397 Sod off. I have no time to run errands. |
22398 If I must be here, I may as well fill my time. What do you want? |
22399 Well then, I will leave you to whatever it is an outsider does. Make your stay a brief one. |
22400 What do I do? I am history. Forgive me, I mean I am historian. I keep the stories of the great elders, and some of the few relics of old. I learn the old tongue well, yes? I try to keep the speech, but we have been our own for some time. What of you? What do you do? |
22401 I seek adventure and travel. |
22402 I bring righteousness and order where e're I go. |
22403 I am a beachcomber of sorts. I salvage shipwrecks. |
22404 None of your business, lout. |
22405 A little of this, a little of that. Whatever opportunity presents itself. |
22406 Simple to you perhaps, but to we it is important of symbol. From the ship-home it came, and it is of the oldest we could salvage. It was used to drape the roof, as we use the past to move ahead. Little sense, I suppose, but symbols are important. Why should you risk yourself? Because I have asked you to. I can offer little besides my gratitude. |
22407 Save your gratitude, I have no use for it. I have no time for this, so leave me be. |
22408 Then I will find it for you, and return it as soon as I can. |
22409 I will do this, but you will owe me. |
22410 From the ship-home it came, and is of the few things we have kept. A symbol of the past and how far we've come. You must know how important symbols are to a people, especially one isolated as we. Will you help in this? I can offer only my gratitude. |
22411 I am not interested in being your errand girl. Leave me alone. |
22412 I will do as you ask. |
22413 Then you will owe me a debt in the future. I will get your lost cloak. |
22414 It is a keepsake, a symbol of old times. It came from the ship-home and is about all we have left. Kept for a sense of history, so we do not forget. You would do us well to return it. I can offer little other than gratitude, though. |
22415 I have better things to do. Leave me alone. |
22416 I will help as best I can. |
22417 You may not be able to pay now, but you will owe me. |
22418 So be it, but you have no friend made here. Do you not need allies? You may in the future, and will regret for certain. Goodbye. |
22419 Thanks be. I will await you with hopeful heart. You are a welcome sight to my eyes if you succeed. I wish you well. |
22420 I will await your return. Please be hurrying in this matter. |
22421 I have heard of such, of the wandering that knows no bounds. You seek adventure? There is little of such on the island-home. I have but a mundane task to ask of you, if you hear me out? |
22422 I will listen. What do you need of me? |
22423 I have little time for your petty errands. Speak quickly! |
22424 I have no desire to help you, there are more important things I must be doing. |
22425 A lofty goal, though there is little here for you to cleanse. We have evil and good like any other, but the real devils are outside, as you have listened from Kaishas. That is why I speak with you. I have need for a task. Will you hear me? |
22426 Certainly. What is it you require? |
22427 If I must. Speak up and be quick about it. |
22428 I have wasted too much time on you already. Goodbye. |
22429 An honest living, though off others' misfortune. I have a task similar, though beneath you I hope it isn't. Will you hear me out? |
22430 Speak your task, and I will help however I can. |
22431 Be quick about it. I have very little time for your petty concerns. |
22432 I have wasted too much time already. Goodbye. |
22433 Whatever blows your way and such? Then I have an appropriate task, if you will hear my words. |
22434 I will listen. What do you need? |
22435 Speak quickly, I have wasted enough time now. |
22436 I grow weary of this idle banter. Goodbye. |
22437 It is a simple task, complicated some. The storm you felt that took your ship? It was fierce here too, and a cloak that draped the village center was cast to the wind. I think it is beyond the wall, and will not risk the beasts to get it. Will you? |
22438 A very prominent, though slightly odd place for a cloak. Of what significance is it? |
22439 Why should I bother to risk my neck for a simple cloak? Is it... valuable? |
22440 Bah! I am no errand girl! |
22441 It is from old, as old as we as people. From the ship-home that crumbled beneath, and it symbols the past we have come from. It drapes the village center as we use the past to move forward. You know how important symbols be? This is ours. The beast may have, and I need you to get. Will you help in this? |
22442 Without question I will help you. I will search and return as quickly as I can. |
22443 And what shall be my reward for this task? Honest pay for honest work. |
22444 What do I get out of this? I will require ample reward. |
22445 I will do what I can for ye. |
22446 I am not in the mood to fetch your lost toys. Find it yourself. |
22447 I have little to give, save the warmth of mine heart. You are welcome in my sight, and are a refreshing ear to my tales. If such is ample payment enough, please do as I ask. |
22448 More than enough, m'lord. More than enough. I will return quickly. |
22449 Hardly. If there is no pay, I will not help. What can you offer? |
22450 If you find no value in my gratitude, then I have little that will tempt you. I can but ask. Will you help? |
22451 Aye, that I will. |
22452 Nay, I don't have the time for charity work. |
22453 Please return the cloak to us. I will be very grateful of your kindness. You look a kind woman. |
22454 Please return the cloak to me. You have agreed, and I await your returning. |
22455 Welcome return. You have the item? It has been missed by we that think of past things. |
22456 Aye, here is your ragged cloak. Drape it where e're ye wish. |
22457 I have it, but I still wish to be paid for my trouble. |
22458 I thank. You will be thought of well, though I still unlike your manner. You have my gratitude despite. Farewell. |
22459 I have nothing to give such as you. What would you want? The cloak is nothing but value to us, and nothing to you. |
22460 Ahh, take your raggedy cloak. I have no use for it. |
22461 Then you will not have it. Perhaps I will use it to polish my boots. Perhaps I will return it to the "beasts." |
22462 Do not make me ask impolite. I patient to fault, but I cannot bear all. Here, take all that I consider valuable. A coin or two is all I may spare. There is no more to give. |
22463 That will do nicely. It's the principle of the thing: I never work for free. |
22464 Ah, forget it. Take your blasted rag and leave me be. |
22465 Information would be nice. How did you come to this place? Where were you from before? |
22466 Pardon if I do not thank fully. Leave me now. I do not wish your sight. |
22467 I would have told the stories if you wished. We came from farther west than the light rises. The explorer chartered with us and we set to the seas. The elders speak of the great storm, though some say the storm came from within. We that belong were to be cast aside, and fought the explorers we did. Much was lost, but this island won. We live alone and are plagued by the beasts, but slaves to none and live as free. |
22468 What do you mean when you say "you belong"? |
22469 What happened to Balduran? It is his ship that supposedly wrecked here. |
22470 What happened on the ship that caused the wreck? |
22471 We belong. There is little more to it. If you were to stay, you would have to belong as well. We are a people that lives here as one. You are an outsider, as are the beasts. They are more obvious, but I think you are alike some ways. We have evil among our number alike, but we are respecting. |
22472 What happened to Balduran? It is his ship that supposedly wrecked here. |
22473 What happened on the ship that caused the wreck? |
22474 I tire of tales. Take your ragged cloak and be gone. |
22475 Balduran?! The explorer who shipped and collected, who would rather scuttle than free. The elders did not see his fate. None wished or cared. He can live among the beast for all that we care. We are better than they and he. |
22476 What do you mean when you say "you belong"? |
22477 What happened on the ship that caused the wreck? |
22478 I tire of tales. Take your ragged cloak and be gone. |
22479 None are alive to tell. Ages have gone and the dead lay asleep. Tales are of no real truth, only symbols. We were bound, then we freed. Others fought, but we live to grow. Beyond that is future, and none know that. |
22480 What happened to Balduran? It is his ship that supposedly wrecked here. |
22481 What do you mean when you say "you belong"? |
22482 I tire of tales. Take your ragged cloak and be gone. |
22483 Ahh, you have returned and look hopeful. I trust in you. Have you the cloak as I asked? |
22484 I do, Durlyle. It is frail and old, but seems none the worse for wear. |
22485 I do, but I wonder what I should request in return? Perhaps a few questions you might answer? |
22486 I have it, but I still wish to be paid for my efforts. |
22487 You wish to listen while I speak? There are few of the village that take an interest in history, and I delight in the telling. None are very clear, I fear. We were not concerned with records when first we came. They are... embellished, though with good intent, I am sure. You are welcome to stand a while by me... if you wish, good woman. |
22488 Nothing would please me greater. Tell me of yourself. |
22489 Yes, yes, whatever. I merely wish to know how you came to be here. Speak up and make it quick. |
22490 None of this "good woman" business. I am <CHARNAME>. Speak of yourself. |
22491 Myself?! I am flattered, but there is little to say. My great-grandmother came to the shore on the ship-home, but lived not long. I was born not a leap to the south of here, long after the beasts were cast out, and here I live. We kept the stories, but I say they were tainted by bad memory and superstition. We are all pups in the larger sight. Our people are young... |
22492 Ahh, but I asked about "you," and you have changed the subject. Are you happy here? Do the dangers not frighten you? |
22493 I have heard enough of your people. They offer no surprises for me, just a simple island folk. Bah! I waste my time here. |
22494 Young, but not without their charm, just as you are. What of your role? Are you valued here? Have you thought of leaving? |
22495 You are young as well, and easy to look at. Have you ever thought of leaving this place? |
22496 I am grateful beyond measuring, but I sad as well that I have nothing to give. Perhaps there is something else you wish that I can help? |
22497 Perhaps just a few questions, m'lord? Some history of you and yours? |
22498 You have nothing I want, we have determined this already. Take your cloak and leave me. |
22499 A tale or two, perhaps? Or just pleasant chatter for a time? Tell me of yourself. |
22500 Your interest is flattering, to say least. No, I am not frightened here. We are not weak, just few in number. The wall keeps those away that would harm. I am happy, though there is much out there, yes? Perhaps I will see someday. |
22501 No one is what they are at first glance. Not even you, no matter how you try. I see you with some merit, but you are rude on top and hard to know. If we offer nothing to each other, then go. Leave this place and people. We will not share our "surprises" with you. You are more animal than civilized in your manner, and that is funny for reasons you know not yet. Leave me and we. Our pack is strong without you. |
22502 I... I beg pardon? If you please, talk not to me like that. I am suddenly... uncomfortable. |
22503 Leave? I... I had not thought of it. We see so few others that it does not concern. I... I don't know. |
22504 My sincere apologies, m'lady. I meant no disrespect. Please, speak of your people. |
22505 Oh, come now, I think we can speak candidly. I find this place boring, and I am working to leave. There could be room for one more when I go. Someone young, intelligent, beautiful... |
22506 I am uncomfortable as well, trying to hide my distaste for this place. You naive islanders with no ability to protect yourselves... you are weak and simple. |
22507 Perhaps that day is close at hand. You are smarter than your fellows, and would do well on the mainland. I could take you away from here. |
22508 Possibly, though you have much here that people would want, despite your isolation. I would not be quick to leave. |
22509 For a price, I could take you with me when I go. |
22510 I have nothing you would want, nor would I pay. I am happy here. We all are. |
22511 This conversation is at end. Leave me, and take your outsider talk with you. You are more animal than you look, which is funny for reasons you not know, especially since I have been civil and you have rude. Leave me. |
22512 Of course. What of your people? Speak of them. |
22513 How can you be? There is nothing here! Nothing! Just some simpleton villagers hiding from the "beasts" outside. |
22514 Perhaps you have no gold, but there are other ways to pay. Services can be rendered... |
22515 My sincere apologies, m'lady. I meant no disrespect. Please, speak of your people. |
22516 Think about it. Getting out of this backwater hole and seeing some REAL sights, with someone that appreciates intelligent and beautiful women. |
22517 Hurts nothing to consider it. There is a lot out there to see. Places you have never dreamed of. |
22518 But that is my point. I have never dreamed of elsewhere. I dream of home. The pack is happy here. Enough of this, you make me think of sadness. We speak of happier things, and of friendship new. |
22519 I agree. Tell me of your people here. What are they really like? |
22520 Oh, I don't know. I rather like talking of taking you away with me. |
22521 Bah! I think of nothing other than leaving this place, and all you simpletons. |
22522 What of them would you hear? We came to this place long ago on a ship-home, from farther west than the light sets. The explorer chartered with us and we set to the seas. The elders speak of the great storm, though some say the storm came from within. We that belong were to be cast aside, and fought the explorers we did. Much was lost, but this island won. We live alone and are plagued by the beasts, but slaves to none and live as free. |
22523 What do you mean when you say "you belong"? |
22524 What happened to Balduran? It is his ship that supposedly wrecked here. |
22525 What happened on the ship that caused the wreck? |
22526 We belong. There is little more to it. If you were to stay, you would have to belong as well. We are a people that lives here as one. You are an outsider, as are the beasts. They are more obvious, but I think you are alike some ways. We have evil among our number alike, but we are respecting. |
22527 Balduran?! The explorer who shipped and collected, who would rather scuttle than free. The elders did not see his fate. None wished or cared. He can live among the beast for all that we care. We are better than they and he. |
22528 None are alive to tell. Ages have gone and the dead lay asleep. Tales are of no real truth, only symbols. We were bound, then we freed. Others fought, but we live to grow. Beyond that is future, and none know that. |
22529 What do you mean when you say "you belong"? |
22530 What do you mean when you say "you belong"? |
22531 What happened to Balduran? It is his ship that supposedly wrecked here. |
22532 What happened to Balduran? It is his ship that supposedly wrecked here. |
22533 What happened on the ship that caused the wreck? |
22534 What happened on the ship that caused the wreck? |
22535 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22536 I waste my time with this. I have no use for your legends. Goodbye. |
22537 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22538 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22539 I waste my time with this. I have no use for your legends. Goodbye. |
22540 I waste my time with this. I have no use for your legends. Goodbye. |
22541 And I the telling. Perhaps... perhaps I have one last task I should ask of you. Are you willing? |
22542 Aye, m'lady. Willing as always. What is it you wish? |
22543 I fear I cannot. I have pressing matters elsewhere. |
22544 I am done with errands. Find another to fetch and gather for you. |
22545 If it you wish, I will make it so. |
22546 A small thing, smaller than the last. I have need of a few simple flowers, from just beyond the wall. They grow in only a few place, and I find them strangely alluring, as with... a few other things. Would you bring me one or two? I have a special purpose for them. |
22547 Another time, perhaps. Until then, good day to you, <CHARNAME>. I think well of you. |
22548 Well... I had though I began to know you, but you surprise with unkind. Leave me then. Enjoy your stay, though it must be short. |
22549 I will return as soon as possible. |
22550 I suppose this one is for free as well? |
22551 Please do. I will be here. |
22552 Perhaps I don't need them as I thought. Ahh well. I have enjoyed our time regardless. |
22553 Do hurry back with those flowers. I should hate for the moment to pass. |
22554 Have you brought back those flowers I asked for, <CHARNAME>? I eagerly await them. |
22555 Perhaps that day is close at hand. You are smarter than your fellows, and would do well on the mainland. I could take you away from here. |
22556 Possibly, though you have much here that people would want, despite your isolation. I would not be quick to leave. |
22557 For a price, I could take you with me when I go. |
22558 No one is what they are at first glance. Not even you, no matter how you try. I see you with some merit, but you are rude on top and hard to know. If we offer nothing to each other, then go. Leave this place and people. We will not share our "surprises" with you. You are more animal than civilized in your manner, and that is funny for reasons you know not yet. Leave me and we. Our pack is strong without you. |
22559 I... I beg pardon? If you please, you are far too forward and it does... unnerve me. |
22560 My sincere apologies, m'lord. I meant no disrespect. Please, speak of your people. |
22561 Oh, come now, I think we can speak candidly. I find this place boring, and I am working to leave. There could be room for one more when I go. Someone young, intelligent, handsome... |
22562 I am uncomfortable as well, trying to hide my distaste for this place. You naive islanders with no ability to protect yourselves... you are weak and simple. |
22563 Leave? I... I had not thought of it. We see so few others that it does not concern. I... I don't know. |
22564 My sincere apologies, m'lord. I meant no disrespect. Please, speak of your people. |
22565 Think about it. Getting out of this backwater hole and seeing some REAL sights, with someone that appreciates intelligent and handsome men. |
22566 Hurts nothing to consider it. There is a lot out there to see. Places you have never dreamed of. |
22567 I have nothing you would want, nor would I pay. I am happy here. We all are. |
22568 Of course. What of your people? Speak of them. |
22569 How can you be? There is nothing here! Nothing! Just some simpleton villagers hiding from the "beasts" outside. |
22570 Perhaps you have no gold, but there are other ways to pay. Services can be rendered... you've a strong back. |
22571 This conversation is at end. Leave me, and take your outsider talk with you. You are more animal than you look, which is funny for reasons you not know, especially since I have been civil and you have rude. Leave me. |
22572 But that is my point. I have never dreamed of elsewhere. I dream of home. The pack is happy here. Enough of this, you make me think of sadness. We speak of happier things, and of friendship new. |
22573 I agree. Tell me of your people here. What are they really like? |
22574 Oh, I don't know. I rather like talking of taking you away with me. |
22575 Bah! I think of nothing other than leaving this place, and all you simpletons. |
22576 What of them would you hear? We came to this place long ago on a ship-home, from farther west than the light sets. The explorer chartered with us and we set to the seas. The elders speak of the great storm, though some say the storm came from within. We that belong were to be cast aside, and fought the explorers we did. Much was lost, but this island won. We live alone and are plagued by the beasts, but slaves to none and live as free. |
22577 What do you mean when you say "you belong"? |
22578 What happened to Balduran? It is his ship that supposedly wrecked here. |
22579 What happened on the ship that caused the wreck? |
22580 We belong. There is little more to it. If you were to stay, you would have to belong as well. We are a people that lives here as one. You are an outsider, as are the beasts. They are more obvious, but I think you are alike some ways. We have evil among our number alike, but we are respecting. |
22581 What happened to Balduran? It is his ship that supposedly wrecked here. |
22582 What happened on the ship that caused the wreck? |
22583 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22584 I waste my time with this. I have no use for your legends. Goodbye. |
22585 Balduran?! The explorer who shipped and collected, who would rather scuttle than free. The elders did not see his fate. None wished or cared. He can live among the beast for all that we care. We are better than they and he. |
22586 What do you mean when you say "you belong"? |
22587 What happened on the ship that caused the wreck? |
22588 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22589 I waste my time with this. I have no use for your legends. Goodbye. |
22590 None are alive to tell. Ages have gone and the dead lay asleep. Tales are of no real truth, only symbols. We were bound, then we freed. Others fought, but we live to grow. Beyond that is future, and none know that. |
22591 What do you mean when you say "you belong"? |
22592 What happened to Balduran? It is his ship that supposedly wrecked here. |
22593 You have a rich history, even for such a short one. I have enjoyed hearing it. |
22594 I waste my time with this. I have no use for your legends. Goodbye. |
22595 And I the telling. Perhaps... perhaps I have one last task I should ask of you. Are you willing? |
22596 Aye, m'lord. Willing as always. What is it you wish? |
22597 I fear I cannot. I have pressing matters elsewhere. |
22598 I am done with errands. Find another to fetch and gather for you. |
22599 If it you wish, I will make it so. |
22600 Another time, perhaps. Until then, good day to you, <CHARNAME>. I think well of you. |
22601 Well... I had thought I began to know you, but you surprise with unkind. Leave me then. Enjoy your stay, though it must be short. |
22602 A small thing, smaller than the last. I have need of a few simple flowers, from just beyond the wall. They grow in only a few place, and I find them strangely alluring, as with... a few other things. Would you bring me one or two? I have a special purpose for them. |
22603 I will return as soon as possible. |
22604 I suppose this one is for free as well? |
22605 Please do. I will be here. |
22606 Perhaps I don't need them as I thought. Ahh well. I have enjoyed our time regardless. |
22607 Do hurry back with those flowers. I should hate for the moment to pass. |
22608 Spirit Armor |
22609 Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 3 turns Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the AC (Armor Class) of the recipient will be set to 1, as if <PRO_HESHE> were wearing plate mail. Also, due to the magical nature of the spell, <PRO_HESHE> will also receive a +3 bonus to Save vs. Spell. There is a danger however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target. |
22610 Chaos |
22611 Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, <PRO_HESHE> does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, <PRO_HESHE> receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast. |
22612 Feeblemind |
22613 Feeblemind (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon <PRO_HIMHER>. |
22614 Domination |
22615 Domination (Enchantment/Charm) Level: 5 Range: Line of sight of caster Duration: 12 hours Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against <PRO_HISHER> morals, except of course a Dispel Magic spell. The target gets a Saving Throw vs. Spell with a -2 penalty in order to avoid the effect. |
22616 Hold Monster |
22617 Hold Monster (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: 1 round/level Casting Time: 5 Area of Effect: 7.5-ft. radius Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Save vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Every enemy within 7.5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
22618 Mental Domination |
22619 Mental Domination (Enchantment/Charm) Level: 4 Sphere: Thought Range: Visual range of the caster Duration: 3 rounds/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When cast upon a subject, he must make a Save vs. Spell with a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. First this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject, the priest must be within range and must be able to see the subject. Also, this requires a moderate amount of concentration from the priest, so <PRO_HESHE> may enter combat and attack; however, <PRO_HESHE> cannot cast another spell. |
22620 Protection From Lightning |
22621 Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled. |
22622 Mental Domination |
22623 Protection From Lightning |
22624 Emotion |
22625 Polymorph Other |
22626 Otiluke's Resilient Sphere |
22627 Greater Malison |
22628 Spirit Armor |
22629 I have them here, as you requested. |
22630 I have decided not to bother with them. I have other matters that are more important. |
22631 And what shall be my reward, fair lady? |
22632 Remove Curse |
22633 Selûne's Blessing |
22634 Selûne's Curse |
22635 Greater Wolfwere |
22636 Greater Wolfwere |
22637 Selûne's Blade |
22639 Selûne's Blade |
22640 Selûne's Blade |
22641 And what do I get for my trouble? Just because the task was simple does not mean I do not deserve payment. |
22642 Wait no longer. I have them here. |
22643 More's the pity. Ah well, I thank for your time nonetheless. I have enjoyed our chat, and think well of you. Fare well in you future. |
22644 I see. I had a reward in mind but think the moment is passed. I was in error, and I need not these flowers anymore. I have enjoyed our time, but I should get back to duties. Fare ye well. |
22645 Your reward? Yes, I had a little something in mind. These flowers are for you, <CHARNAME>. They grow in only a few places, as does friendship and more. Your reward? A kiss, and my fondness. |
22646 I am flattered beyond measure, m'lady. I do not know what to say. |
22647 And well-earned it was. A better payment I could not think of, but should it end there? Come with me when I leave, and I will show you the world. |
22648 These things are worthless to me. I ask for payment and you give me sentiment. Give me something of value. |
22649 That's the sweetness I was looking for. Let's you and I get out of this dung heap of a village and have some fun. |
22650 I thank you. Beautiful, are they not? They smell so strongly of... I know not what. These will do nicely for what I had in mind. They are for you. They grow in only a few places, as does friendship... and more. Take them from me, and this kiss as well. I think... well... of you. |
22651 I am flattered beyond measure, m'lady. I do not know what to say. |
22652 A better payment I could not think of, but should it end there? Come with me when I leave, and I will show you the world. |
22653 This sentiment is wasted on me. I have waited, hoping there was profit in this, but instead I get nothing of value. Leave me. |
22654 That's the sweetness I was looking for. Let's you and I get out of this dung heap of a village and have some fun. |
22655 Say nothing, and go on your way soon. I must remain here, regardless of how I feel. You are an outsider. You do not belong, and you would not wish to. I know this. You must know this too. |
22656 If you wish me to go, I will. I have enjoyed speaking with you, Delainy. Please remember that outsiders are not all to be feared. Some can be considered rather charming, I hope. |
22657 I know only that we should remain friends, regardless of what comes. I have grown fond of you, Delainy, and I will not forget you anytime soon. |
22658 You should leave what "I know" for me to decide. I think I might like to stay here, or better yet, take you with me. The rubes that populate this village are holding you back. |
22659 Oh no, you'll not say such things and then send me away. Chivalry be damned, I'll not be brushed off so easily. |
22660 Foul temptress, you would tease me with your charms and then walk away? So be it. Keep your simple little sentiments to yourself. |
22661 L-leave? No, I cannot. Some others might wish to, but there is no place for us elsewhere. You cannot know... No, I must stay, and you will have to go. I have enjoyed our time and will think of you well, but now I must stop this. Leave me, please. |
22662 M-my affections are worthless to you? Oh, you are not the person I thought you were. Such a cruel trick to play. Get away from me! I will speak no more, outsider! |
22663 W-what? Oh, you move too fast suddenly, and I feel... uncomfortable. Please, I am not so much animal as you seem to wish. I... I must go. I think well of you but... but this is too much. Goodbye. |
22664 You are with words a charmer indeed. Perhaps... another time... no, another time and things would be the same. Go with my thoughts, and please be well. |
22665 Have you brought back those flowers I asked for, <CHARNAME>? I eagerly await them. |
22666 I have them here, as you requested. |
22667 I have decided not to bother with them. I have other matters that are more important. |
22668 And what shall be my reward, good sir? |
22669 And what do I get for my trouble? Just because the task was simple does not mean I do not deserve payment. |
22670 Wait no longer. I have them here. |
22671 More's the pity. Ah well, I thank for your time nonetheless. I have enjoyed our chat, and think well of you. Fare well in you future. |
22672 I see. I had a reward in mind but think the moment is passed. I was in error, and I need not these flowers anymore. I have enjoyed our time, but I should get back to duties. Fare ye well. |
22673 Your reward? Yes, I had a little something in mind. These flowers are for you, <CHARNAME>. They grow in only a few places, as does friendship and more. Your reward? A kiss, and my fondness. |
22674 I am flattered beyond measure, m'lord. I do not know what to say. |
22675 And well earned it was. A better payment I could not think of, but should it end there? Come with me when I leave, and I will show you the world. |
22676 These things are worthless to me. I ask for payment and you give me sentiment. Give me something of value. |
22677 That's the sweetness I was looking for. Let's you and I get out of this dung heap of a village and have some fun. |
22678 I thank you. Beautiful, are they not? They smell so strongly of... I know not what. These will do nicely for what I had in mind. They are for you. They grow in only a few places, as does friendship... and more. Take them from me, and this kiss as well. I think... well... of you. |
22679 I am flattered beyond measure, m'lord. I do not know what to say. |
22680 A better payment I could not think of, but should it end there? Come with me when I leave, and I will show you the world. |
22681 This sentiment is wasted on me. I have waited, hoping there was profit in this, but instead I get nothing of value. Leave me. |
22682 That's the sweetness I was looking for. Let's you and I get out of this dung heap of a village and have some fun. |
22683 Say nothing, and go on your way soon. I must remain here, regardless of how I feel. You are an outsider. You do not belong, and you would not wish to. I know this. You must know this too. |
22684 If you wish me to go, I will. I have enjoyed speaking with you, Durlyle. Please remember that outsiders are not all to be feared. Some can be considered rather charming, I hope. |
22685 I know only that we should remain friends, regardless of what comes. I have grown fond of you, Durlyle, and I will not forget you anytime soon. |
22686 You should leave what "I know" for me to decide. I think I might like to stay here, or better yet, take you with me. The rubes that populate this village are holding you back. |
22687 Oh no, you'll not say such things and then send me away. Courtly manners be damned, I'll not be brushed off so easily. |
22688 Foul tempter, you would tease me with your charms and then walk away? So be it. Keep your simple little sentiments to yourself. |
22689 L-leave? No, I cannot. Some others might wish to, but there is no place for we elsewhere. You cannot know... No, I must stay, and you will have to go. I have enjoyed our time, and will think of you well, but now I must stop this. Leave me, please. |
22690 M-my affections are worthless to you? Oh, you are not the person I thought you were. Such a cruel trick to play. Get away from me! I will speak no more, outsider! |
22691 W-what? Oh, you move too fast suddenly, 'tis novel, but I am unsettled by it. Please, I am not so much animal as you seem to wish. I... I must go. I think well of you but... Goodbye. |
22692 You are with words a charmer indeed. Perhaps... another time... no, another time and things would be the same. Go with my thoughts, and please be well. |
22693 I... I know the others would have you dead, but I'll not raise a claw in your direction. You are just as deserving of life as any other, and I would fight by your side as long as I am able. That my former friends would attack you shows that they are not who I thought they were, and I feel no shame helping you. Leave me behind if you must, but I will help as long as I can. |
22694 The Vampire's Revenge +1 |
22695 It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everydayâ€â€though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as <PRO_HISHER> life energies are drained in order to heal <PRO_HISHER> intended victim. Were this not enough, the weapon is cursed so as to prevent its removal, and the user is smitten with a wasting of the mind, that <PRO_HESHE> may not even think of trying to rid <PRO_HIMHER>self of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one may better spend one's time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms. STATISTICS: Equipped abilities: – Affects Intelligence in a negative manner... I think... duhhhhhh – May only be removed with a Remove Curse spell Combat abilities: – Inflicts damage upon the wielder and heals the target THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
22696 ...we all shall live again... someday... |
22697 Who?! No... Stay back! Stay away! |
22698 Calm down, child. We are here to help you. |
22699 Suck it up, child! The big bad monster is dead and we don't tolerate no crybabies! |
22700 Your name? Is it Dalton? Your mother sent us to find you. Your mother Therella. |
22701 I don't believe you! It all hurts here! Everything! You too! |
22702 Relax, son. This is all just a bad dream and you'll wake up tomorrow right as rain. |
22703 AHHHHHH! You're here to hurt too! Gotta run! GOTTA RUN! |
22704 My... she... she sent you? Oh thank the gods and all that's good! I just wanna... I just wanna go home. |
22705 Then get moving! The way is clear behind us. Stay calm and you'll get out just fine. |
22706 Yeah, whatever. Get out of here, kid. I've cleaned up your mess and you should be safe if you leave now. Get going. |
22707 Gotta go. Gotta go NOW! AAAAHHHHHH! |
22708 Get out of here, kid! It ain't safe! Get movin'! |
22709 Just a... just a bad dream... gotta run outta here... gotta wake up! GOTTA RUN! |
22710 Cult Archer |
22711 Cult Archer |
22712 The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 10 Strength Weight: 4 |
22713 Scimitar |
22714 Hide Armor |
22715 Hide Armor |
22716 Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities. STATISTICS: Equipped abilities: – Open Locks: -10% – Find Traps: -10% – Pick Pockets: -10% – Move Silently: -20% Armor Class: 6 (8 vs. piercing and missile) Requires: 6 Strength Weight: 40 |
22717 Belladonna Flowers |
22718 Belladonna Flowers |
22719 An odd-smelling flower, though very pretty. STATISTICS: Weight: 1 |
22720 This stone seems to be out of place down here, almost as if it wasn't a coincidence at all. Perhaps it has some meaning, maybe even a purpose here. You get an uneasy feeling that this gemstone shouldn't be sold; perhaps it would be best not to be too greedy and keep it around awhile. Normally a deep, pleasant seawater green, beljurils periodically blaze with a glittering, winking, flashing light. However, this particular stone has a slightly different hue; perhaps it is a new strain, rarely if ever seen before. It looks incredibly valuable. STATISTICS: Weight: 1 |
22721 This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know. STATISTICS: Damage: 1d4 (piercing) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
22722 Soultaker Dagger |
22723 This plain silver dagger has a pointed, double-edged blade. STATISTICS: Damage: 1d4 (piercing) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 |
22724 Gong Mallet |
22725 Gong Mallet |
22726 This appears to be a mallet for a gong of some kind. STATISTICS: Weight: 5 |
22727 Flamethrower |
22728 Flamethrower |
22729 Proximity Bomb |
22730 Proximity Bomb |
22731 Dr. Freeze Death Ray |
22732 Dr. Freeze Death Ray |
22733 Frag Grenade |
22734 Frag Grenade |
22735 Laser |
22736 Laser |
22737 This is a proximity bomb |
22738 This is a proximity bomb |
22739 Run then! Run from this place and don't look back! |
22740 No, child, I am here to help. Nothing will harm you now. |
22741 Your mother sent me to find youâ€â€your mother Therella. |
22742 Aw, shut up, nothing is gonna hurt you now. |
22743 I don't care what you believe. If you're too stupid to recognize that you've been rescued, you can stay here for all I care. |
22744 My son has run off on some foolish adventure. You must excuse me for being too distraught to talk. |
22746 Glittering Beljuril Gemstone |
22747 You're n-not gonna hurt? You... you've come to rescue! Praise the gods! |
22748 Yes, son, calm down. We met one of your fellows and he told us of your plight. You should go now. The way is fairly clear, and you should be safe. |
22749 You will take this journey for me now, yes? |
22750 I will undertake the journey. |
22751 I am not prepared to go on this trip for you. |
22752 Yeah, whatever. Get out of here, kid. I've cleaned up your mess and you should be safe if you leave now. Get going. |
22753 I... I know the others would have you dead, but I'll not raise a claw in your direction. You are just as deserving of life as any other, and I would fight by your side as long as I am able. That my former friends would attack you shows that they are not who I thought they were, and I feel no shame helping you. Leave me behind if you must, but I will help as long as I can. |
22754 Stop where you are! I've a bow trained on your neck and you'll not live to reach me! |
22755 Halt! As in stop and cease your actions! You will harm no more! I am Shandalar, and this town is in my protections! You will face justice here, at my hand! |
22756 I am deeply in debt to you for finding my brother. I thank you again. |
22757 Vile fiends of nether intent! Here you face the wrath of this town's protector! I am Shandalar and... do I know you? NO! I would never associate with such... you look so familiar. NO, my familiar is smaller and has sharper teeth! Your masquerade does not fool me! Face justice! |
22758 You there! Stand your ground and face judgment! I am Shandalar, and I must protect this village when no other can! Such as you are not welcome, please and thank you! Keep your elbows off my table! |
22759 Hold, travelers! This place will not tolerate your evil, your misbehavior, or your competition! Did I say that? I must have, for I am Shandalar, and I protect this place when no other can. Or wants to! To arms and legs akimbo! |
22760 While I have enjoyed putting your evil self firmly in your evil place, I fear I must leave your carcass only half-judged! I am certain I left the fireplace fully stoked and must return later! I'll not burn my roast for the likes of you! |
22761 You will all pay for your... wait! There is something entirely shiny at the tip of that tree! I will return to do away with you later! Best you repent in the meantime! |
22762 I would stay to finish you off, but I have rather more important things to attend to! I've bigger fishmen to fry than you lot! |
22763 Wait wait WAIT! I've something in my eye. Hold on... hold on... blasted eyelashes! Knew I shouldn't have regrown them! I'll be back to finish you later, mark my words! |
22764 Polymorph Self |
22765 Domination |
22766 [no text] |
22767 Hold Monster |
22768 Chaos |
22769 Feeblemind |
22770 Saved...? Then you are not part of... You are a bunch of fools, just like we were! Turn back now and leave the way you came, and maybe you will live to forget this place. I don't know if I even have the will to do that. |
22771 Fire then, and know you have killed the one who would have saved you! |
22772 Calm down, I am not your enemy. Who are you? |
22773 If it's a fight you want, I am more than capable! I have survived this far and will not be stopped by you! |
22774 You and your undead master will fall in my wake! Durlag's Tower will be free of all of you! |
22775 You'll not stop me! I'll have the treasures in this tower for myself and myself alone! |
22776 Daese |
22777 Daese |
22778 Wolfwere |
22779 Wolfwere |
22780 Werewolf |
22781 Werewolf |
22782 Greater Werewolf |
22783 Greater Werewolf |
22784 Loup Garou |
22785 Loup Garou |
22786 This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers. STATISTICS: THAC0: +1, +3 vs. unnatural creatures Damage: 1d6+1, +3 vs. unnatural creatures Damage type: Crushing Speed Factor: 3 Proficiency Type: Club Type: One-handed Requires: 3 Strength Weight: 3 |
22787 The Root of the Problem +1, +3 vs. unnatural |
22788 Daese |
22789 Daese |
22790 Jondal |
22791 Jondal |
22792 And who are you? You said you had fellows with you? Where are they now? |
22793 Who am I? I am an idiot who thought I could assault this tower like it was some pissant kobold warren. You are a like-minded fool then? Best you make your will if you intend to stay. My fellows went forward but a short ways, while I rested here after a blow to the head. Dead, they are, and we will follow. My name is Clair De'Lain, and I should be dead. |
22794 Survived this far? Then you are not an illusion or henchman of... no, you are a fool just like me. Come to take the tower for all its spoils, have you? You'll die, you know. |
22795 And will you be the one to kill me? I think not! You look wounded and weak as it is. Stand aside or I will put you out of your misery. |
22796 You seem quite certain, yet you live. Perhaps my doom is not as set in stone as you would have it seem. Who are you to say? |
22797 I have no time to listen to your prattle. Stand aside if you are too weak, I will not be stopped by you, or this place. |
22798 The great and conquering hero, come to take what is theirs by rights. Ha! You know nothing, just as I did not. Do you know what is beyond this door? Have you given a moment's thought to what you will face here? Obviously not, or you would never have entered this damned place at all. |
22799 If you are through insulting me, pray tell what it is you fear now that you did not before. Who are you that you have such "insight"? |
22800 The danger is irrelevant. This place harbors an evil most foul, and I'll not rest until it is extinguished. |
22801 Is greed all that brought you here? Even my young friends thought more of themselves than that. We were not scavengers; we were adventurers, testing ourselves against obstacles. Such fools we were, and you are too. It is gold you seek? Is it worth your lives? That will be the cost. |
22802 What happened to you here? I saw signs of another group but did not know you had made it this far. |
22803 Have you given up all hope? Certainly it cannot be that bad. You and I have both lived to make it this far. |
22804 We were neither weak, nor cowardly. Inexperience and stupidity brought us down. They went ahead while I rested only a moment, and I heard their deaths... I heard... I should not have brought such youth to this place. They were willing, but could not understand the danger. We can disarm traps and kill simple monsters, but true evil... I should not have brought them. |
22805 My misery is great, but you will know it soon enough. You will face what I have seen, if you do not leave now. |
22806 Who are you to say what I should do? What great trauma has given you such "intuitive" insight? |
22807 Bah! This place will give up its secrets as I kick in the doors! |
22808 It matters not. I will make this place submit and I shall take its secrets and treasures for my own. |
22809 Then you will not rest, even in death! You have an astounding ego. A paladin you must be, or some other equally stubborn. You will find this place does not submit readily. |
22810 What great experience has jaded you so? Who are you to know this place as well as you claim? |
22811 Neither would I want it to. Perhaps you should flee and leave me to decide for myself what I should do. The way is clear behind me, and soon will be ahead as well. |
22812 The cost will be paid by others. I do not fail and I do not give up. Defeat is the only choice for this place and anything within. |
22813 Who are you and these fellows you speak of? You cannot have been that formidable if you have given up so easily. |
22814 Amazing! You said that so utterly deadpan I almost believe you think it is true. It will do you no good, you know. Thrust your chest out and bellow as you will, the creature ahead will pay you no mind, and neither will the walls of this place. |
22815 And what has given you this insight? Who are you to say? |
22816 Such cowardice I have never heard! Did your comrades die on their knees or were they always there? |
22817 I will remain here should you change your mind. Remember, hero, there is much treasure and glory in this adventure. |
22818 And what happened? I saw signs of your group, they must have been competent enough to make it this far. |
22819 You must not give up hope. We yet live, and that means all is not lost. |
22820 Then stand aside, coward. I have the will, and the means, to defeat this place and any creature that it harbors. |
22821 Perhaps they have not all been lost. You should not give up hope so easily. |
22822 If you are unwilling to go forward, perhaps you should step aside. |
22823 Hope? I lost hope when I heard their screams and knew that I could not help. I cannot even attempt the creature that is to come. Have you not seen? Or heard? The worst is that it did not even bother to lift a finger itself. They fought themselves, or monsters shaped as such. I suppose it was fitting, given the history of this place. Don't speak to me of hope. My friends are dead. |
22824 Please, your name again? |
22825 Perhaps you are not up to the task, but I am still here and willing. If they live, perhaps I can save them. |
22826 Perhaps you were not up to the task, but I think that I am. I will go where you could not. |
22827 What happened to those that were with you? |
22828 You have no idea what is ahead, do you? It is a demon knight! A demon knight! Such a thing is as rare as it is evil! Alone it could destroy all of you, but that's only if it decides you are worthy of the effort. My friends went ahead and challenged it like it was some shambling skeleton, and it LAUGHED at them! It didn't even bother to lift its sword! |
22829 Defensive Harmony |
22830 Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 30-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to <PRO_HISHER> Armor Class. This lasts for 6 rounds or until dispelled. |
22831 we |
22832 Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, all creatures within a 10-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. |
22833 Champion's Strength |
22834 Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Visual range of the caster Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spells is cast, the priest effectively draws on the strength of <PRO_HISHER> god and lends it to the target creature, in effect creating a champion. The target gains a bonus to <PRO_HISHER> THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and <PRO_HISHER> god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled. |
22835 Such overconfidence will prove its downfall. |
22836 It will know I am a threat. I will command its respect. |
22837 I would have little to fear faced with others like you. |
22838 Balduran's Logbook |
22839 Balduran's Logbook |
22840 It would appear that time has not been kind to the pages of this tome, but snippets of information are still readable. "This is the logbook of the goode ship Wandering Eye, under the command of the mos... orthy Balduran ...will return once we have again seen far-off shores. The men are restless, but the promise of wealth rivaling our last voyage will keep them well in line... ...weather is clear and we shall make Anchorome in goodly time, of that I have no doubt... ...have calmed the crew, though nervouse they will remain. I blame them not, for it was not a pleasante encounter in the least. Bloody elves would do well to remember that the sea belongs to no one, save the gods that guard her. I shall avoide the northerly passage just the same, if only to prevent another overzealouse boarding party. Such paranoia from the "Fair Folk..." ...arrived in Anchorome, and I am remembered by a goodly number of people, not all fondly... ...but "His Grace" has deemed me worthy to proceed through his lands. I am quite sure the two hundred-strong complement of the Wandering Eye aided in the decision. Still, we were received in goode humore, and I will not request tribute... ...adventure it has been! Such wealth as this... only in the deepest ruins of home. Here it is almost for the taking, with only a measure of "diplomatic" discussions as the cost... ...attacked, and barely made it to the ship in time. Dradeel did warn of such, but who is to trust a worde from his mouth? I do sweare, his senses seem addled at the best of times... ...the crew, but a larger share for the remaining will keep them well and truly happy. I shall conscript replacements from the local populace this night, and we shall set our sails at dawn... ...delays, but with one hundred and fifty new hands, one must expect the going to be slow at the start. They seem quite calm and orderly, not at all as I expected... ...should have searched! We cast him out, but his words... eady inflamed the crew. I know not what was worse, the shaman's constant... or the reaction of the crew when he was committed to the sea. Their eyes are... and resigned. I dislike a crew with no fire in their bellies, but I do suppose it is better than a fire in the hold... ...weather unseasonable, and the moode does worsen. As well, beetles have beset the foode stores, and we shall surely be hungry long before reaching the coast of home... ...set aground to forage. It is a small isle, but will yield what we need. Perhaps I shall... on my own while the crew... time on land will do them goode... ...original men seem quite shallow in the face, quite different from the pallor of the new recruits, but all are most definitely ill..." STATISTICS: Weight: 3 |
22841 Defensive Harmony |
22842 Protection From Evil, 10' Radius |
22843 Champion's Strength |
22844 Chaotic Commands |
22845 [no text] |
22846 Cult Assassin |
22847 Cult Assassin |
22848 Do not play games with me, fool. What do you seek? |
22849 We have come to retrieve a fisherman named Evan, whom you have lured here with your foul magic. |
22850 I am <CHARNAME> and these are my companions. Perhaps you could explain what happened to that fellow behind you. |
22851 Holy Cloak |
22852 This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island. STATISTICS: Weight: 3 |
22853 Ulgoth's Beard |
22854 Durlag's Tower |
22855 I will approach cautiously, but I cannot back down now. |
22856 I assure you, this creature is only as confident as its power warrants. You don't know what happened in there. You don't know... |
22857 Then tell me straight: What happened to your friends? |
22858 What great magic did it use to defeat your friends so easily? |
22859 So you think there is no way to defeat it? Why did you come down here then? |
22860 Even I have to laugh at that comment. You should pray that it finds you just as funny. You just don't know... |
22861 Then tell me straight: What happened to your friends? |
22862 What great magic did it use to defeat your friends so easily? |
22863 So you think there is no way to defeat it? Why did you come down here then? |
22864 My friends were young and inexperienced. You should know better. You have no idea... |
22865 Then tell me straight: What happened to your friends? |
22866 What great magic did it use to defeat your friends so easily? |
22867 So you think there is no way to defeat it? Why did you come down here then? |
22868 It will not matter. You still have no idea what you are going to face... no idea... |
22869 Then tell me straight: What happened to your friends? |
22870 What great magic did it use to defeat your friends so easily? |
22871 So you think there is no way to defeat it? Why did you come down here then? |
22872 They entered and challenged it, and it stared and did nothing. For a moment they didn't know what to do, and then it made a simple gesture with its hand, and all the hells broke loose. It created doubles of them all, and laughed as they literally killed themselves. I heard Dalton screaming loudest. I think he actually killed his double, but couldn't handle the fact that he had to. He was the youngest... They didn't know, and they missed the one shot they may have had... |
22873 I have heard of such things, but never thought I would be damned enough to see one. The creature was not shy about talking about it, the smug bastard. He's got a Mirror of Opposition, or something like it. All who glimpse it get duplicated and must fight themselves. If they fail, they die. If they win, they have still killed their likeness. I have heard that it sometimes drives a person mad, but I never thought... There's a slim chance, but I wouldn't survive a second in there. |
22874 We weren't complete idiots. We didn't come down here to fight a demon knight, we came for the dungeon. Equally stupid I guess, but you never expect to die. Wouldn't leave the house if you did. My friends missed their one shot and paid for it, and now I can't help them. |
22875 And what fell magic did it use to do this? |
22876 Why did you come if you think this creature unbeatable? |
22877 And what is this "one shot" of which you speak? You have already said that you think the creature cannot be beaten. |
22878 And it used this device to destroy your friends? |
22879 Why did you come if you think this creature cannot be stopped? |
22880 What is this "slim chance" you speak of? You have already said that you don't think the creature is defeatable. |
22881 And it defeated them without any effort at all? |
22882 It used a powerful magic of some sort to defeat them? |
22883 What is this "one shot" you mentioned? You have already called this creature unbeatable, so how effective could it have been? |
22884 I've had some time to think about it. I couldn't go forward and I couldn't go back the way we came. That thing in there might even know I'm out here. I doubt it cares, but something it said made me think. The Mirror of Opposition it used must be very powerful... maybe it's powerful enough to do the same thing to the demon knight itself. The legends I've heard is that they have some resistances, but who knows with magic? The rules are not always carved in stone. |
22885 Weaklings. I will assault the creature head-on and destroy him before he realizes! |
22886 Bah! I don't need subterfuge and guile. I am strong enough to confront it directly! |
22887 But I might have a plan to make it possible... |
22888 Nope! I'll hear no more! I'm going to do things MY way. |
22889 Very well, let's hear it. |
22890 You are a complete fool and you don't even realize it. Good luck, you'll need it. |
22891 Then I will succeed where you failed. I'll do a direct assault and kill it before it even realizes! |
22892 I will remember your theory, but I think I might just use force instead. It sounds like the creature will respect that. |
22893 So I should find the mirror and turn it on him? That sounds too easy. |
22894 I know. I doubt the mirror will be easily accessible, and even if it is, you may be exposed as well. I got a peek at the room and it is not large. Everyone inside may be affected. |
22895 Well, you roll your dice and you take your chances. Tymora be with us, I'll give it a shot. |
22896 Hmm... I think I'll try it my way first. A little direct action to put this beast in its place. |
22897 Good luck then. I... I'm not going in. I can't... |
22898 You... you made it! Did any of... no, all my friends are dead, aren't they? Dalton's mother will kill me as surely as this place would have. At... at least the demon knight has been stopped. I hope we've seen that last of his kind... it worries me though. I have heard they serve powerful beings even more evil than they, if such a thing is possible. I... I'd better go. |
22899 You... you made it! Dalton ran out faster than I've ever seen him move. Did anyone else... no, they are dead, aren't they? At least Dalton's mother will sleep well tonight. I doubt he'll be going on any more adventures anytime soon. Neither will I, for that matter. At least you stopped the demon knight, though... though it worries me. I have heard that such creatures serve powerful beings even more evil than they, as if such a thing were possible. I... I should go. |
22900 If you wish, though I am quite sure you will die horribly. Good luck; you will need it. |
22901 Hello, mortals. Death welcomes you. Here is now the property of I, and all others will fall or flee. Tour is over and tower is closed! All who enter will perish; all who enter will suffer pain. So speak I, and listen well you will. Tour is over! |
22903 Chaotic Commands |
22904 Chaotic Commands (Enchantment/Charm) Level: 5 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, and Confusion are all spells that fit into this category. The spell affects only one creature and lasts for the duration or until dispelled. |
22905 Spider says to fly, "the parlor welcomes." You have come to die, and I know best. |
22906 I cannot afford that right now. Perhaps some other time. |
22907 You will by day's end, you will. You are all as insects. You are worthy of no more thought than these whelps behind. Children, playing where they should not. Death is welcome when they waste their lives. Served their purpose, as did you. |
22908 Your bravado is wasted; I do not fear you. |
22909 I have come to put an end to your evil! |
22910 A dwarf named Hurgan Stoneblade has an employment opportunity for us if we wish to hear about it. He is staying at the inn of Ulgoth's Beard. |
22911 We have been asked to retrieve an enchanted dagger from Durlag's Tower called "Soultaker" by Hurgan Stoneblade. The dagger is a family heirloom that he wishes us to return to him in Ulgoth's Beard. The Tower is rumored to be heavily trapped. |
22912 H-hello there. How about I ask you nicely to leave, and then you... um... leave? |
22913 Talk if you must, you will die all the same. |
22914 Hurgan hadn't told us everything when he sent us to retrieve the dagger. It appears that the dagger contains the soul of an evil demon that killed Hurgan's grandfather. The people that ambushed us are members of the cult that worships the beast. Hurgan believes that they wish to bring the demon back to life within their house in Ulgoth's Beard. Hurgan would like us to stop them. |
22915 Tourist |
22916 Tourist |
22917 A salty sea-dog by the name of Calahan tells us that Mendas, the scholar from Waterdeep, keeps to himself and is away several days a month on business. |
22918 Wow, this place is immense. |
22919 This Ike fellow, he's rather wordy, ain't he? |
22920 We have met an elven mage who seems to be a bit insane. He claims to be Balduran's friend and navigator on the hero's final voyage. He also claims that this island is infected by lycanthropes. Dradeel asked us to retrieve his spellbook from the wreck of Balduran's ship. The book is said to lie in a chest near Balduran's cabin. |
22921 I don't care what Ike says, I wanna take a look around on my own. |
22922 Oh my god! What sort of hellish place is this? Francis was roasted like a stuck pig over the fire! |
22923 We have met an elven mage who seems to be a bit insane. He claims to be Balduran's friend and navigator on the hero's final voyage. He also claims that this island is infected by lycanthropes. |
22924 The mad elf, Dradeel, says that Balduran's crew stopped here to replenish their supplies as they returned from a disastrous voyage to Anchorome. Some of the crew members had been cursed with lycanthropy and attacked the others. Dradeel managed to escape and has been holed up in an ancient hut ever since. |
22925 Served my purpose? I will do nothing for you, monster! |
22926 They are children who don't know better. Now you face a true opponent! |
22927 Of course you have. You have come to fight for right and think it gives you strength. You shall be brave martyr, IF they find your corpse. More likely none will know you died here, and your name will be forgotten. You are nothing in my sight, just as the whelps behind. You have served your purpose, and now will die. |
22929 Served my purpose? I have done nothing for you! |
22930 A gnomish woman named Dushai claims to have knowledge of Balduran's final voyage. She will share it with us for a "research fee." |
22931 The gnome Dushai tells us that Balduran sailed for Anchorome and never returned. No one knows exactly what his final fate was. However, it is odd that he did not return to the city that he founded and loved. |
22932 You talk pretty confident for someone who has only tested their strength against children and commoners. |
22933 You seek to reason with death. Your words mean nothing and fall as leaves to the winter. I will listen to your screams, but your words do not interest. You are tools to be cast aside, now that your task is done. You will die as these whelps behind. |
22934 Evalt, a fisherman descendant of Balduran's crew, tells us that his brother was kidnapped by a "blue witch." He asks that we look for his brother when we are on the north half of the island. |
22935 My task? I will do nothing for the likes of you! |
22936 And what of those children? Did it feel good crushing those that stood no chance against you? |
22937 I am already dead. It is you who will change. Cease your words; they are worthless. Your purpose is done. You will join the whelps behind. |
22938 My purpose? I have done nothing to help you! I am here to destroy you! |
22939 They were weak! I am stronger, and will be a worthy opponent! |
22940 We have agreed to retrieve Farthing's dolly should we come across it on the island. She has allowed us to play with the doll on the way back. |
22941 Fenrus Boulon has told us that Durlag's Tower was built by a famous dwarven hero name Durlag Trollkiller. The wealth that he amassed was coveted by a group of mind flayers, who used doppelgangers to kill and replace Durlag's family. The hero killed the beasts but was driven mad in the process. He entrapped the tower and disappeared within its depths. |
22942 The war leader of the island village has said that the lycanthropes that we hunt can only be injured by enchanted weapons or silver. |
22943 We have met a woman named Maralee in the island village. Her child has been kidnapped by the wolf creatures on the island. She has asked us to rescue the child. |
22944 You have done just what I wished. I need a base that is fortified and secure, and I also do not wish my hirelings to die with every step. I bait some foolish adventurers in and they make the floors safe. They come this far and die, and I do not need to sully my hands removing traps. I need not dirty hands at all. Foolish flesh kills itself with my Mirror of Opposition. Durlag has built me a fine home, and you have been excellent maid service. It is the duty of the flesh to toil and then be laid to rest. Perhaps you will forsake the flesh and return, but I doubt you to be that privileged. |
22945 A scholar named Mendas has offered us employment. He lives near the docks in Ulgoth's Beard. |
22946 We have agreed to travel the Trackless Sea for Mendas and fetch the logbook from Balduran's final voyage for him. Mendas will hire a boat and meet us at the docks in Ulgoth's Beard. |
22947 Mendas has sent us to the Merchants' League Counting House in Baldur's Gate. We are to "obtain" the sea charts for him. The Counting House should be located in the northeastern quadrant of the city. |
22948 The scholar Mendas has hired a boat for our use and copied the sea charts for the journey. He awaits our arrival at the docks of Ulgoth's Beard. |
22949 After meeting a former sailor from Amn in the island village, he explained to us that Balduran's crew was attacked by savage wolfweres and holed up here where the village now stands. They believe that Balduran and his guide Dradeel died at the ship. He goes on to say the husband of the headwoman has attempted to make it to the mainland and return to rescue his clan. He has not returned. |
22950 They were not worthy of my blade. With the aid of a trinket they destroyed themselves. They should thank, that I allowed them to die by their own hand instead of killing them like insects. One yet lives. Perhaps I should kill with the old rituals, and bring forth a proper minion. He will outlive his worthless companions in undeath. Their age is your age is the age of all mortals, and it is irrelevant. You do not know true age, and you could not until you have outlived a dragon or an elf, or a legend. Death can be eternal sleep, or the one eternal life. You will know the sleep, and I will still be the life. You have fulfilled your purpose. I took the tower as a base that is fortified and secure. You have been the foolish maid service that cleaned it of traps for me. The madness of Durlag has built me a fine home, and you have swept the floors. |
22951 Taloun has warned us to trust no one on the island. He seems to be serious. |
22952 In Ulgoth's Beard, a woman named Therella has asked us to look for her errant son in Durlag's Tower. |
22953 Your resolve will make for a good epitaph. This IS the last, and here I shall crumble your bones to dust. You have discovered nothing that will not be silenced with your death. I will give you pain unlike you have ever known. I will not even risk my trinket on you. You will know the honor of dying by my own hand. |
22954 I don't know what you intend to do with this place, but you will not prevail! I will fight you to the last! |
22955 Haughty fool, you have let slip that you need this place for a base. What are you planning here? Do not make me beat it out of you! |
22956 I don't know what you intend to do with this place, but you will not prevail! I will fight you to the last! |
22957 Haughty fool, you have let slip that you need this place for a base. What are you planning here? Do not make me beat it out of you! |
22958 No doubt the great treasures hidden throughout this place will fund whatever schemes you are planning. Surely there is more than enough to go around. |
22959 No doubt the great treasures hidden throughout this place will fund whatever schemes you are planning. Surely there is more than enough to go around. |
22960 Turn your blasted mirror on me then! Hide behind your magic for now, but I will be coming for you next! |
22961 Turn your blasted mirror on me then! Hide behind your magic for now, but I will be coming for you next! |
22962 You foolish mortal! You have exposed us all to the mirror's tainted effects! It is cracked and malfunctions! I will see you long-suffering before your death! |
22963 You may ask what you wish, but you will get no answers. Die you will, but I know well that the dead do not hold their tongues as well as they should. Understanding is beyond you; dying, your only option. I will take your heads with my own blade. You have served well and have earned the honor. |
22964 Your flesh shows its weakness and stupidity. You understand only mortal gains: wealth, luxury, lust. You have no more a chance to understand me than defeat me. I will kill you with my own hands, and perhaps you will realize the error of your challenges. |
22965 A mere toy. There is value in the suffering it causes, but you will not have its gift. It is cracked and malfunctions, though it still does a measure of what is intended. I will repair it and await more adventurers who wish to test their resolve. You will have the honor of dying by my very hand, as reward for your unintentional service. You have descended deep and found naught but doom. Such a waste. |
22966 This ornate weapon has "Vampiric Sword" written in bold Common text along the entire length of its blade. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
22967 Vampiric Sword |
22968 You have come. I suppose it was inevitable. You weathered Durlag's Tower, so breaching our meager defenses would be a minor feat. It is of little concern. In a matter of seconds creatures such as you will be powerless before us. |
22969 Why would you do this? The beast you mean to raise is not to be trusted! |
22970 You may jabber as you wish! I will be standing in your blood before you finish! |
22971 Is there no other way? You don't really wish to unleash such a being, do you? |
22972 By all that is right and holy, you will not succeed! |
22973 Perhaps we should join together? You will need powerful allies. |
22974 Pray tell how you would know this? Have you prepared the rituals, spoken the incantations? I have, and the assurances of Aec'Letec were the fruits of my labors! Certainly the denizens of the lower planes are prone to falsehoods, but only when dealing with the weak and stupid! We shall be strong and fitting allies for this new master! Here I break that dagger, and here the new lord comes! |
22975 Grand threats for someone so close to death. There will be much blood shed in the next age: Much more than you and your meager blades and spells will manage. Aec'Letec has spoken in my fever-dreams, and we are assured of power beyond comprehension! You souls will feed his rise! The dagger is broken! Let the new lord arise! |
22976 I will not choose now. |
22977 Adventurers, you must leave this place. These are the spawn of the cursed ones that murdered us so many years ago. They have broken into two factions. The dark ones inhabit the ship and the lighter ones have built this town. These ones have built a ship. If you hurry, you may yet escape. |
22978 Where is this ship? |
22979 What else have you discovered? |
22980 We have no need of your help, elf. |
22981 The ship lies beyond the mountains to the east. I have discovered a series of caves, warrens really, that the wolf monstrosities live in. There is a hidden door in this hut. The caves will lead you to the ship. I warn you now: The way is fraught with peril. Head east through the caves and you may find the exit. The chieftain's woman is at the boat right now. Hurry, friends! I thank you for my freedom. Would that I had the power to help you escape myself. Ah, well, perhaps we shall meet again someday and I will repay you for your assistance. |
22982 This headwoman, Kaishas, had the ship built months ago. She has been waiting for her husband Selaad to return with maps that they may use to return to the mainland. At present, she only knows that it is east. She has gone to the ship that they have built. I have discovered a series of caves, warrens really, that the wolf monstrosities live in. There is a hidden door in this hut. The caves will lead you to the ship. I warn you now: The way is fraught with peril. Head east through the caves and you may find the exit. Hurry friends! I thank you for my freedom. Would that I had the power to help you escape myself. Ah, well, perhaps we shall meet again someday and I will repay you for your assistance. |
22983 Be as rude as you wish. For your help earlier, I will give you this advice. I have discovered a series of caves, warrens really, that the wolf monstrosities live in. There is a hidden door in this hut. The caves will lead you to the ship where the chieftain's woman is. I warn you now: The way is fraught with peril. Head east through the caves and you may find the exit. Hurry friends! I thank you for my freedom. Perhaps we shall meet again someday. |
22984 How shallow do you think me that I would give up my destiny after a few short words with you? Have you no strength to YOUR convictions? I have no pity for your kind! You will be swept aside! You are already too late, and a new age rises! Behold Aec'Letec! Born of the Abyss, but destined to walk the Prime! The dagger is broken! Behold your new lord and master! |
22985 Heroic friends, I am sorry for what is happening. I fear that we are led by one with evil heart. In the large hut northwest of here, there is a hidden door that leads to our homes below the ground. Within you shall find an exit to the ship. |
22986 Your home is no place for my people. Take the ship and go. With the evil ones dead we can make a good life on our island. Farewell! Peladan will grow to learn of your courage. |
22987 I am still surprised that you saved my child at all. You do not seem the least bit heroic. It is better that you take the ship and leave us here. We would never wish to live with such as you. |
22988 Many thanks, Maralee. This is not the place for us. |
22989 It is about time you repaid your debt to us, wench. |
22990 Aec'Letec |
22991 Aec'Letec |
22992 Here we must be parting. Inside there is a path to a secret place. Kaishas has not told, and none really know. I learned of it because I dared to explore and found the ship they built. It might be ready, but without sea chart they could not sail. Some say the chieftain left on another ship, to find the way. I think we should stay: There is naught but fight and conflict elsewhere. The secret door is in the north of the hut. You may have seen, but it was magically closed. Now it will work, because Kaishas has gone through. Go! I will defend you to the death, for my spirit has already passed in the face of my compatriots' intolerance. They are not the friends I thought I knew. If you are gone, perhaps they will calm. Go now! |
22993 Here we must be parting. Inside there is a path to a secret place. Kaishas has not told, and none really know. I learned of it because I dared to explore and found the ship they built. It might be ready, but without sea chart they could not sail. Some say the chieftain left on another ship, to find the way. I think we should stay: There is naught but fight and conflict elsewhere. The secret door is in the north of the hut. You may have seen, but it was magically closed. Now it will work, because Kaishas has gone through. Go! I will defend you to the death, for my spirit has already passed in the face of my compatriots' intolerance. They are not the friends I thought I knew. If you are gone, perhaps they will calm. Go now! |
22994 You are correct that we shall need powerful allies. How fortunate for us that we are summoning one and will not need you! You would dare suggest that you should be granted immunity from the coming storm, just because you feign loyalty at this moment? We have worshipped for years upon years, and planned for this day to the exclusion of all else! You are but spit in the ocean, and unworthy! Your time is past! Aec'Letec will deliver you from life! The dagger is broken! Witness the new lord arise! |
22995 By all that is loud and windy, will you please shut up?! You can pose all you wish, but you have failed! Here will come the new lord, despite your slogans! Here will come the new lord, despite your puny weapons! Here will come the new lord, Aec'Letec! Born of the Abyss, let he who was imprisoned walk the Prime! The dagger is broken! I release you! |
22996 It came to pass that. |
22997 It came to pass that the hero Durlag and his man-at-arms, Arlo Stoneblade, ventured into the bowels of the Great Rift. They fought the hideous tanar'ri Aec'Letec and, with a single blow of his axe, Durlag slew the demon's body and entrapped its soul in an enchanted dagger. |
22998 Ashirukuru |
22999 And Durlag moved through the Troll Mountains killing all of the foul beasts... |
23000 Ashirukuru |
23003 [no text] |
23004 Vissilithysmee was no match for the mighty Durlag. The dragon's spells could not harm him, and her breath was as a gentle breeze to Durlag. |
23005 Like a god of battle, Durlag waded into the drow horde, slaying thousands... |
23006 Durlag's Pride: This is a monument to the dwarven hero Durlag. It is a sword that has been fused into the rock and cannot be removed. |
23007 The lift to the lower levels is blocked at present. |
23008 A blacksmith's anvil, often used to make or repair tools. |
23009 A wine press. It needs fruit to be useful. |
23010 This strange machine has a blank panel where a switch had been. |
23011 Durlag... Durlag, my friend! You have returned, after age upon age. It is I, Daital, your friend of old. I have waited... waited long for your coming that I may help. My friend... |
23012 Of course... er... Daital. I have... missed your company. |
23013 Foul specter, you are blind in your undeath. I am not Durlag, and you are not my friend! |
23014 Speak your mind, creature. What is it you want? |
23015 Shadow Warrior |
23016 Ghoul Lord |
23017 Ghoul Lord |
23018 You are uncharacteristically civil this day, Durlag... and I think you are... taller... than I recall. Time changes us all, I guess, though it has not erased my debt. I will serve here until you wish otherwise, to repay... repay... I barely remember what I owe, but it matters not. |
23019 Greater Ghoul |
23020 Then you are invaders in his home! I will avenge! Durlag, if you hear me, I am sorry I was not here to aid! My debt goes unpaid! I will expel these creatures and any other... you will rest easy, I swear it! |
23021 [no text] |
23022 Greater Ghoul |
23023 I see you are as crotchety as ever to non-dwarven kin, though you yourself seem... taller than I recall. Perhaps it is me. I recall so little with clarity these days... years. I am here to serve as best I can... to repay the debt I owe... I barely recall how I incurred it, but repay I will. |
23024 Ah, yes, the debt. Perhaps you may waive your duty to me if you give me something else instead. Have you anything of value? |
23025 I have no need of your service. Consider whatever it is you owe to be settled. I release you from any contract we may have had. Leave and be free. |
23026 What is it you think you owe... me? What do you hope to repay? |
23027 You need not have waited so long. Perhaps if you paid through some other means you might rest easy. Have you anything else I may take as payment? Anything... valuable? |
23028 You speak of debts from an age long since past. Consider it settled, and go get some rest. I'll hear no more of this. You are free to leave whenever you wish. |
23029 What debt is this? What has kept you here so long? |
23030 It is not gold I owe, but honor! Your clan was a refuge to me, to my family until... you fought them off when I could not strike my... my children changed to doubles... you... you have no need of wealth. We waded through dragon hoards and left with empty pockets, you and I. You have changed much since you... since I... death... death took us both! You are not Durlag! He valued family over all! You are invaders! I will repel you and he will rest easy! I will repay! |
23031 You speak of the old like it does not matter... you know better. When the hordes came wearing the faces of friends, you fought when I would not... could not strike... I was an outsider among your clan, and you defended when all did turn against... I was released from life... but never from debt... Do not turn me away... a friend would not turn me... you are different... you are not the same... you are not Durlag! I will defend! |
23032 The debt? You know the debt... When the evil came and took the faces of your clan, when your friends and mine became evil unmatched... you protected and fought though it pained. I could not harm... I could not strike at the clan I called family... you fought them all... though it hurt you more... I was the lucky one, and was released from the nightmare of life... the easy way. I will repay... you should know this... you should know! You have changed! You are not Durlag! |
23033 Fear |
23035 Fear |
23036 Fear |
23037 Fear |
23038 Love |
23039 Pride |
23040 Air Aspect |
23041 Air Aspect |
23042 Pride |
23044 Kaldran the Bear |
23045 Kaldran the Bear |
23046 Avarice |
23047 Avarice |
23048 Not another step! State yer name and what ye are doing in this place! |
23049 Love |
23050 State your own name! I doubt ye are Durlag, so you are as much an intruder as I! |
23051 <CHARNAME> will serve as a name, and I am here to loot the tower. Is there a problem with that? |
23052 My name is not your concern. Do you intend me harm? I should hate to have to kill you having just met. |
23053 <CHARNAME> will do for a name. Care to return the courtesy? Who are you? |
23054 Calm yourself, friend. I've no dispute with you. We are obviously in the same line of work. Can't we share this tower evenly? |
23055 Pawn |
23056 Pawn |
23057 Knight |
23058 Knight |
23059 Rook |
23060 Rook |
23061 Ye doubt I am Durlag? Well, give the fool a prize; turns out I'm not the dwarf that's been dead o'er a bunch of centuries. Good for you, but my question still stands: Who are you? I don't care a whit what you are doing in the tower; I just want to know what you are doing sneaking up on my backside. I don't like people sneakin' near me. Makes me nervous. |
23062 Bishop |
23063 Bishop |
23064 Queen |
23065 Queen |
23066 King |
23067 King |
23068 Corpse |
23069 Corpse |
23070 Relax your suspicions, I am not your enemy. This place is quite full enough of traps without us fighting each other. What is your name? |
23071 You have nothing to fear if you are right and just. I am here to cleanse this place. |
23072 The hunched figure of a doppelganger glares from the woven depths of this tapestry. Its eyes seem to follow you, darting occasionally to the cobwebbed statues that lie to either side. |
23073 I suppose it would make you nervous, what with all the traps in this place. I'm not here to harm you though. |
23074 Welcome to the game of chess. You have just defeated the last of the four elemental guardians and so this is your next stop. I hope your stay within my tower has been pleasant, but if you have been bored, I have included this game to spice things up somewhat. There are some rules that must be adhered to while playing the game. The first one is to stay on your respective squares. Your king cannot move from its square, your queen may move into any square. The black bishop must stay to the black squares, while the white bishop keeps to the white squares. The knights can travel anywhere, but always take the risk of some pain. If you move into a square that is restricted to you, lightning will be sent to punish your transgression. |
23075 Remember, when one king falls, the game is done. |
23076 You should be nervous. If anything were to... happen... to you in here, no one could say it wasn't just another adventurer dying in some dungeon. |
23077 No, I suppose not. You are doing the same task that I am, though I don't like ye working so close to me. Makes me nervous. Move yourselves to another level, and leave this area to me and mine. |
23078 A fine greeting for a fellow adventurer. The height of rudeness. So be it, I'll be on my way. |
23079 Dwarven Doom Guard |
23080 Dwarven Doom Guard |
23081 I don't like your tone, little man, and I don't see your name on the place. I'll go where I wish. |
23082 Come now, it's a big place. There's more than enough to go around. I'll only be here a minute or two, and there's safety in numbers. |
23083 Paralyze |
23084 Traveling Hours |
23085 Lightning |
23086 Death Gaze |
23087 Ethereal Voice |
23088 Ethereal Voice |
23090 Well, hello there. Come to see little ol' Kirinhale, have ye? It's been sooo long since I've had any company at all, and now... well... just look at you. So virile, so... manly. Care to stay here by my side? It will be ever so lonely without you. |
23091 My dear lady, why have you languished in this place for so long? |
23092 Stay back from me, I have precious little time for such distractions. |
23093 Why, certainly. I should love to stay with you awhile. Never say no to a pretty face, I say. |
23094 Oh, you would? Well, I would hate to have to kill you just for saying that alone. Why don't you try to rattle me further so I've really got a reason to put you out of my misery? |
23095 It's a terrible story, really. Wandered in some time ago, and it's just not safe to leave on my own. So many dangers, and no protective hand to guide me. I'm almost without hope... would you... would you stay here with me? It's so lonely here. |
23096 Sorry, m'lady, I simply have not the time for this. However, I will see to it that the way out is cleared for you. |
23097 I have no time to play these games. Leave me alone. |
23098 I suppose I could... entertain you for a little while. I never could turn down a pretty face. |
23099 Lonely or not, I cannot stay. I will clear the route out for you as best I can. |
23100 You forsake me? Have I lost so much appeal in my time here? This place is destroying my charms, and I can do nothing but sit and wait for someone else to take my place. Well, no more! Durlag and his curse be damned, you'll stay here instead of me, and you'll damn well like it! He took my wings, but I've still a few tricks at my disposal! |
23101 Excellent, though "a little while" is not quite what I had in mind. You see, there's a matter of a teeny weeny curse that that mean ol' Durlag put on me. A tiny thing really, but I need your help. You want to help me, don't you? Hmm? I need someone brave and strong to do something for me. I need you to stay here instead of me. Will you do this? Will you do this for me? |
23102 No, I'll be leaving now. I'll try to clear a passage for you to leave, but I cannot help you other than that. |
23103 I don't suppose there's any harm in that. How long would I have to wait here? |
23104 Durlag put this curse on you? But he has not been seen in over three hundred years. |
23105 Your offer is not quite what I require. I really must insist. I really must demand! I'll not sit here another three hundred years because of you! You will stay here! That bastard Durlag took my wings and imprisoned me, but I can still deal with your puny mortal mind! I'll not end up like Aec! I'll not! |
23106 Oh, a short amount of time... relatively speaking. A mere drop in the bucket compared to the lives of elves or dragons... or gods. I figure I have about another four hundred years to go before the dweomers weaken enough to simply walk out. You're lucky. You'll die of starvation long before then. |
23107 What manner of creature are you that would propose such a thing? I'll not die for you if you have been imprisoned justly. |
23108 That's a rather different proposition that you were saying earlier. I think I'll be going now. |
23109 Time is of little real consequence to my kind. More important is that you mortals obey and behave! Such indignity that I have been trapped here since that fool Durlag disappeared, and now I have to deal with your rejection as well?! Durlag may have taken my wings and cursed me to remain here, but I've still a few powers his traps couldn't strip! If I cannot leave, neither will you! |
23110 Do your worst! I will see you dead! |
23111 Wait! What if I could get someone else to take your place? What would that be worth to you? |
23112 Such insolence! I tire of placating fools trying to entice them! As if imprisonment is not enough, I must also play games with such as you? Such indignity that I have been trapped here since that fool Durlag disappeared, and now I have to deal with your rejection as well?! Durlag may have taken my wings and cursed me to remain here, but I've still a few powers his traps couldn't strip! If I cannot leave, neither will you! |
23113 Do your worst! I will see you dead! |
23114 Wait! What if I could get someone else to take your place? What would that be worth to you? |
23115 I shall repaint the walls with your blood! A little re-decorating will make the next hundred years a little more bearable! |
23116 Another? You would do this? Oh, you are deliciously wicked. Perhaps there is a way. Take this lock of my hair and find someone near this place. Tell them it is a lock of nymph's hair. If you can pass it to another mortal male and they accept it, they will be accepting part of me. That will free me and imprison him here for the rest of his life. They must be within the tower for the enchantment to work. Such an act will undoubtedly reflect in your karma as the magics of this place are powerful indeed, but I will be oh sooo grateful. You'll like me when I'm grateful. Will you do this for me? Will you? So what if some fool starves to death here? |
23117 I cannot be a party to something so monstrous! I will remove your taint from this place! Defend yourself, fell creature! |
23118 I will do this for you, but you shall owe me a favor though. Perhaps several. I'm sure we can arrange something. |
23119 We shall see, mortal. It is within my power to give you delights unearthly. Do not fail me. |
23120 You have not yet released me from the spell! Why have you returned?! |
23121 There was a candidate here, but I killed him. I can find no one else. |
23122 I will continue searching as best I can. |
23123 I have changed my mind! I will make no deals with such as you! |
23124 Do so. I grow impatient. |
23125 I am... I am free! I can feel the chains lifted! My powers return! I'll have my wings back before I reach the third plane of home! You have done as you said, and we had a fair and equitable bargain. What was it I promised? Unearthly delights and all that? It really is a pity that I had no intention of honoring our little bargain. I leave you your life, however, and I will refrain from dragging you down when I return home. My kind will see you again, though. Your type is destined to meet mine. |
23126 Greater Wyvern |
23127 You have what I require. Do first what my brothers ask of you. Then we may complete this riddle. |
23128 Greater Wyvern |
23129 A female? After all this time, and I am found by a female? Leave me, I cannot afford to waste my charms on you. Still, if you find you want to help a fellow vixen escape the chains that some fool man imposed on her, perhaps we could talk further. |
23130 What manner of creature are you? This place has not been disturbed in hundreds of years. I trust you not! |
23131 I have no time for helpless maidens that cannot fend for themselves. |
23132 You are surely an odd creature, as nothing in this place is what it seems. What do you have in mind? |
23133 Durlag and I had a... disagreement about the treatment of a friend of mine. My attempts at... reasonable arguments went unheeded, and I have been trapped here ever since. Some three hundred years or so, and that damned Durlag is nowhere to be found. |
23134 I'll not get involved if your were justly imprisoned. If you deserved what you got, I will not interfere. |
23135 Three hundred years? How is it you have survived so long? |
23136 Riggilo is what I am called, and I do not care to share this place. Many more levels there are, and you should move on down. Trouble enough there is for both, without us competing for loot. |
23137 Oh, come now. I'll share whatever I find with you. |
23138 What if I take exception to you telling me where to go? I might get angry. |
23139 If that is what you wish, so be it. |
23140 HA! The DAY I would believe a dungeon-crawler would share <HISHER> loot is the coldest day the Nine Hells will have ever seen. Wander as you will, and if I ever see a coin from you, I will be completely surprised. |
23141 Meiala the Sirine |
23142 Meiala the Sirine |
23143 Just like that? Hrmph! Never known a dungeon-walker to fold so quick. You sure you're up fer this place? Ah, go where you wish. I don't think you'll be much trouble for me. |
23144 Moorlock |
23145 Moorlock |
23146 Hack |
23147 Hack |
23148 Eh, another righteous smiter of evil. Go where you wish then, but leave me the goodies. You don't want to be spoiling your spotless halo with ill-gotten coins, eh? Yeah, right. Pious you may be, but I'll be surprised if I ever see a coin from you. |
23149 Tarnor |
23150 Tarnor |
23151 Bullrush |
23152 Bullrush |
23153 Greetings, manling. I am Meiala, sirine warrior and enchanter. I have no peer among my people, and I will smite any enemy that we might come across. |
23154 I am Moorlock. All that you need to know about me is that my skill as a warrior is unparalleled. Show me what monsters I may vanquish. |
23155 Me Hack! Me crush enemies! Show Hack enemies to turn into mush! |
23156 I'm Tarnor. Let's not waste any time with introductions, just show me what needs killin' and I'll get to work on them with my axe. |
23157 No need for that, friend. I don't want to make any more enemies in this place. I'll just go on my way. |
23158 I am Bullrush of the clan Blackmane. There is nothing that can escape the sting of my arrows. Show me your enemies so that I may kill them and drink their blood. |
23159 What say we don't try to kill each other? Hell, I'll even share what I find with you. |
23160 I go where I like. If you think you can stop me, now would be the time to try! |
23161 I am here to conquer this place, and I will not be stopped by the likes of you. If you get in my way, it will not end well for you. |
23162 Oh, I'll not get in your way if you don't get in mine. Just don't think me a pushover. Go where ye wish, but I doubt I'll be seeing your face again in a friendly fashion. Leave me. |
23163 You've made a fatal mistake, friend. I didn't come to this place unprepared, and I was expecting far worse than you! |
23164 You again? What is it now? I've warned you once about bothering me. I've a good handle on some puzzles below and I don't need you disturbing my thinking. |
23165 The switch panel for this strange machine. The switch appears to be broken off and missing. |
23166 The switch for the engine is missing. You cannot turn it on. |
23167 The engine begins to hum quietly. |
23168 The engine is running. |
23169 The mechanism that operates this door does not have a conventional lock, and may be warded against simple spells. |
23170 A forge, commonly used to make or repair tools. |
23171 You haven't any tool pieces to repair. |
23172 The gong mallet is now repaired and ready for use. |
23173 The drawer has a strange lock that resists all attempts to pick it or force it. You will have to find a key. |
23174 The odd key fits perfectly in the lock. |
23175 The winepress appears to be in working order but it needs power to begin pressing. |
23176 The press is ready but you have no fruit to place in it. |
23177 Greetings, adventurers. So many of you have come down to loot the ancient basements of Durlag, yet none ever return. Adventurers are not known for their wisdom. Otherwise they'd have chosen a safer profession. Take the five people that stand behind me, forever frozen in stone. Each one of these foolish men and women came to find Durlag's treasure. Now they stand vigil over Durlag's bestiary. Most of the other creatures have long disintegrated to dust, but the great wyrm known as Mechezarin still hangs in its original repose of death. Breathtaking, isn't he? |
23178 No need for us to be friends, either. Get out of here, before I decide you are more trouble than you are worth. |
23179 You place the grapes in the press and gather their juice in a bottle. |
23180 Ahh, get out of my sight. I don't need to answer to you. Maybe I should just kill you now and be done with you! |
23181 You have no further use for the anvil. |
23182 You have no further use for the winepress. |
23183 Sorry to bother. I was just walking through and thought I'd try to patch things up between us. No need for us to be enemies. |
23184 An ornate gong. The gong mallet is missing. |
23185 You strike the gong sharply with the mallet. The gong makes no sound but you can sense a faint vibration. |
23186 Actually, I just wanted to share the wealth a bit. Here's a little of what I've found so far. 50 gold for your trouble. |
23187 If you travel further into the room, you will find the only living creatures that remain within the bestiary. These winged beasts have lived for centuries, augmented by ancient and powerful magics. None so far have been able to defeat them. However, if you wish to defeat the terrible beasts, there is help available to you. Each of the statues behind me houses the cursed body of some poor hero. By depressing the button at the base of each statue, you will release the ancient hero. The hero is enspelled to serve you for a short time, but after that time has run out, he'll take his revenge on <HESHE> who dared command him. There's nothing more for me to say. Goodbye now. |
23188 You have no further need of the gong. |
23189 This place is a bountiful hunting ground. I'll split this with you just because we're in the same line of work. Here's 300 gold. |
23190 Actually, I've got a gift for you just because we're in the same line of work. I found this upstairs in a chest. I'm no expert, but it looks like nymph's hair to me. |
23191 I'm not here to disturb you. I came back to give you a peace offering. No need for us to fight. I may not be an expert, but I think this might be nymph's hair. It's yours if you want it. |
23192 What is this, a trick? You're trying to butter me up, and put me off my guard! You keep your gold and leave me to my work. 50 gold. Bah! I picked more than that out o' Durlag's gutters! 50 gold indeed! |
23193 300...? What are you up to? You... you trying to butter me up? You got no reason to give me this. Well, all right then. You ain't so bad after all. Maybe I've been wrong about you... maybe. You're all right... but don't be hangin' around too long anyway lest I change my mind. |
23194 What are you up to?! Ain't no way you'd give up something like that for no reason! I don't trust you at all! |
23195 Aww, I'm just a friendly person. I just want to do this for you out of the goodness of my heart. |
23196 Don't get all bent outta shape, I'm just trying to be neighborly! |
23197 Don't you get it? I'm trying to buy you off so I don't get a dagger in my backside while I'm resting. Something you would do if given half the chance, right? |
23198 That's the thanks I get. I've about had enough of you! If you are determined to fight, let's get it over with! |
23199 I have no need of it, and I thought you might. If you do not want it, all you have to do is say so. |
23200 Wha... what? You're giving me... I guess I was wrong about you. I guess you're a pretty decent person after all. Here, friend, here's a little toy I found myself. Fair trade for an honest person. Riggilo will speak well of your name to anyone who asks. |
23201 Sure, sure! And I'm a Lord of Waterdeep! I ain't taking any more chances with you. Up your guard, fool, you're not leaving alive! |
23202 All right then. NO! That plain enough for you? I don't need your stinkin' nymph's hair, and I don't need you poking around. Get outta here! I trust you about as far as I could throw you! |
23203 Oh, all right! I'll take the blasted hair! Consider yourself safe around me, but that don't mean I like or trust you. Get going! |
23204 Thanks for the interesting little gift, friend. Looks like it'll fetch a nice price. I guess you ain't so bad. Riggilo will not harm you. You're all right. |
23205 I warned you to get lost! Now you'll pay the price! |
23206 You! I can't leave this place! I can't even get near the stairs. You did something! Damned me to be trapped here! I'll see you dead! I'll see you dead for killing me, you evil bastard! |
23207 This statue is a representation of the sirine warrior Meiala. |
23208 This statue is a representation of the warrior Moorlock. |
23209 This statue is a representation of the ogre warrior Hack. |
23210 This statue is a representation of the half-dwarf Tarnor. |
23211 This statue is a representation of the hobgoblin bandit lord Bullrush. |
23212 The mask intones: "Down four tunnels lie four foes. Kill all four and the game begins." |
23213 The mask intones: "Ooze only parts before blows and spells, but evaporates in the cleansing fire." |
23214 The mask intones: "Queening can change a matchâ€â€much for the worse if you're the other player." |
23215 The mask intones: "Fire, ice, slime, and wind. All must perish to continue. She who fires flame must be killed before her bow is drawn." |
23216 Lock of Hair from Kirinhale |
23217 Lock of Hair from Kirinhale |
23218 This lock of hair comes from the head of a succubus, a demonic creature that seduces men into accompanying her to the Abyss. STATISTICS: Weight: 1 |
23219 Ghost |
23220 Ghost |
23221 Kirinhale |
23222 Kirinhale |
23223 Riggilo |
23224 Riggilo |
23225 Some hellish creature has apparently taken control of Durlag's Tower! It was a skeletal figure in armor, and it cast fireballs as though they were second nature. It was very powerful, whatever it was. |
23226 You do not have the wardstone that allows access to the lower levels. |
23227 Questions have I for you. None but kin of clan may pass. State your knowledge of the history. Answer true and the way is clear; answer false and feel the sorrow. There is no second chance, neither for true nor false. Do you wish to answer now? |
23228 Questions have I for you. None but kin of clan may pass. State your knowledge of the history. Answer true and the way is clear; answer false and feel the sorrow. There is no second chance, neither for true nor false. Do you wish to answer now? |
23229 Questions have I for you. None but kin of clan may pass. State your knowledge of the history. Answer true and the way is clear; answer false and feel the sorrow. There is no second chance, neither for true nor false. Do you wish to answer now? |
23230 If you count Durlag, son of Bolhur "Thunderaxe," as your kin, you will know well the family that built this place. The eldest son of Durlag, the pride of the clan: What is his name? |
23231 Pose your questions, golem. |
23232 Pose your questions, golem. |
23233 Pose your questions, golem. |
23234 Perhaps later. |
23235 Perhaps later. |
23236 Perhaps later. |
23237 If you count Durlag, son of Bolhur "Thunderaxe," as your kin, you will know well the family that built this place. The youngest son of Durlag, the future of the clan: What is his name? |
23238 If you count Durlag, son of Bolhur "Thunderaxe," as your kin, you will know well the family that built this place. The mother of the sons, the matron of the clan: What is her name? |
23239 Your answer satisfies. Another question remains. Durlag, builder of the home, founder of the clan, had a name not from his father but his own deeds. The tower was built with the fortunes of hordes, but the last name of Durlag came from the fortune of battle. With axe and fire he cleansed the land of beasts he loved to fight, when axe alone would not suffice. I ask the second name of Durlag. |
23240 The door from this place remains closed until the answers are given. |
23241 Your answer is unsatisfactory. |
23242 Mielder. |
23243 Crang. |
23244 Fuernebol. |
23245 Griel. |
23246 Kiel. |
23247 Argent. |
23248 Ferendale. |
23249 Dragonslayer. |
23250 Krield. |
23251 Kiel. |
23253 Dernegone. |
23254 Feldernath. |
23255 Grenthal. |
23256 Ishnael. |
23257 Fuernebol. |
23258 Flindkiller. |
23259 Briel. |
23260 Fuerlag. |
23261 You do not have the wardstone required to access the lower levels. |
23262 Shaelle. |
23263 Ishmella. |
23264 Arlena. |
23265 Durlass. |
23266 Islanne. |
23267 Furnellbol. |
23268 Kiella. |
23269 Gisella. |
23270 Slayer of Vampires. |
23271 Ogreslayer. |
23272 Drowkiller. |
23273 Giantkiller. |
23274 Beholdermaster. |
23275 Trollkiller. |
23276 Your answer is unsatisfactory. You must learn further. You must learn the history. |
23277 Your answer satisfies. A question remains. The father of this place formed the clan that fell in times of treachery. False faces claimed the future, and clanless became Durlag. This he shared with his own father, a wanderer that lived by the strength of his weapon. The second name of Bolhur is what I ask you. Sense most common is all you need for this answer. |
23278 Durlag knows the penalty for speaking once more to the guardian. You are not he. |
23279 Your answer satisfies. Here is the key to what you need. Here is the secret for what comes. The bones will walk where flesh cannot. The ward will walk the bones. |
23280 Thunderaxe. |
23281 Demonslayer. |
23282 Battleaxe. |
23283 Thunderhammer. |
23284 Stonebreaker. |
23285 Steadyhammer. |
23286 Trollkiller. |
23287 Wulfhunter. |
23288 It began with usssss... and the mastersss... The tentacled ones directed and we assssaulted quietly with cover of night. We took off the weaker firssst, hiding amidsst the childrrren. None sssaw the arrival, none noticed the insssurrgence, and none sssurvived the final rissse. When Durlag realizzzed the deception, it was tooo late! His own family sssought his life, and he ssslaughtered their falssse facessss. It began with usss, from the wessst. |
23289 This is not my face. The invaders came and took my true face, burying it with my body and my comrades. I was among the last, but not the very last, and I saw the horror to come. My child rose against me, though it was no longer my child. It wore her face, but I knew her to be dead. The doppelgangers came from within, and we could not fight ourselves. Better to die than to kill ourselves. What would be left of a man that has had to kill his family... and himself? I was among the last, but not the very last. |
23290 We entrenched this place against all that would come. We built retribution in the trip wires and vengeance in the fireballs. We worked the hatred into every nook and cranny, just as he wished, but our actions were guided from elsewhere. The foundation was the fear that it could happen again, and this was to be prevented at all costs. This was the mortar that held him together. We entrenched this place against all that would come. Friend and foe alike. |
23291 With me it ended. Speak now of my troubles, to show you have learnt. From where did my pain come? Where did my pain stab home? Where did my pain take root? Where dost my pain reside? Speak and show that you understand. |
23292 We were the fear made flessssh. We came to the home that Durrrlag built, and we hid in the people that he forrrmed. With tentacles to guide, we poisssoned the clan, and the nightmaresss of Durrrlag came true. Our mastersss said they could tassste his rage even in the air, but alwaysss there was the fear behind. We were the fear made flesssh, but it was already here. |
23293 From the east it came, and then the south. The west held it next, and now it rests in the north. |
23294 From the south it came, and then the west. The east held it next, and now it rests in the north. |
23295 From the west it came, and then the south. The east held it next, and now it rests in the north. |
23296 From the east it came, and then the west. The south held it next, and now it rests in the north. |
23297 We were hired after the battles were done. Durlag called upon us to make his visions true. We did our best, but his visions grew darker and soon we could not see. We waded through his fallen, and we waded through his gold. Near the end we feared for our lives, though not as much as he did. I was never truly sure whether he wished to keep the intruders out, or himself in. Both, I'll wager. We were hired after the battles were done, and we did our best. |
23298 From the north it came, and then the south. The west held it next, and now it rests back in the north. |
23299 From the west it came, and then the south. The west held it again, and now it rests in the north. |
23300 I will not choose yet. |
23301 You have learned a little. You may yet survive. |
23302 This answer is wrong! You will pay attention! You will begin again! |
23303 You will choose and choose quickly! Hesitance marks you an outsider. |
23304 Clair De'Lain |
23305 Clair De'Lain |
23306 The village fisherman, Evalt, has asked us to find his brother, Evan. Evan has followed the song of a "blue witch" to the west side of the island. |
23307 We can be friends if you want. I've lost my dolly out in the woods. The gatekeeper won't let me go and get it. Can you get it for me? |
23308 If I see it on my travels, I will bring it back to you. |
23309 I have more important things to do, little girl. |
23310 We followed Durlag. We were his people, his family. Durlag Trollkiller, son of Bolhur Thunderaxe the clanless, formed this place with the spoils of a lifetime of adventure. It was majestic in those times, and we took what we needed from the fortune around us. We grew strong and proud, and Durlag felt he finally had a home. We were the future, his family, and if we were lost, then so was he. That was the fear that hid, that was beneath. We followed Durlag. We were his people. |
23311 My father roamed as I, and saw much of the world in his time. Well-respected he was, but he had no home. At his end, he died in some far away land, with no dwarven kin by his side. I would not allow such to happen to me. I would not follow his steps that far. I would not be Durlag the clanless. This was my fear. Trace the path of this fear, and show me you have learned. |
23312 It began with you and your need for a home. It grew with your clan, as you feared losing them. It manifested in the invaders that came, but you feared their coming already. It became your home, where it keeps you safe. |
23313 It began with your clan, and your fear of losing them. The craftsmen fortified this place with it, and then it manifested in the invaders. Now it haunts you always. |
23314 It began with the invaders and their threats against you. It grew in your people, and the thought that more might perish. It festered within you for a while, before the craftsmen entrenched this place against it. |
23315 It was in the craftsmen, and the worry that their work would protect you. It was in your people, and then in you as you feared that you could not protect them. It was then in the invaders, that feared your retribution. |
23316 It began with your people, and their fear of losing their home. The craftsmen built it as best they could, but they were unsure of the quality they delivered. You were afraid of the invaders, but in the end they feared you. |
23317 It began with you, but it rested mainly in your fear of the invaders. It followed to your people, and then to the very walls of this place, which were entrenched by the craftsmen. |
23318 You have not listened! You will answer again! |
23319 You know a little more of me. You may yet live. |
23320 I will not choose yet. |
23321 There was no warning, but it would not have helped. There was no need to prepare for hard times, because hard times would never come. So we were assured, and so we believed. The great Trollkiller was our provider, and he would protect us. We put down our swords to live the life he always wanted: We lived as family. Suspicions were for outsiders; guards and weapons were for wartime. There was no warning, but it would not have helped. |
23322 We came to kill, but not without reasonsss. We were here before, asss were the tentaclesss. Their underground wasss near, and the tower intruded on their expansionsss. Asss well, the bait was too great to passs. The dwarvesss did not hide their wealthhh; did not ssstop the rumorsss of waisst-deep gold! The invadersss came and ssstill come, but not without invite. We came to kill, but not without reasonsss. |
23323 We crafted as we were told. We built this place to prevent all from entering. We trapped every inch of every step, and made sure that to enter meant death. We have killed many over time, though it is not our will. It is all to protect against a repeat of the past, though the challenges ensure it will repeat. A mountain to climb, a river to cross. Because it is there, they will come. We crafted as we were told. |
23324 This is the end of things. Here I stood and struck them down as they came. My family and my clan, with their false faces. They dropped all pretense and drew their weapons against me. I fought them to the last, killing the shapechangers that had taken their forms. I cursed them for destroying the dream, but they were not the real evil. The real evil could not save my people before this deception. The real evil hid from life in the face of this tragedy. The real evil deserves the blame. This is the end of things. Answer where blame has fallen. |
23325 Stone Golem |
23326 Stone Golem |
23327 The blame falls upon the invaders who attacked mercilessly, and on your people who could not defend themselves. It falls upon the craftsmen that built this evil place and on you for telling them to. The blame is shared by all, in your eyes. |
23328 The craftsmen encouraged you, and egged you on, so you are without blame. Your people demanded too much from you, so you are without blame. The invaders were unstoppable, so you think you are without blame. All others contributed to your downfall. |
23329 The blame begins with the invaders, but they attacked with supposed good reason. It could be on your people, but they were in the shelter of your confidence. The craftsmen only did their jobs as directed. In your eyes, you are the one to blame for all that has happened. |
23330 You have failed to understand! You will answer again! |
23331 You have understood. You may yet survive what I could not. |
23332 Durlag's Pride |
23333 Durlag's Pride |
23334 Your people are without blame because the invaders were unstoppable. The invaders are not to blame because they were fighting for survival. The craftsmen just did their jobs, and you could not foresee the attack so you are free also. None are to blame in your eyes. |
23335 Your people must share blame for their inability to fight, and the crafters must share blame for their willingness to encourage you. You must share blame because you began it all. The invaders are not to blame, for they only did what is in their natures to do. |
23336 The invaders are to blame for the slaughter of your people, and should be blamed for the helplessness they felt. They also contributed to your hiring of the craftsmen, so they are indirectly to blame for the tower as it stands. They are the true evil in your eyes. |
23337 I met some waif cowering in the depths of Durlag's Tower. She was a member of another party of adventurers, but they were apparently wiped out by whatever is down here. I have heard "demon knight" bandied about, but if such a creature exists I am sure I will dispatch it without too much difficulty. |
23338 I met a woman in the lower portion of Durlag's Tower. She was apparently part of another group of adventurers that were all wiped out. She says it was a demon knight that killed them: a hellishly powerful form of undead. She also said it employed a strange magic to defeat her friends: something involving a "Mirror of Opposition," or a related type of device. It created duplicates of the party and they were forced to kill themselves. Appropriate I suppose, what with the way Durlag's Tower originally fell. She suggested that I try to turn the mirror on the demon knight itself, though this would assuredly expose the rest of the room as well. The creature may be too powerful to assault directly, so I will give this much thought. |
23339 I met a woman in the lower portion of Durlag's Tower. She was apparently part of another group of adventurers that were all wiped out. She says it was a demon knight that killed them: a hellishly powerful form of undead. She also said it employed a strange magic to defeat her friends: something involving a "Mirror of Opposition," or a related type of device. It created duplicates of the party and they were forced to kill themselves. Appropriate I suppose, what with the way Durlag's Tower originally fell. She suggested that I try to turn the mirror on the demon knight itself, though this would assuredly expose the rest of the room as well. I think I will fare better with a direct assault. She seemed to think otherwise. |
23340 Clair seemed rather amazed that I defeated the demon knight, and perhaps so was I. She was also happy that at least one of her friends made it out alive. A small thing in the face of so much death, but we take our victories where we can. |
23341 Clair seemed rather amazed that I defeated the demon knight. Perhaps so was I. A pity her friends could not be saved. A harsh lesson about knowing your boundaries. |
23342 Good luck then. I... I'm not going in. I can't... |
23343 The mirror has a cloth covering it. |
23344 Remove the cloth. |
23345 Leave it alone. |
23346 I have agreed to help Kaishas Gan rid this isle of the "beasts," a group of monsters have apparently been harassing her village for years. They are beyond the village wall, and she said their leader's name is Karoug. More wolf than man, I think she said. |
23347 I spoke with the current leader of the village, Kaishas Gan, and she asked me to help rid the island of "the beasts." I refused, though I may have to reconsider if I want any help leaving this place. |
23348 Werewolves! They are all werewolves! And I have been infected! They were aboard Balduran's ship when they turned, and the crew scuttled the ship rather than fight. They have lived here for hundreds of years, but now they must fall before me! |
23349 Werewolves! They descended from the original crew of Balduran's ship, but they are all werewolves. That's why their ship was scuttled in the first place! They infected me with lycanthropy as a "gift," so that I may "belong" with them. I'm sure we could have resolved things, but other members of their village would not have it. I must fight my way through them now, and escape as best I can. |
23350 I have reluctantly fought with Kaishas. She seemed to think there was no other way. She mentioned they might have a second chance if Selaad returned one day. He was their missing chieftain, if I remember correctly. |
23351 I have exterminated Kaishas and as many of her kind as I could find. I shall have to keep an eye out however, as she mentioned someone named Selaad that might still be at large. |
23352 I offered her a chance to live, but Kaishas insisted on fighting to the last. She mentioned that her people might have a second chance if Selaad returned, so I shall keep watch for him as well. |
23353 Mirror Fiend |
23354 Mirror Fiend |
23355 Your ship sets its sails against the morning light, and you are off across the waves. The Sea of Swords allows your passage without incident, and in a scant amount of time, you are on to truly open waters. A score or more of days pass, but the aptly named Trackless Sea seems to stretch before you without end. The waters are calm, though the wind remains steady and sure. The merchant vessel your employer has chartered is a fine ship, but her crew is not accustomed to journeys so far off the established trade routes. The more superstitious among them speak of a great waterfall off the edge of Faerûn, of a secret elven nation that scuttles all that dare come near, or even of island-size turtles that eat whole ships. Such fancy weighs heavily on the minds of nervous sailors, and the mood aboard ship slowly turns. Tensions begin to mount, and rumors of mutiny threaten your resolve. It is a mixed blessing that all aboard are soon given a very real danger to occupy their thoughts. The storm comes without warning and hits with a fury that seems almost deliberate. Gale force winds toss the ship about like a cork, and it is all the crew can do to keep her afloat. Their efforts, though valiant, are ultimately futile, and when the mainmast splinters, you know the ship is lost. As the hull gives way, there is a glimpse of something in the distance: a steady illumination against the black of night. Grasping debris for flotation, you abandon the wreck and begin to swim under the heavy burden of your equipment. You head towards the glow, hoping it is not a sea wisp or some other nefarious trick of the eyes. You awake the next morning with a mouth full of sand. You are waterlogged, exhausted, and you have an aching pain that lets you know you are very much alive. The ship is so much kindling, there is no sign of the crew, but there do appear to be footprints in the sand... |
23356 The journey home is mercifully without incident, though the events on the isle you left behind continue to weigh heavily on your mind. On the surface, it would seem that you have succeeded in your mission and found the remnants of the legendary Balduran's ship, if not the ultimate fate of the man himself. The cost of this information was high, however, both for you and for the island's inhabitants. Aside from their missing chieftain, they will never leave their island home, though likely this is for the best of all concerned. You have left with your life, and a rich reward awaits your return to the mainland. Mendas will be waiting to hear of your triumph, and it is quite a tale you have to tell. |
23357 Teleport Without Error |
23358 Energy Drain |
23359 Ethereal |
23360 Come you have to this cursed place? Fools you are, and doomed as well. Welcome to the damned. You will stay here, yes you will. I guard the withered corpse of that fool Durlag, because there is little else to do! |
23361 Back, foul creature! Your evil taint will not infect me! |
23362 And just who might you be? Answer carefully, because they will be your last words. |
23363 What manner of beast are you? Speak, poor creature. |
23364 And your goodness will not help me, or any of my kind. All in this place are beyond the help of mortals. I am Grael, and like you I was. I fought the evil that dared to walk the earth, and this was the reward for me. I stared down the gaze of none other than a tanar'ri, and my flesh did fail. Beware you well the death gaze of the beasts of hell. |
23365 Well, thanks for the warning. I'll be sure to remember it. Go on with whatever you were doing. I'll be going now. |
23366 My heart positively bleeds for you. Thank you for your concern, but I have no need of advice from failures. |
23367 I will heed your warning. Is there nothing I can do to ease your suffering? I cannot stay long, but there must be something. |
23368 Your warning is unnecessary. I know well how to handle creatures of evil, just as I know how I must handle you. You misery must be stopped. Your evil lives cause you pain, and must be ended. |
23369 My last words? Last words I spoke when my body died. I like to think there was much lamenting when Grael fell, but it was but a sidebar. Durlag entrapped the beast, and his was the victory blow that is legend. A great evil, but not even the fight that is remembered in this tower. My reward is undeath. My reward is the curse of this place and the madness that claimed it. |
23370 The runeglow feels warm beneath your feet. There is the sensation of becoming air somehow. |
23371 I encountered a ghoul of great power, named Grael. He offered a warning about something called a tanar'ri, and the horrible "death gaze" it wields. A "gaze that is not a gaze." Sounds more insidious than even the gaze of the basilisk. I wonder if the traditional precautions will even function against it? I shall keep this in mind, though I doubt I will meet such a creature. It has been ages since Grael's battle took place. |
23372 An interesting tale, but I cannot stay to hear the rest. I'll be going now. |
23373 Such a heartbreaking story. A pity it was wasted on me. Take your whining away, ghoul, I have little time for it. |
23374 I must be leaving shortly. Is there nothing I can do to ease your suffering? |
23375 Unfortunate beast, made evil by circumstance. I will end your suffering that your soul may rest! |
23376 Poor creature? Poor creature?! Words of sympathy I not need! This place is an eternal tomb for the victims of battle long forgotten, and you offer pity?! Even untwisted I would laugh, but now I even hate! You who walk here just as I did: You will fall as I did from an enemy just as unthinkable! The difference is that Durlag will not be there to take the credit of victory! We fought the demon also! We fought also! Legend speaks of him, not of undead also-foughts! |
23377 Scimitar +1 |
23378 The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat. This particular weapon has been enhanced magically to complement the skill of the wielder. STATISTICS: THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 10 Strength Weight: 3 |
23379 Um, yes. An interesting tale, but I should be going now. |
23380 Save your wailing for bards and sages, for I care not. I'll leave you to your helplessness if that is what you wish. |
23381 Your unfortunate fate is horrible. Is there nothing I can do to help you before I go? |
23382 Eternal undeath is your pain. That I can help with. I will end your sorry lives and ease the pain of your soul! |
23383 A tanar'ri? A beast from hell? Of what creature do you speak? |
23384 Of what great evil do you speak? Is this different than the assault on the tower I have heard of? |
23385 An unthinkable enemy? Of what do you speak? |
23386 An evil so grand only fools chase and fight. A tanar'ri true and horrible. Its name you do not speak unless its attention you wish to bring. Long before it walked and stalked, long before even the fall of the tower. We fought along with Durlag to encase the evil away. His was the blow that won, and ours were the souls that lost. Here we stay, turned to evil and irredeemable, but heroes still and not to be killed! A cruel charity! Durlag is legend and we are a pity! Beware the gaze that is not a gaze, but a look into your soul! |
23387 Your tale is interesting, but anything said by a ghoul should be taken with a grain of salt. I'll be going now. |
23388 I can handle whatever comes my way without advice from the dead, thank you very much. Goodbye. |
23389 I wish I could help you and restore your hope. Is there nothing I can do before I go? |
23390 You are an abomination of what you once were. I will aid your soul by destroying your evil form! |
23391 You run because you are fearful of what we are... what I am? You will see much worse here, and places yet unknown. If you cannot stomach what I have become, then you will surely fall to others. I will do a service for you! I will show you suffering here! You may survive elsewhere if you survive here, and if you die, you will have been spared the waiting and worrying. This I do for you! |
23392 I will not be dismissed! We go unknown for so long, joined only by death and more death! You will not walk away ignoring! You will remember and take my name from this place! You will remember the pain I give you! |
23393 Is there anything? You can do nothing! You can do nothing except... you can take my name from this place. You can take the memory of battle and my name and I will be free from the shadow of Durlag and that damnable demon. Fight now, that you can say true that we battle ferocious! You will take the memory from here! |
23394 Naive righteous fury! That is what I was armed with as well! Here is where it led, and here is where you will be too if you do not judge your targets carefully, as well as harshly. I speak from the dead with experience. You who were like me... you who are as I was... your existence mocks mine! You wish to cleanse this place? You are welcome to try! |
23395 I've been told I should talk to someone named Kaishas, and she will make sure I am not thought a threat by the villagers. |
23396 I met some wench named Delainy. She seemed to have some errand she wanted me to run, but I do not have the time. |
23397 I met some fool named Durlyle. He seemed to have some errand he wanted me to run, but I do not have the time. |
23398 I have met the village historian, a woman by the name of Delainy. She seemed rather nice, actually. I have agreed to help her with a small problem she was having. It seems that an important symbol for her village, a cloak, blew away from the chieftain's hut in the recent storm. It is probably outside the walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. I shall have to ask Delainy to tell me more about her people when I get back. I'm sure she won't mind. |
23399 I have met the village historian, a man by the name of Durlyle. He seemed rather nice, actually. I have agreed to help him with a small problem he was having. It seems that an important symbol for his village, a cloak, blew away from the chieftain's hut in the recent storm. It is probably outside the walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. I shall have to ask Durlyle to tell me more about his people when I get back. I'm sure he won't mind. |
23400 I have met the village historian, a woman by the name of Delainy. I found her company tedious, but I have agreed to help her with a small problem she was having. It seems that an important symbol for her village, a cloak, blew away from the chieftain's hut in the recent storm. It is probably outside the walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. Hopefully this will not take too much time. |
23401 I have met the village historian, a man by the name of Durlyle. I found his company tedious, but I have agreed to help him with a small problem he was having. It seems that an important symbol for his village, a cloak, blew away from the chieftain's hut in the recent storm. It is probably outside the walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. Hopefully this will not take too much time. |
23402 I returned the village cloak to that Delainy person. She was grateful enough, though I think she doesn't like me all that much. |
23403 I returned the village cloak to that Durlyle person. He was grateful enough, though I think he doesn't like me all that much. |
23404 The villagers came to this place long ago, after being marooned. They were from the far west, and someone called "the explorers" brought them. There was a great storm that their elders said "could have come from within," or somesuch. Their people were to be cast outâ€â€they were probably thought of as ballastâ€â€and they fought. They survived and made a home here. |
23405 Grael |
23406 Grael |
23407 Balduran was one of the explorers that brought them to this place. He apparently tried to scuttle the ship they were on, rather than let them go. They do not know what happened to him after that, and they don't care. |
23408 This machinery seem somehow connected to the burial chamber to the north. There is a lever to pull, but it can only be operated with a key of some sort. |
23409 Apparently no villager left alive knows exactly what happened on the ship that brought them here. They were bound, and now they are free. |
23410 The mystery of this island has become clear. Mendas/Selaad sent us to the island on the false pretenses of retrieving evidence from what was believed to be Balduran's shipwreck. It was indeed the adventurer's ship, though his personal fate yet remains a mystery. Balduran's crew were infected with lycanthropy sometime during that fateful voyage. The ship was beached and wrecked, leaving the two strains of lycanthropes, werewolves and wolfweres, to fight amongst themselves for survival. The more organized werewolves built the village that we recently shipwrecked near on our own fateful voyage. The chaotic wolfweres took residence in the ruins of Balduran's ship, and both packs survived in uneasy coexistence since then. Mendas/Selaad eventually took the risk of sailing for the mainland. Somehow he made it and, upon discovering that someone had finally found the island, made up a plausible tale and had us first steal the sea charts and later travel to the island to put them in his werewolf mate's hands. She had us kill the wolfweres and then infected the party with lycanthropy, intending us to join the pack or die fighting. We killed her, took the charts, and sailed home to finally discover the truth of Mendas's duplicity. Fate seems to enjoy toying with me. |
23411 They haven't indicated exactly what they mean when they say "they belong." Outsiders do not belong, and they do. Probably some sort of ritual to become a citizen. |
23412 I seem to have made Delainy mad at me, though I think she is just touchy and unused to my kind of person. She said I was more animal than civilized, and that their pack was strong without me. As if I would want to stay here with them anyway. Delainy had a nice manner though. Ahh well, plenty of fish in the sea. |
23413 Hirelings return. Master Selaad awaits thee. |
23414 You are mistaken, good fellow. We return to meet Mendas of Waterdeep. |
23415 Who is this Selaad you speak of? |
23416 Out of my way, fool. I haven't the patience this <DAYNIGHTALL>. |
23417 The master has many names on this accursed soil. Selaad is the only true one. It is not thy concern. |
23418 This tale grows thicker with each telling. Is Mendas, or Selaad, if you will, the mate of Kaishas Gan? |
23419 I will decide whether or not it is my concern. Who are you? |
23420 Selaad Gan is the chief of the true people. He awaits the return of his mate Kaishas. Why have thee not returned with her? |
23421 It is not your place to question me. What part do you play in this? |
23422 It seems that we have been deceived. Kaishas is dead and her murderous ilk died with her. |
23423 We were hired to retrieve the logbook of Balduran. Here we have brought it and now we expect payment. |
23424 I seem to have made Durlyle mad at me, though I think he is just touchy and unused to my kind of person. He said I was more animal than civilized, and that their pack was strong without me. As if I would want to stay here with them anyway. Durlyle had a nice manner though. Ahh well, plenty of fish in the sea. |
23425 The master wishes to see his wife, Kaishas Gan. Is she on the vessel still? |
23426 It seems that we have been deceived. Kaishas is dead and her murderous ilk died with her. |
23427 It is not your business. Step aside. |
23428 Who is your master? We work for Mendas of Waterdeep. |
23429 I am Baresh. I am of the true race as thee are not. The master wishes to see his wife, Kaishas Gan. Is she on the vessel still? |
23430 It seems that we have been deceived. Kaishas is dead and her murderous ilk died with her. |
23431 It is not your business. Step aside. |
23432 Who is your master? We work for Mendas of Waterdeep. |
23433 Murderous wretch! Filth! The master will eat thy marrow for this. |
23434 The book is nothing! Thy task was to rescue the master's kin. Where is the master's mate, Kaishas? |
23435 It seems that we have been deceived. Kaishas is dead and her murderous ilk died with her. |
23436 It is not your business. Step aside. |
23437 Thy task was clear. Travel to the island-home and retrieve master's kin. Failing that, Kaishas was to take the sea charts from thee. Useless manlings! Selaad does not brook failure well. |
23438 Idiot! We were sent on false pretenses and somehow it is our fault. Kaishas attacked us and we were forced to defend ourselves. Mendas was betrayed by his own cleverness. |
23439 Mendas deceived us. He is the one that we must confront. You are merely a flunky. |
23440 Dalton |
23441 Dalton |
23442 I rather enjoyed talking to Delainy. She seemed... to like me. I call her friend with no hesitation. |
23443 I rather enjoyed talking to Durlyle. He seemed... to like me. I call him friend with no hesitation. |
23444 I think I have disappointed Delainy somehow. Foolish girl, perhaps she thought I was interested in her. She seemed nice enough, but I will not stay here longer than I have to. |
23445 I think I have disappointed Durlyle somehow. Foolish boy, perhaps he thought I was interested in him. He seemed nice enough, but I will not stay here longer than I have to. |
23446 I have agreed to fetch some flowers for Delainy. 'Tis hardly what I would call work. I might have brought them to her anyway. I think I am growing rather fond of the woman. She's not put off by me being an "outsider." The flowers she wishes grow outside the wall, so I will search there for them. |
23447 I have agreed to fetch some flowers for Durlyle. 'Tis hardly what I would call work. I might have brought them to him anyway. I think I am growing rather fond of the man. He's not put off by me being an "outsider." The flowers he wishes grow outside the wall, so I will search there for them. |
23448 Baresh |
23449 Baresh |
23450 You have come quite far... not many live to speak... less live to leave... you are far from done... I hold surprises yet... seek direction in this place... when you understand the path... when you understand the course... you will be able to go on... you must be worthy to face what comes... there is evil here not built within... you must expel the new invaders... |
23451 Who are you? Are you Durlag himself? |
23452 Why do you taunt me, phantom? Who are you to do so? |
23453 Do you mean me harm? I will not yield to ghosts and specters! |
23454 Am I... Durlag? You have cause to wonder... you have seen traps and illusions and phantoms... but the spirit of Durlag has long since passed... to whatever fate the dark veil holds... this place... this place is his fear... his anger... his torment. You wish to conquer this place? You will have to understand what created it... remember well what you have already seen... or leave now and live life long and natural... three paths lead away... all must be taken... |
23455 I am a shadow of a man... I am Durlag... more or less... the spirit of the builder has long since passed... gone to whatever reward the black veil holds... this place sustains the fear... the anger... frustration... You have seen phantoms and illusions... remember what you have learned... you may yet conquer... but you must understand the paths... three paths lead away... all must be taken... seek direction... |
23456 You will yield to this place... if you do not understand... you have seen phantoms and illusions... shadows of those long since passed beyond the black veil of death to whatever reward... This place... harbors the anger... the fear... you will have to understand what built it... to pass by unharmed... seek direction... understand the paths... three paths lead away... all must be taken... |
23457 Seek direction... understand the path... and the way will yield... three paths lead away... all are necessary... understand them to return... |
23458 I have encountered a phantom... perhaps of Durlag himself. It said that the true spirit of Durlag passed long ago, but his hatred and fear that built the tower still maintains it. It said I must understand three of the "paths" that led to this place. After that, "the way" will become clear. It seems to want something as well. It said there was a new evil here, something not a part of the tower that must be expelled. I don't fancy being this creature's lackey, but I may have no choice... unless I just leave. |
23459 I must seek direction and understand the three paths in order to "return" and progress. |
23460 You have found the room that gives direction, but are not done yet... The way is not yet clear... understand the paths that lead away... and you will return... |
23461 That phantom of Durlag says I have not yet understood the paths I need to. |
23462 You will survive this place... you understand what built the hate... the fear... now you must prevent it becoming worse... a creature below... powerful beyond all... you must remove... or it shall make this place its own... such a fortress... impenetrable if remade in his image... |
23463 I am not in the business of helping phantoms. There is no profit in this for me. |
23464 If there is evil to be fought, I will defeat it. |
23465 I do not wish to make this fight mine. Why should I really care? |
23466 Profit... not immediate... but profit is relative... how much profit do you lose if a new power takes this place... subjugates and kills...? You must have economy to exploit, or what is profit...? You do as you will... the way is clear... follow me... |
23467 There is always evil to be fought... within and without... do as you will... the way is clear... follow me... |
23468 The fight becomes the concern of all... a new power threatens... upsets balance and measure... the way is clear... do as you wish... follow me... |
23469 You have found the room that gives direction, but are not done yet... They way is not yet clear... understand the paths that lead away... and you will return... |
23470 You have found the room that gives direction, but are not done yet... They way is not yet clear... understand the paths that lead away... and you will return... |
23471 Shapeshift: Mustard Jelly |
23472 Shapeshift: Sword Spider |
23473 Recipes and Ruminations |
23474 The Recipes and Ruminations of One Dradeel of Tethyr Formerly "A Lovely Bun-cake Brightens Anyone's Day" The recipes herein are mine own imagining, and thus ingredients are subject to change as per my whim. ************ Belladonna Bun-cake A simple little dish for a rainy afternoon. Cornflour, The eggs of a seabird, A spoon of the Whitecap fungus, The fruit of your choice for sweetening, One small measure of the belladonna root. Prepare as one would a breadloaf, though less time given to the rising. Bake in a well-stoked hearth under leaves for one turn of the hourglass. Notes to myself: Refrain from eating this ever again. Exceptionally poisonous. Remember the unfortunate week on the kitchen floor. ************ Dradeel's Vegetable Surprise A dish that turned out surprisingly edible. Not recommended as the primary meal every day for 300 years. Some disorientation may result. Place 2 cups of virgin Netherese Olive Oil and 1 large chopped onion in a large pot Saute onions in oil over medium fire until onions begin to become clear Add 2 chopped carrots and 2 chopped stalks of celery Saute for an additional 3 minutes Add 1 1/2 quarts of water and bring to a boil. Add 2 diced and peeled potatoes, 1 cup of white wine (I find that a Myth Rhynnian vintage is perfect), 1 bay leaf, 2 diced tomatoes, and chopped parsley to taste. Cook, covered, over medium-smallish fire until vegetables are almost tender. Add 2 cups of chopped spinach and cook for an additional 15 minutes. Serve hot and garnish with grated cheese. Note: For orcish version, replace all ingredients with turnips. ************ Curative Ingredients for the Dispelling of Lycanthropy. Mother's family recipe Notes: Mother's topical salve is a rather large failure. Research further with the following in mind: The creatures on this isle are unusual beyond their splitting into two factions. Theirs is an odd curse, one that defies the traditional remedies (such as the unfortunately dangerous muffins previous), though one is not without hope. The exotic origin of the original stock suggest a unique enchantment, not unlike that of the more widely known vampiric afflictions. The casual bite might be averted using such things as the belladonna flower, but an intentional infection could actually require the extermination of the leader of the clan. This is merely conjecture of course, as I have been unable to examine said leader. Despite my strange immunity, his is a strength that could still inflict a measure of serious damage upon my physical form. He and I have spoken on occasion, though his tolerance of me is no more resilient than mine is of him. Further notes to myself: Future offerings of peace to either of the wolven clans should not take the form of muffins of any sort. ************ The Bachelor's Crutch Noodles of quality and convenience. Ingredients: A measure of noodles. Boiling water Container Combine ingredients in container. Enjoy. Oh yes, enjoy. Notes to myself: Should probably be supplemented with something of nutritional value lest my bones become brittle as chalk. Perhaps the container? |
23475 Shapeshift: Ogre |
23476 The Recipes and Ruminations of One Dradeel of Tethyr |
23477 Durlag Trollkiller |
23478 The Recipes and Ruminations of One Dradeel of Tethyr |
23479 Durlag Trollkiller |
23480 Shapeshift: Flind |
23481 I delivered flowers to Delainy with a smile, and she rewarded me with a kiss. Despite her affections, Delainy was quite rattled that I asked her to accompany me elsewhere. Not so much because I asked, but because she considered it. Different worlds, as the cliched poets say. She will remain my friend among strangers. |
23482 I delivered flowers to Durlyle with a smile, and he rewarded me with a kiss. Despite his affections, Durlyle was quite rattled that I asked him to accompany me elsewhere. Not so much because I asked, but because he considered it. Different worlds, as the cliched poets say. He will remain my friend among strangers. |
23483 I played that naive Delainy like a cheap viola. To think that she had intentions other than business. Now she knows how we do things on the mainland. |
23484 I played that naive Durlyle like a cheap viola. To think that he had intentions other than business. Now he knows how we do things on the mainland. |
23485 I thought that Delainy was interested in more than friendship, but she seems a little shy. Maybe I should take her away from here and show her the sights on the mainland. She is rather nice... |
23486 I thought that Durlyle was interested in more than friendship, but he seems a little shy. Maybe I should take him away from here and show him the sights on the mainland. He is rather nice... |
23487 It seems Delainy felt strongly for me after all. She is willing to help me escape her people, and has offered to show me a secret route to safety. I knew she would prove special. A pity we did not meet elsewhere... |
23488 It seems Durlyle felt strongly for me after all. He is willing to help me escape his people, and has offered to show me a secret route to safety. I knew he would prove special. A pity we did not meet elsewhere. |
23489 I knew that Delainy woman was trouble! She turned on me just like everyone else! |
23490 I knew that Durlyle person was trouble! He turned on me just like everyone else! |
23491 Delainy led me to a secret path from the chieftain's hut. There is a ship that the werewolves have built, but they needed the seacharts to safely escape. The secret door is in the north of the hut. It was always there, but was magically sealed. Kaishas has gone through, so now it is accessible. Delainy has stayed behind to fight for me. She has proven a friend and ally. I wish... |
23492 Durlyle led me to a secret path from the chieftain's hut. There is a ship that the werewolves have built, but they needed the seacharts to safely escape. The secret door is in the north of the hut. It was always there, but was magically sealed. Kaishas has gone through, so now it is accessible. Durlyle has stayed behind to fight for me. He has proven a friend and ally. I wish... |
23493 The halls resonate with the sound of grinding stone. A door has opened somewhere nearby. |
23494 You are filled with a sudden sense of dread as the room fills with the sound of shifting stone. A door has sealed itself shut somewhere nearby. |
23495 This machine seems to be the power source for something in the room to the north. A small inscription above a small key slot reads: Insert bone wardstone here in order to disable rune traps. |
23496 A small inscription above a small key slot reads: Insert bone wardstone here in order to disable rune traps. When you insert the bone wardstone into the machine's key slot, you feel the machine hum for a few moments and then quiet down. You are sure that something has been turned off. |
23497 Mendas came to Ulgoth's Beard last season. He claims to be from Waterdeep, but Calahan knows other people there and they lack the same accent. He must be from somewhere else, at least originally. |
23498 Odd... someone I had never met approached me after I returned from the tower. They demanded the dagger I took from Durlag's death chamber. I gave him the item as requested though he seemed none too grateful. What he wanted with such a trinket, I do not know. |
23499 Ulgoth's Beard Store and Inn |
23500 I was attacked after returning from Durlag's Tower. They wished a dagger I had found, and when I would not turn it over, they attacked and stole it. I shall have to look into this. |
23501 Erdane |
23502 General Store |
23503 I have bought Delsvirftanyon's entire stock, if only to get him to shut up. Hopefully there will be a few useful items in the jumble. |
23504 Some annoying gnome offered me the entire stock of his store, but I have no need of such encumbrances. |
23505 I met a loud little gnome, but was dismissed without notice. I don't think he liked me. |
23506 A gnome named Delsvirftanyon offered me the contents of his entire store. Seems he wants out of the business. I refused. His asking price was too expensive. |
23507 I met an annoying gnome named Delsvirftanyon. Seems he wants out of the curio business, and wanted to sell the lot of his junk to me. I have no room for extra trappings. |
23508 Therella's Missing Son I have found and rescued her son as Therella wished. His fellows are dead, but he will live. |
23509 Dalton Rescued I have rescued a young man from the very clutches of this place. He will live, but not without some lasting effects, I am sure. He had to kill his own double, and came very close to death himself. He is young... he will survive. |
23510 The wooden structure lies over a deep pit. You cannot tell the exact depth of the pit, but when you toss a pebble into its maw, you don't seem to hear the stone hit the bottom. |
23511 Auto-Paused: Enemy Sighted |
23512 I have acquired a bottle of questionable swill for Captain Kieres, but it cost me 900 gold to settle his tab. He had better be cooperative when I get back to him. |
23513 I have found where to acquire a bottle of swill for Captain Kieres, but I will have to pay his outstanding tab in order to get it. Still, 900 gold is a bit steep for the privilege. |
23514 Pause whenever the party spots hostile creatures. |
23515 The villagers here all suggest that I talk to their headwoman before wandering about. |
23516 enemy sighted |
23517 I may have located the sea charts, but I need to appease Captain Tollar Kieres before I can get a good look around. He wants some swill from a man named De'Tranion. He can be found at the Blushing Mermaid tavern in Baldur's Gate. |
23518 I outwitted old Captain Tollar Kieres, though I can't say it was all that difficult. Spends a lot more time in a bottle than on the seas, I'll wager. |
23519 I tried to talk my way past Captain Tollar Kieres so I could find those blasted sea charts, but he would have none of it. Ah, well, either sneaking or fighting I'll leave no witnesses. |
23520 I met a villager by the name of Evalt, but I don't think I left a very good impression. Bah! He and his fellows are of no concern. |
23521 Evalt's Missing Brother I had the unfortunate duty to tell Evalt that his brother had died. I was able to retrieve the body, but nothing more could I do. |
23522 I retrieved Farthing's dolly for her. She seemed quite happy about it. |
23523 Farthing seemed quite happy that I killed Karoug and his lot. She seemed quite calm about it, though I don't know how she could be so accustomed to violence living in this peaceful place. |
23524 Some strange apparition appeared to me. This is what it had to say: I am the warrior's bane I live in the darkness of his soul I bring him to his knees, Trembling and weeping Unable to lift a hand in his own defense Yet I sleep... Awaken me. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What will awaken this warder? Perhaps a loud noise like a drum or a gong. Perhaps something else. I must solve this riddle in order to pass. |
23525 I met some fop named Fenrus Boulon. His babble was not worth my time. |
23526 Someone named Ike is giving tours of Durlag's Tower. I would assume that they only take people through rooms that has been cleared of traps. Perhaps I should ask someone who has taken the tour. There is a man named Fenrus who has done so. I can find him near the docks. |
23527 There is another new face in town besides mine. A man named Mendas moved in just recently. He's apparently not all that friendly. |
23528 I hear rumors that someone has located Balduran's ship. He was the founder of Baldur's Gate, and an explorer of great note. No mention of where the ship is located though. |
23529 I met some roustabout named Galken. He said he had something for sale, but I'll wager it's just a bunch of garbage. Seemed like a bit of a scoundrel to me. |
23530 I bought a ward token from that scoundrel Galken, and I should have guessed there would be strings attached. He said it truly is a key for some door or another deep in the tower, but the former owner might be looking for it too. With my luck he stole it from Durlag himself, or some other powerful being. |
23531 I met a blustering lout offering tours to Durlag's Tower. Seems he aims to make a tourist attraction out of the deathtrap. I decided not to take him up on his offer, but he will be available if I change my mind. |
23532 I met a huckster by the name of Ike who was offering tours of Durlag's Tower. Seems the venerable deathtrap has become a bit of a tourist attraction. I agreed to the tour, so I should meet Ike by the tower as soon as possible. I'm sure it will be safe. They wouldn't walk people through if there was still a danger. |
23533 The tower, and labyrinth below, was built ages ago by the dwarven hero Durlag "Thunderaxe," for no less worthy a purpose than to be a home for him and his kin. His enormous fortune occupied entire rooms, rumored waist-deep on a man. The wealth Durlag accumulated was to be the backbone of his clan. |
23534 The stories of Durlag's opulence spread across the land, and the most unsavory of creatures sought to make the tower theirs. All of Durlag's kin and friends were replaced by doppelgangers, and he found himself killing the visages of those that he cared most, just to save himself. In the end he drove the invaders from his home, and vowed that none would dare the same again! |
23535 Durlag installed magical locks on the entrances to his inner sanctum, requiring ward tokens to pass. Some apparently still exist, but are likely expensive and rare. |
23536 Those that passed the wards were confronted with the fruits of the paranoia that consumed Durlag. He had traps crafted for every inch of floor and wall, and nary a step could be taken without triggering a horrendous effect. |
23537 I have agreed to try to use Ike's ward token and explore some of the lower rooms of Durlag's Tower. He seems to think that I am up to the challenge, and I agree. |
23538 I met what appeared to be one of the village's protectors, a man named Jorin. He was quite gruff, and wanted little to do with me. He didn't seem to have much confidence in my abilities. |
23539 The child is mine now! It is no concern of you. |
23540 I have seen a strange apparition. It looked to be one of Durlag's own kin at the very moment they discovered the doppelganger incursion. This "Kiel" accused a doppelganger of wearing his face and helm. Such powerful emotions to replay the event even to this day. |
23541 Then I shall make it my concern. |
23542 The child's mother has a prior claim to the boy. |
23543 I have met a woman who claims that someone named Jondal has been ambushed by wolf-men and killed. I will give chase and see that justice is served! |
23544 I met a woman in the forest that claimed a young man named Jondal had been killed by wolf-men. It was not my problem. |
23545 An ambush! The woman tricked me into an ambush with her sorry tale! She is one of them! |
23546 I met an old farmer in the village. His name was Lahl, and he asked that I kill some of the beasts outside the village to avenge his wife. Such toil is his job, not mine. |
23547 An old farmer named Lahl asked that I kill some of the beasts outside the village to avenge his wife. It is the least I can do. Perhaps I can also arrange for these people to be able to go beyond their wall once again. |
23548 Lahl was grateful for my defeat of Karoug. I have made a lot of friends here. He said I would make a good addition to the village. |
23549 A strange apparition appeared to me. This is what it had to say: I am the warrior's madness I curse him with trust and respect I slow the blade in its course By stealing his passion for blood And offering a softer emotion in return Yet I thirst for more... Give me the sweet crimson drink of laughter and passion. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What does this warder thirst for? What drink is commonly associated with passion, and where on this level would it make sense to find or make such a drink? I must solve this riddle in order to pass. |
23550 A young mother had some story about her child missing from the village. She thinks the creatures outside have taken it. I could not be bothered to help. |
23551 Young Maralee has her child back, and I have another friend here. Hopefully they will be careful in the future. |
23552 Maralee has told me of a secret way to get off the island. In the chieftain's hut there is a hidden door that leads to "their homes below the ground." There is apparently an exit that leads to a ship they have built. |
23553 Some old dodder named Mendas wanted to hire me for some errand. He'll wait till I'm ready, and he'll like it. |
23554 Save game failed, do you wish to quit? |
23555 I have met Meym, a member of the beasts that have plagued this isle. He gave the impression that Kaishas and her people were not so different from he and his. We shall see. |
23556 As you will. Perhaps we shall meet again. |
23557 I have been attacked by Meym, one of the so-called beasts that plague this isle. He seemed to think that Kaishas was no less trouble than his own ilk, and that I was foolish to help her. We shall see. |
23558 The townsfolk are not fond of Mendas, a scholar considered a bit of a snob. |
23559 I hear rumors that the remnants of Balduran's last expedition have been found, but I think tales of his return to rule may be a touch overly optimistic. It has been several hundred years since his disappearance, after all. |
23560 There is someone else new in town, from Waterdeep apparently. He keeps to himself though. |
23561 Villainy is afoot! I have agreed to help a young man rout some "monsters" before they can do any harm. He leads the way as I write! |
23562 Ambushed! These creatures are cagey opponents! |
23563 I have met a young child, obviously this island in not uninhabited. Other storm-stranded sailors perhaps? This girl seems young for such a journey though. |
23564 I know you. Oh, yes, don't think I don't. You who dare to show your face here! |
23565 You are too far away to operate that device. |
23566 You have me at a disadvantage, sir. You claim to know me, but I am not acquainted with you. |
23567 You sound a little too threatening for my liking! Watch your tone, and identify yourself! |
23568 And you would be... who, exactly? I can't say I've had the pleasure. |
23569 Spare me your false pretensions and manners, I see through them as I see through light and day! And save your disgusting innocence and ignorance! You know me well and true, though we have not met in person to personal manner! My name, most foul whelp, is Shandalar! Yes, I see the dim lights of recognition in your eyes! Like a bolt from the sky, though I get ahead of myself. You did slaughter that which I held most dear! For shaaame! |
23570 Shandalar... Shandalar... No, it doesn't ring any bells for me. Perhaps if you told me what it is I'm supposed to have done? |
23571 Shandalar, eh? If you have an accusation, make it quick! I have no tolerance for innuendo or veiled threats! |
23572 State your case plain and save us both some time. I have done many things, your accusations fall amidst many. |
23573 I expected such bravado from you. Such is the mind of they that would prove their mettle by slaughtering three simple children! You have participated in the murder of the daughters of Shandalar and, surprisingly enough, I consider that a verrry naughty act! What have you to say for yourself in defense? State why I should not make interesting little noisemakers from your vertebrae and sell them to bugbear children! |
23574 You will not insult me so! That you cannot remember the incident is doubly infuriating! To have snuffed out the lights of my life and not even recall the deed is the height of indignity! Shandalar accuses, and you WILL admit! |
23575 I grow weary of this, old man. You had best change your tone before I get angry! |
23576 Shandalar? Oh dear. Shandalar of Ulgoth's Beard? Shandalar that makes his home in a Halruaan skyship? Shandalar that charged his daughters to guard the components of such a skyship pending their sale? I've... uh... never heard of you... or your daughters. |
23577 Shandalar? I know of you. You were to sell the components of a skyship and I prevented it. Granted I did so at the cost of your daughters' lives, but you were the one that charged them with the task of guarding the items I sought. Why put them in harm's way if you were not prepared to lose them? |
23578 I know you. I was involved in the killing of your daughters in Baldur's Gate. Regrettable, but business is business. |
23579 Your daughters were more than mere "simple children." They were in Oberan's Estate because you thought them able to defend themselves. If you did not wish to risk losing them, you should have guarded the Halruaan skyship components yourself. |
23580 I still have no idea who you are. You must have me confused with someone else entirely. I have done nothing against you or your children. Honest. |
23581 I shall tell you why: Because it was a matter of business and nothing personal. I was hired to prevent a deal that you orchestrated, and was forced to remove the opposition. |
23582 Your pitiful attempts and lies are as transparent to me as the nature of existence. No, wait, that's still fairly opaque. But YOU, you I see clearly for I see true! Do you really believe that one versed in magic such as me could not identify those responsible for the deaths of his children? You have a long road of repentance ahead of you, and no one is offering a ride! I send you! I send you on a pitiable errand! The means of your return will be found if you look, but do not expect the way to be easy! If you do well, I might yet decide not to invert your faces! Away, away, AWAY! And bring me back a lovely souvenir! A cloak perhaps! |
23583 Your argument falls short of becoming a reason not to kill you! I suppose it is my fault and not the thief's if I am burgled in my home? After all, it is not his fault that I amassed wealth and dared to "display" it in mine home. In a mob rule you might have a chance, but I am but a mob of one! Shandalar spits at you and condemns with the same breath! You will perform a duty to me as part of penance, and if you succeed, you will be a measure closer to repayment! I send you! I send you and you may not return without a lovely souvenir! A cloak, perhaps! |
23584 There, you see? Was that so hard to admit? I'm sure you will agree it is better to maintain a level of honesty in all of one's dealings. Now that that is out of the way, I have a task that you WILL perform. Oh, you are still to be punished, but you will have the satisfaction of knowing that you purged your conscience ahead of time. Much more rehabilitating. You are to do me a service. I will send you where you must go, and you must return with the item I need. A simple cloak is your target, but do NOT wear it! You have already abused too much of what is mine. Go now! |
23585 Halt! You who are not worthy to walk here will stand and listen! I am Shandalar, and this town is under my protection! Such as you must prove your intent well and true, and show that you are to be allowed the same rights to life as those more responsible! |
23586 I will welcome your challenges, Shandalar. I may be of questionable karma, but I am willing to prove my worth. You say you protect this place? Well, you need not fear such as me. |
23587 I ain't going to hurt nobody. Why don't you go bother some candy-snatchers and leave me to my own business? |
23588 Who are you to judge my worthiness? I will not be told where I can or cannot go! If you wish to challenge this, then do so. Save your words for someone else! |
23589 What business is it of yours where I go? If I present a danger then I am sure the local constabulary will deal with me as it sees fit, or try to at any rate. Regardless, why am I to be your concern? |
23590 So you say, but your actions have branded you less than desirable. Do you even have the will to try to restrain your ways while here, or are you a lost cause and just content with it? I shall determine and judge as I see fit, for none else here have the power to do so. You will perform a task for me. I will send you where you must go, and you will return with the item I need. A simple cloak is your target, but do NOT wear it! It is mine, and you will know the punishment before you get a second chance. |
23591 Shandalar's Cloak |
23592 This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. How it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak, which would remain a mystery even to a powerful mage. STATISTICS: Weight: 3 |
23593 And if I refuse this task? |
23594 This item, why do you not get it yourself? |
23595 Take your judgments and your morals and get out of here before I decide to take offense. |
23596 Because your business is unsavory and I don't like it. Your actions have branded you, and I must determine if such a brand is accurate and deserved. Cows are branded, but there is not the will behind it. Likewise, perhaps you are of good intent but are just inept. Thus is my quandary. |
23597 You will do a task for me, and prove your worth. Success means I may not kill you outright. Failure means I will not have to deal with you again anyway. I seek a simple cloak of mine. You will retrieve it and then you may return. Do not wear it, as it is mine and you will not survive. |
23598 And if I refuse this task? |
23599 This item, why do you not get it yourself? |
23600 Take your judgments and your morals and get out of here before I decide to take offense. |
23601 I have already challenged, and you have answered as a spoiled child. It is as I expected, but before you get your candy today you must do something for me. I propose a task that you must complete. If you are of worth, perhaps you will survive and I shall not kill you outright. Perhaps you won't survive and I will not have to worry about it. Perhaps I will forget you there, so do be polite. |
23602 And if I refuse this task? |
23603 This item, why do you not get it yourself? |
23604 Take your judgments and your morals and get out of here before I decide to take offense. |
23605 You presume to have a choice where you do not. Silly you. Silly silly you. You will go now. Take this item as a passage back. This wardstone will be your savior once you have what I require. Goodbye, good luck, and good riddance. |
23606 Because I am busy. Because I have better things to do. Because it is menial, dangerous, tiresome, a chore... you choose whichever reason makes you happy and full of cheer. You will do this regardless, and you will do so now. Here is a wardtoken that will return you once the chore is done and you have the item. Do be quick about it. |
23607 Who are you to speak of offense? Your very aura offends. You will do this, and you will do it now. Here is wardtoken that will return you once the task is done. Be grateful I remembered to give it to you. |
23608 Andris |
23609 Andris |
23610 I know of you. You are of an odd countenance, and I can count pretty darn high, too. I have need of you... what say you to this? |
23611 I do not know who you are. Introduce yourself, and we shall see if I can help you. |
23612 I have no time for you, old man. Whoever you are, I'd ask you to kindly get out of my way! |
23613 I do not know what to say. I do not know you are what you intend. Speak your mind and then I will decide. |
23614 I am Shandalar, and I am the default benefactor of this place. My home is here, as are my major interests. I take interest in whoever comes this way, and you are very interesting indeed. I should like you to perform a task for me. A small thing, really, but something I do not have time for myself. I need for you to go to... another place and retrieve an item of mine. Very simple, and if you succeed, I will think all the better of you. What say you to this? |
23615 Marcellus |
23616 Marcellus |
23617 [no text] |
23618 Beyn |
23619 Beyn |
23620 Such rudeness to your extremely powerful elders will only serve to get you roasted on a lightning spit while diseased gibberlings suckle your toes... But I digress, just a touch. I would ask a task of you, and now I think it all the more appropriate that you accept. I will judge the measure of you and see what your respectable veneer has paneled over. You will retrieve a cloak for me, one that was left in a rather unfortunate place. When you have found it, you will be returned. I think you will agree this is a menial chore. |
23621 Garan |
23622 Garan |
23623 Cuchol |
23624 Cuchol |
23625 Sensible. You may truly be as you appear, but I still must test to assure your nature. I would ask a task of you, that you retrieve an item I lost some time ago. You will be sent from this place to another place, and when you have succeeded, you will be allowed to return. Simple enough in my mind, though most things are, these days. The item is a cloak I have... misplaced. Your retrieving it will ease the burden of a busy evening. What say you? |
23626 Tellan |
23627 Tellan |
23628 Dezkiel |
23629 Dezkiel |
23630 Why do you need me for this task when you seem more than capable? |
23631 I will do as you ask. When will this need to be done, and where will I be going? |
23632 I do not go out of my way for charity. Make it worth my while or I will take it out of your hide. |
23633 Will there be suitable reward for this task? |
23634 Newcomers, stop where you are! I have questions to pose to you, and you will answer them swiftly and accurately, or you will be killed. I will warn you now that I possess powerful magics, and will be able to discern almost any lie that you try to tell. |
23635 Why do you need me for this task when you seem more than capable? |
23636 I will do as you ask. When will this need to be done, and where will I be going? |
23637 I do not go out of my way for charity. Make it worth my while or I will take it out of your hide. |
23638 Will there be suitable reward for this task? |
23639 Who are you exactly, and what are you doing on an ice island in the middle of the ocean? |
23640 Why do you need me for this task when you seem more than capable? |
23641 I will do as you ask. When will this need to be done, and where will I be going? |
23642 We are the party of <CHARNAME>, and have come to find Shandalar's stolen cloak. |
23643 I do not go out of my way for charity. Make it worth my while or I will take it out of your hide. |
23644 Will there be suitable reward for this task? |
23645 I have other things that call my attentions, so it is more convenient that you go. Besides, I know you not and this serves as a good measure of you. Already I know you are more interested in the "why" and not so much the profit. Will you do this? |
23646 I am Dinklemus Littlelog, and have come here in search of the holy groundhog. |
23647 Splendid. You will be leaving immediately. As for where you will be going, the location is a bit indeterminate. You will understand when you arrive. Are you ready to go now? |
23648 We're trapped here, just like you. We angered a mage of great power and he transported us here as punishment. |
23649 Not right now, I need time to prepare. |
23650 Yes, I will. I'm ready now. |
23651 I am Garan, and have been trapped on this infernal island ever since I tried to teleport from Maztica to Waterdeep. But it is not you who should be asking the questions. You have not answered my question yet. Answer now or suffer the consequences. |
23652 We are the party of <CHARNAME>, and have come to find Shandalar's stolen cloak. |
23653 I am Dinklemus Littlelog, and have come here in search of the holy groundhog. |
23654 We're trapped here, just like you. We angered a mage of great power and he transported us here as punishment. |
23655 What were you doing in Maztica? |
23656 No, I need time to prepare. |
23657 Yes, I can leave right now. |
23658 You have come to take Shandalar's cloak, eh? Well, he must have given you something to get off of the island, something that I intend to have. Prepare to die, fools! |
23659 Now you see, I knew this was a good idea. Already I have a clearer picture of your worth, and I have not even sent you on the task yet. The profit will be directly related to your performance. In essence, anything you scrounge above and beyond my needs is yours. Sufficient? |
23660 Your joke will be the last that you ever make. Now you DIE! |
23661 Bah! You're of no use to me... except perhaps as food for my animals. Come my pets, let us feast on these pathetic adventurers. |
23662 Yes, I'm ready to go right now. |
23663 I told you that I ask the questions! Your stupidity will cost you dearly! |
23664 No, I need time to think it over. |
23665 Most certainly. There will be your life and all that you scrounge. Anything beyond what I asked for is yours. Sufficient? |
23666 Yes, I'll go right now. |
23667 No, I need time to think it over. |
23668 Do not take long. This task needs attention soon. |
23669 You are on your way, then. When you have located my cloak, return to where you arrived and this ward token will effect your release... er... your passage back. Off you go now. |
23670 Are you ready for your task now? My cloak must be found relatively quickly. |
23671 Yes, I will leave right now. |
23672 No, I need further time to prepare. |
23673 You return! Excellent! And you are little the worse for wear, in a relative sense. An excellent measure of your worth, I think. You have proven yourself quite capable. I will just relieve you of that item and be on my way. |
23674 Hehahee-he-heeee... Been here long? |
23675 What was that place? There are people still trapped on that island. |
23676 No, and I don't intend to stay here long, either. |
23677 A pleasure doing business. It was a profitable venture. |
23678 Long enough, though I can't say I've seen you before. By what name shall I call you, friend? |
23679 I do not appreciate doing your dirty work. That was more a prison than anything else! |
23680 It is an odd place, to be sure. Teleportations are affected most drastically, in effect trapping the occasional passing mage. Those that are there will find their way off in time. Those that are not there anymore have found their own way off. I think you will agree that the ones that you met were not inclined to work together and effect their own release. An excellent judge of character in a supposedly natural phenomenon, wouldn't you say? I must be off. Fare ye well. |
23681 Out of my way, old man. I have a job to do and little desire to do it. |
23682 I am sure it was. The place tends to snag the occasional passing mage teleporting across the Trackless Sea. Such people are never ill-equipped, though all their gadgets weigh them down quite a bit. If they were more inclined to leave such things behind, they might find their release from that place a bit easier. Passive resistance is best when the very ground seems to drag magic to it. That is why you were needed to retrieve my cloak. I must be going now. Pleasure knowing. |
23683 And what if it was? It is not of my making. I myself was once a resident for a time. It tends to snag passing teleporting mages from time to time. I left my magics and gadgets and was able to use some minor incantations to escape. Passive resistance is more successful when the very ground seems to drag magic to it. The others might find their release if they lose the anger and attachment to their toys. Ah, I will not argue this with you, the place was not of my making. You have done well enough. Goodbye. |
23684 You return. You are proven capable, at least in this respect. Certainly you have the will to change your personal ways as well. We are square and fair, for the moment. I cannot guarantee that we will remain so, however, as your kind is to be scrutinized closely. Rather a nonexistent short-term memory as well, I'm afraid. You have done me a favor, now do yourself one. Behave yourself until you are of positive standing in the community. Begone. |
23685 You return. I cannot say I am totally pleased with that, but you have done me a service, nonetheless. You may live, but we are still not square and fair. Cross my path again and the deaths of my daughters will be the fuel that drives my anger! You wouldn't like me when I'm angry. For now, I am satisfied, but only for now. Leave me now. |
23686 No, no, none of us do, none of us do... Did you think I wanted this place?! Did you think I wanted to languish here for years, Tellan Altru'ar, once the shining light of Tethyr?! No, no, hehahee-he-heeee, not I, not I. Now give me that wardstone, Buttercup, or I shall pluck your petals and watch ye rot! |
23687 Well, well, well. I sensed the ripples, and there you are, but... you are something new. Tell me, friend, how come you to this place? |
23688 Against my will and none too pleased about it! Who in blazes are you? |
23689 I was asked to come. I'm here to retrieve an item for a friend. Who are you? |
23690 I was sent by Shandalar. Seems there is something of his on this island that he wants returned. |
23691 Hrmmm. You may call me Tellan Altru'ar, the shining light of Tethyr, for once I was, once I was. And you I shall call Buttercup because I can and shall, hoo-hooo! You have a way out of here, don't you? I smell it on you! |
23692 Shandalar |
23693 Shandalar |
23694 Please don't kill me! Please, please, please, please, please! |
23695 Relax, fellow, we have no reason to harm you. |
23696 Yes, I have a way out of here but no, you won't have it by threat or tears! If you must have it, then you can have it from my corpse, old fool! |
23697 Beg if you wish, dog. Your life is at an end. |
23698 Kill you? Please don't kill us! Please, please, please, please, please! |
23699 Why are you here? You weren't sent to kill poor Cuchol? |
23700 We're merely here to retrieve an item. We'll be on our way as soon as we can find it. |
23701 So you are Cuchol? In truth, we are here to kill you. |
23702 That trull! Even in this accursed place she sends assassins. If Cuchol must die, then he shall not die alone. |
23703 What manner of heartless beasts are you? Mocking poor Cuchol even as you bring his doom? Why, if I were back in Surkh, Yspank would protect me! |
23704 Oh, really, Cuchol, beasts? We prefer hired goons. |
23705 Relax, fellow, we have no reason to harm you. |
23706 I do but it comes with a price. There is a cloak I need to find and many here who would see me and my master dead before they let it fall from their grubby hands. Follow me and be of some assistance in the battles and mayhaps I'll let you come with me when I go. |
23707 Are you not trapped here? I, Cuchol, the Scourge of Lachom! The Ravisher of Surkh! Even with my fell powers, I cannot escape. |
23708 We have our ways, Cuchol. Have you seen a cloak, perhaps? |
23709 A ward! Of course! My friends, I have been trapped here for too long. Think of my reputation! "Cuchol," they'll say, "what kind of mystical magic man are you?" Then I'll say, "It's not my fault! It's that stupid ice!" Then they'll say, "You're a loser, Cuchol. A real fool, if you catch my drift." Can't you see? My reputation! I must have that ward! I must escape! |
23710 Here, take the cursed thing. Just shut up! |
23711 Probably the same way you did. Why don't you tell me your story and see if it's the same as mine? |
23712 Shandalar! Well, there is a name I have not heard in a while. Aye, he was here. The bastard managed to escape, though I know not how. This isle is much like a prison, and is uncharted on any map I have seen. The stars indicate we are far to the south, but I cannot seem to get more precise than this. |
23713 We can't help you, Cuchol. We need to leave this place ourselves. |
23714 As you wish. |
23715 Hah, hah! Imagine her surprise when I show up in her bedchamber. "Oh, Cuchol, you've the body of a god!" she'll say. But enough of this! You are no longer useful. |
23716 But it's so cold! Don't you see? It's cold! Why does Cuchol bother with these wretches? Very well, I MUST have the ward! |
23717 You would? Really? No, you wouldn't, you wouldn't... but you could. Hehahee-he-heeee. No magic, though, I will save my magic in case you turn on me. But darts, yes, I'll cast my darts into their very eyes if it shall get me off this frigid rock! |
23718 I am Andris, and you will lower your voice or find yourself swimming. Hmm. Perhaps you have come in the normal way after all. Most are not too happy about arriving here. No doubt you are confused, but I will explain. Here is the island. It has no other name than this and is too small to appear on any map. By the stars I would place us deep in the Trackless Sea, perhaps even further afield than far-southern Chult, though I cannot really say. |
23719 Sensed the ripples? Speak some sense, man! And speak your name! |
23720 Well, I have nothing to do and a vast intellect that starves for some enjoyment! On your hands and knees, child! |
23721 You are just the latest teleporting fool to be captured. This place seems a magnet of sorts. If you are powerful enough to transport without error across an ocean, you are apparently of sufficient power to be caught and dragged here. It is the very place that does it... seems to ensnare the energy. Needless to say, leaving the island by magical means seems entirely impossible. You will get used to seabird eggs if you wish to survive. |
23722 Polar Bear |
23723 Polar Bear |
23724 I am Andris, and that is some strange kind of friend you have. This isle is as uncharted as they get and may as well be a prison. The stars say we are deep in the Trackless Sea, perhaps even more south than Chult, if that is possible. |
23725 This place seems to ensnare magical energy, pulling it from the air. If you are a mage in transport, it pulls you as well. Plucks you from the ether and deposits you here. Leaving the island by magical means seems entirely impossible. |
23726 Who constructed such a place? What is its purpose? |
23727 Is there no means to escape? It must be possible. |
23728 And you've taken the role of island greeter? I think not. What do you want? |
23729 I don't know an answer to either question. It could be a joke of the gods or a test... or both. It is hard to tell with gods. It could be a natural phenomenon, though these tunnels certainly are not. Trapped mages may have fashioned them for shelter however. There is little else to do here except plot, study, or go mad. I prefer to plot. On that note, if you would be so kind as to strip down and give me what you are carrying I would be ever so grateful. |
23730 Oh, certainly it must. Whether this place is a joke, a test, or simply an odd phenomenon, it is just a matter of finding the proper method of exit. I favor the pure power theory, wherein you merely need an excess of magical resources to overpower the pull. I am gathering all the power I can, to whit: I must ask that you strip down. Nothing personal, but I really need whatever you are carrying. |
23731 What do I want? What do I want?! To be free of this place! It does not matter whether this place is a joke, a test, or an odd phenomenon. I need more power to escape! If you would kindly strip off your belongings, I would be ever so grateful. |
23732 Shandalar gave me the means. I have to find a cloak of his and then I can leave. |
23733 Perhaps I have a way off. Perhaps it is of value to you? |
23734 What is the purpose of this place? Who constructed it? |
23735 You seem quite at home here... deceptively so. What is it you want from me? |
23736 PERHAPS it is of value? PERHAPS?! You are a fool to tempt me if you lie, and a fool to have mentioned it at all! I will not barter, and I will not bargain! I will take everything on your corpse and find the means myself! Be this place a test, a joke, or an odd phenomenon, I will be free of it! |
23737 You have the means to leave? You are a fool to tempt me if you are lying and even more a fool if you tell the truth! I care not a whit for your task, nor for your lives! If you possess the means to leave, I must have it and have it now! I shall take it from you! You should not wave food in front of those who starve! |
23738 What? But why? Certainly we can come to some agreement? |
23739 Domination |
23740 Hopelessness |
23741 Greater Malison |
23742 Spirit Armor |
23743 Chaos |
23744 Feebleminded |
23745 Defensive Harmony |
23746 Champion's Strength |
23747 Dying |
23748 Mind Shield |
23749 If you want my equipment, you are going to have to take it! |
23750 Wait, I have a means to leave! Perhaps we can work out a deal. |
23751 Certainly. First you, then the others here. I need all the power I can get, and I don't mind taking it by force! |
23752 The drawer of this desk is locked with an unbreakable, odd-looking lock. You will have to find the key. |
23753 But why? I think I can overpower the pull of this place if I have enough magical energy. You may have items, or your very being may yield fuel. I care not which, and I am through talking! |
23754 What? But why? Certainly we can come to some agreement? |
23755 If you want my equipment, you are going to have to take it! |
23756 Wait, I have a means to leave! Perhaps we can work out a deal. |
23757 What? But why? Certainly we can come to some agreement? |
23758 If you want my equipment, you are going to have to take it! |
23759 Wait, I have a means to leave! Perhaps we can work out a deal. |
23760 Now now now, hello there. And you might be who? Another wayward spellslinger looking for a way out? Or just another power-hungry fool trying to force the doors from the wrong side? Tell me, warrior, why is it that whatever you seek is always in the last place you look? |
23761 Um, because you find it? |
23762 I have no time for your riddles! I seek a cloak that belongs to Shandalar! |
23763 This place has addled your senses. No doubt you will be no friendlier than any of the others here. |
23764 Ha! The commonsense answer, in a place uncommon where sense does not rule the day. You are looking for something here: something of power and value. I am sure I know just what it is, and for whom you seek it. I do not wish to relinquish it. What do you have to say to that? |
23765 Do you now? And he did not come for it himself? Of course not. He left this place only by shedding his most powerful dweomers. More sensible to send you, who are of lesser power. No doubt he will extricate you using some sort of focus, drawing you away with magic centered elsewhere once you have completed your task. Have I guessed your means of travel? Do you even know? |
23766 The others here are like me, in that they do not understand this place. I doubt the place itself could tell its own purpose were it able to answer questions. Suffice it that I am not so quick to turn to desperation as the others, and I do not fear the unknown quite so much. If this place draws magical energies to it, and I am here at the center, then it draws magical energy to me by default. In time I will harness it, and in time I will leave. Already I know more of things here than any other. I can see things... things others cannot. |
23767 How do you know these things of me? |
23768 It is irrelevant. By this admission you have stated what I need to know. I will take what you have whether you permit it or not. |
23769 I have a task, plain and simple. You can aid it or oppose it, but you will not ignore it. |
23770 Our conversation is to be a short one, then. Launch your spells and wield your weapons, for one of us will cease breathing this day. It matters little. I see things here that others cannot, and I have an understanding of what comes. Take what you need and finish your task, and be released with the power of another in a different place. He will thank you in his fashion, I am sure. Attack as you will, and one of us will go to join the others. |
23771 I ignore nothing here, and I see far more than you. I have been here long and have used my time effectively. Some fall or go mad, but I have learned. Do I understand this place? No, but I begin to. It stores what it brings for something long since forgotten. Perhaps when I remember it I will master it... perhaps not. You are but an interloper, a messenger, and the power of someone else will remove you from afar. Do what you must, I can only gain in this. I win, I am released. I lose, I am released. |
23772 It is irrelevant. I have a task to do and you are in the way. Ignore me at your peril. |
23773 How do you know these things of me? |
23774 You have said more than I need to know. I must deal with you to complete my task. |
23775 Irrelevant. I only care about what I have been sent to retrieve. That is my escape from this place. |
23776 You have many answers. Can you tell me where to find Shandalar's cloak? I have to find it. |
23777 And what can you see? What is this place? |
23778 I see why you are here. I see that I have what you seek. I see that we must fight and the victor shall leave. What is this place? Many things. Today it is a dueling pit. Tomorrow it will be a graveyard. Yesterday it was... what? I cannot say. If it is natural, it is an abomination. If it is divine, it is utterly cruel. We are all many things, including obtuse and unclear. Do what you will. If I win, I am released. If I lose, I am released. |
23779 Energy Drain |
23780 Polymorph Self |
23781 Some strange apparition appeared to me. This is what it had to say: I am the warrior's curse I steal his future I mar his past The more he has, the less it seems He becomes a slave Of glittering things Yet I hunger Feed me that which glitters beyond all else. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What glittering thing could this warder wish of me? Gold? A gem? I must solve this riddle to pass. |
23783 You have done what must, but now I stop. Here you hold, and here you must die. |
23784 Why must we fight? Cannot let you leave knowing all this. We could have existed peacefully, but now you have fought and will never accept. Others will come to kill or capture. Adventurers like you always come, do they not? No, I must fight, and you must die! We may still have hope if Selaad returns, but you cannot help anymore. |
23785 So it must be. We not leave, but neither will you. None must know of us, not know that we are threat. You will die, even if we must as well! Perhaps Selaad will bring another ship, but for now none will leave. |
23786 Such generosity, but if you leave you will exterminate anyway. Others will come, other fools just to fight the "evil" we are. No, we must remain alone here now, and so must you. Die and sleep, and you will not know the loneliness. Perhaps if Selaad returns we will try again. Until then, we stay. |
23787 Why should we fight? We can still leave on your ship. Why don't we all leave together? |
23788 You will die like the rest of your kind! Monsters all of you! |
23789 I do not wish to exterminate you all. Just give me the charts and the ship and I can go. |
23790 Invisible Stalker |
23791 Globe of Invulnerability |
23792 Tenser's Transformation |
23793 Flesh to Stone |
23794 Contingency: Mirror Image |
23795 These stairs appear to have been under construction for several centuries. They don't lead anywhere. |
23796 This is a false door. Behind it is solid rock. |
23797 Aura Cleansed |
23798 Daer'Ragh's Aura Cleansing |
23799 The use of magic causes a collection of magical residue around the caster. It is this residue which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes the residue of spellcasting as the next spellcasting begins. This allows a greatly increased rate of spellcasting. |
23800 Daer'Ragh's Mental Agility |
23801 This spell quickens the thought processes of the caster, actually allowing <PRO_HIMHER> to cast spells quicker than normal. |
23802 Daer'Ragh's Physical Agility |
23803 This spell quickens the caster's reflexes, enabling faster and more effective combat. |
23804 [DEMON KNIGHT 01] Death welcomes you. |
23805 [DEMON KNIGHT 03] Here you will fall! |
23806 [DEMON KNIGHT 04] |
23807 [DEMON KNIGHT 05] |
23808 [DEMON KNIGHT 06] |
23809 [DEMON KNIGHT 07] Die! |
23810 [DEMON KNIGHT 08] Stun! |
23811 [DEMON KNIGHT 09] Pain! |
23812 [DEMON KNIGHT 10] Fear! |
23813 [DEMON KNIGHT 11] |
23814 [WEREWOLF, GREATER 01] I will bury you all! |
23815 [WEREWOLF 02] |
23816 [WEREWOLF 01] |
23817 [WEREWOLF 06] |
23818 [WEREWOLF 05] |
23819 [WEREWOLF 04] |
23820 [WEREWOLF 03] |
23821 [WEREWOLF, GREATER 02] |
23822 [WEREWOLF, GREATER 03] |
23823 [WEREWOLF, GREATER 04] |
23824 [WEREWOLF, GREATER 05] |
23825 [WEREWOLF, GREATER 06] |
23826 [DRADEEL 01] You're not figments, are you? I'm not wasting any more time talking to figments! |
23827 [TANAR'RI 02] |
23828 [TANAR'RI 06] |
23829 [TANAR'RI 05] |
23830 [TANAR'RI 04] |
23831 [TANAR'RI 01] |
23832 [TANAR'RI 03] |
23833 [KAROUG 01] Here is my rule: Here you behave. Obey! |
23834 [DRADEEL 03] You will die like your wolfen kin! Bad dog! Bad dog! |
23835 [DRADEEL 04] |
23836 [DRADEEL 05] |
23837 [DRADEEL 06] |
23838 [DRADEEL 02] |
23839 [KAROUG 02] |
23840 [KAROUG 03] Your blood will salt my dinner! |
23841 [KAROUG 04] Give me excuse to tear your limbs. |
23842 [KAROUG 05] |
23843 [KAROUG 06] |
23844 [MENDAS 01] I must be speaking to you. Listen, please. |
23845 [MENDAS 02] |
23846 [MENDAS 03] You have cost your life! You die! |
23847 [MENDAS 04] I have waited long for such as you. |
23848 [MENDAS 05] |
23849 [MENDAS 06] |
23850 [KAISHAS 01] You are strangers here. You do not belong. |
23851 [KAISHAS 02] |
23852 [KAISHAS 03] Your time has come. I will remove your taint! |
23853 [KAISHAS 04] This is our home. You are the intruders here. |
23854 [KAISHAS 05] |
23855 [KAISHAS 06] |
23856 [HURGAN 01] Hurgan would speak at ye, so listen up a moment or two. |
23857 [HURGAN 02] No sense losin' me life to you lot! |
23858 [HURGAN 03] Me hammer will flatten your head right proper! |
23859 [HURGAN 04] Are ye the one for the job or aren't ye? |
23860 [HURGAN 05] |
23861 [HURGAN 06] |
23862 [CULTISTS 01] Have you heard the call? |
23863 [CULTISTS 02] Lord Aec, save me! |
23864 [CULTISTS 03] Your soul shall be fodder! |
23865 [CULTISTS 04] Patience will give us power... soon. |
23866 [CULTISTS 05] |
23867 [CULTISTS 06] |
23868 [TRACEA 01] Welcome to the awakening! Your souls shall feed the beast that comes. |
23869 [TRACEA 02] |
23870 [TRACEA 03] For Aec! Here we serve or die! |
23871 [TRACEA 04] A new age comes! Bow before the new lord! |
23872 [TRACEA 05] |
23873 [TRACEA 06] |
23874 [IKE 01] Step right up, STEP right up! |
23875 [IKE 02] I'd pay double to see the Egress right now! |
23876 [IKE 03] Time to punch the ticket I sold ya! |
23877 [IKE 04] There's a sucker born every minute, and you are right on time. |
23878 [IKE 05] |
23879 [IKE 06] |
23880 [VILLAGER, MALE 01] You do not belong. Not sure if you can. |
23881 [VILLAGER, MALE 02] |
23882 [VILLAGER, MALE 03] You not live to kill us! |
23883 [VILLAGER, MALE 04] You will not taint the village. |
23884 [VILLAGER, MALE 05] |
23885 [VILLAGER, MALE 06] |
23886 [VILLAGER, FEMALE 01] You are stranger to us. Stranger than us. |
23887 [VILLAGER, FEMALE 02] |
23888 [VILLAGER, FEMALE 03] We will live; you will die! |
23889 [VILLAGER, FEMALE 04] We are peaceâ€â€without you. |
23890 [VILLAGER, FEMALE 05] |
23891 [VILLAGER, FEMALE 06] |
23892 [SOLIANNA 01] You are new. You smell... different. |
23893 [SOLIANNA 02] Ah! Mommay! |
23894 [SOLIANNA 03] You'll not hurt Mommay or Poppay! |
23895 [SOLIANNA 04] You silly. Not like others. |
23896 [SOLIANNA 05] |
23897 [SOLIANNA 06] |
23898 [CAPTAIN TOLAN 01] Ye'll be bilged on yer own anchor if ye test me patience. |
23899 [CAPTAIN TOLAN 02] Abandon ship, lads! Scuttled, we are! |
23900 [CAPTAIN TOLAN 03] I'll keel-haul the lot o' ye! |
23901 [CAPTAIN TOLAN 04] The cabin boy, the cabin boy, that dirty little nipper... Ahh, the sea, she calls me. |
23902 [CAPTAIN TOLAN 05] |
23903 [CAPTAIN TOLAN 06] |
23904 [DALTON 01] I gotta get out o' here! I gotta get out! |
23905 [DALTON 02] |
23906 [DALTON 03] |
23907 [DALTON 04] Leave me alone! Please, stay back! |
23908 [DALTON 05] |
23909 [DALTON 06] |
23910 [CLAIR 01] There is little I can do here. Why even bother? |
23911 [CLAIR 02] I'll not die just yet! Get away! |
23912 [CLAIR 03] Fight! And I will speed your death! |
23913 [CLAIR 04] I'll not let this place take me. |
23914 [CLAIR 05] |
23915 [CLAIR 06] |
23916 [DELAINY 01] You are quite the novelty... I never seen your like before. |
23917 [DELAINY 02] |
23918 [DELAINY 03] You will harm no more! |
23919 [DELAINY 04] You seem... interesting. I not used to such as you. |
23920 [DELAINY 05] |
23921 [DELAINY 06] |
23922 [DURLYLE 01] Well, you are a strange sight. |
23923 [DURLYLE 02] |
23924 [DURLYLE 03] There will be no more of you here! |
23925 [DURLYLE 04] You are very different. I find that, uh... interesting. |
23926 [DURLYLE 05] |
23927 [DURLYLE 06] |
23928 [ULGOTH, MALES 01] Well now, I'll talk to ye if ye want. |
23929 [ULGOTH, MALES 02] Well, hello there, young 'un. |
23930 [ULGOTH, MALES 03] You don't look like you're from around here. |
23931 [ULGOTH, MALES 04] Welcome to our little village. |
23932 [ULGOTH, MALES 05] Keep it quick; I ain't got time to dawdle. |
23933 [ULGOTH, MALES 06] You're new, I can tell. |
23934 [ULGOTH, FEMALES 06] What are ye botherin' me for? |
23935 [ULGOTH, FEMALES 01] Oh, a new face in town, eh? |
23936 [ULGOTH, FEMALES 02] You wish to speak? Go on, then. |
23937 [ULGOTH, FEMALES 03] Yes? You have something to say? |
23938 [ULGOTH, FEMALES 04] A little excitement around here lately. |
23939 [ULGOTH, FEMALES 05] Always willin' to speak to new friends. |
23940 [no text] |
23941 [no text] |
23942 [no text] |
23943 [no text] |
23944 [VILLAGER, MALE 01a] You are... different. |
23945 [VILLAGER, MALE 01b] I smell... outsider? |
23946 [VILLAGER, MALE 01c] Speak and leave. I do not wish you around. |
23947 [VILLAGER, MALE 01d] You are not like us. |
23948 [VILLAGER, MALE 01e] Some will not trust you... some like me. |
23949 [VILLAGER, MALE 01f] I say my mind: Go as soon as you can. |
23950 [no text] |
23951 [no text] |
23952 [no text] |
23953 [no text] |
23954 [no text] |
23955 [no text] |
23956 Shandalar's Wardstone |
23957 This wardstone is a magical component to a "recall" type spell. When the possessor of this stone also has Shandalar's cloak, the stone will activate and transport the possessor and <PRO_HISHER> companions back to the mage Shandalar. This stone's magics will only work in open air, not underground. STATISTICS: Weight: 5 |
23958 Astral Phase Spider |
23959 Astral Phase Spider |
23960 Scimitar +2 |
23961 This blade has traveled far since its forging on the shores of the Shining Sea, though documentation of its passage is sketchy because of the mundane nature of the item. Such weapons are considered commonplace among the rich elite of the far south, and are of little consequence to historians of the area. This attitude is incomprehensible to a citizen of the Sword Coast, where people routinely die for items of equal or lesser enchantment. This particular blade may have belonged to a wealthy vizier, or perhaps his attendant. STATISTICS: THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Weight: 3 |
23962 Arla's Dragonbane +3 |
23963 None know better than halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small folk that left the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history. STATISTICS: THAC0: +3 Damage: +3 (missile) Speed Factor: 3 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 |
23964 The World's Edge +3 |
23965 This is a legendary weapon of heroic proportions, especially among the far-northern tribes of barbarians. Champion after champion has wielded this blade against countless enemies, and the blood it has spilled could fill a small sea. History will not admit that such a blade could be forged and each consecutive owner seems to tie its origin to whatever creation myth they believe. The most grandiose of these tales is that of a great chieftain who sailed to the cliffs that supposedly bordered the world. There he reached into the void, and his will shaped the blade from nothing. Whatever the truth, in the right hands this sword is a fearsome thing. STATISTICS: THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 13 Strength Weight: 9 |
23966 Krotan's Skullcrusher +2 |
23967 Even the hordes have their heroes, and while they are vilified in civilized company, their deeds are sometimes impressive nonetheless. Krotan was an exceptionally intelligent orc, as far as orcs go, who commanded an ever-shifting legion of ogres, orcs, hobgoblins, and other assorted beasties during the Year of the Lost Lady, 1241 DR. It was in this year that a group of orc bandits allegedly kidnapped and killed a Tethyrian noblewoman, and the response from authorities was a genocidal slaughter of orcs throughout the south in her memory. Krotan mounted a defense that ensured his people were not entirely destroyed; though they were displaced. Krotan himself fell near the end of the conflict, and his head was mounted outside the graveyard where the young lady was buried. As a point of interest, orcs called this time the "Year of Pushing Too Far." STATISTICS: THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 7 |
23969 The Burning Earth +1 |
23970 Flame Tongue +1: The Burning Earth There was a time before Neverwinter was warm and before the great Anauroch was dry... or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough. It burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itselfâ€â€but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is... wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for <PRO_HIMHER>... or any other humanoid. STATISTICS: THAC0: +1, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead Damage: 1d8+1, +1 fire, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 5 Strength Weight: 4 |
23972 Crypt Crawler |
23973 Crypt Crawler |
23974 The Practical Defense +3 |
23975 The traveling adventurer could ask for no better a suit of armor in all the land. Specially commissioned by Bolhur "Thunderaxe" at GREAT expense, this suit was his most prized, even if not his most ornate. Eminently practical, Bolhur demanded armor that would offer superior protection while hampering him in the least. By "hampering" he did not just mean in movement or weight: His ideal suit should be able to withstand the rigors of his wanderings with little maintenance. This is not to say that Bolhur "Thunderaxe" neglected his armorsâ€â€to say as such would get your ears boxedâ€â€but the regime of spit and polish required for a "gentleman's" suit was beyond his caring. Save the tassels and gilding of full plate for kings and heads of state; a working dwarf cares more of utility than looks. STATISTICS: Armor Class: 0 Weight: 18 |
23976 This tower has long been deserted. There is nothing but rubble within. |
23977 Aule's Staff +3 |
23978 This finely crafted staff was among the spoils taken from the invaders of Durlag's Tower. It is very deadly in combat, and was apparently the property of a spellcaster that enjoyed standing on the front lines. It appears to have a core of iron, yet it is comparable in weight to a normal weapon of its type. Part of the enchantment seems to come from the hide that strengthens the grip: Leather no doubt made from a battle-ready creature of some sort. With the tastes and inclinations of the attackers of the tower well documented, the hide could be almost anything... or anyone. STATISTICS: THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
23980 *Delete Me* |
23981 *Delete Me* |
23982 *Delete Me* |
23983 Harp |
23984 The Captive Audience |
23985 Greagan's Harp: The Captive Audience This finely made harp is well known among the nomadic peoples of the east, though more for the infamy of its owner, Greagan of Lowhill. He was a bard of sorts, though less for his love of people than his hatred of hard work. He bade a mage relation construct this harp so its magic might disguise his utter lack of talent in the arts. Its power was greater than he had hoped, and he later turned to petty burglary using "his" music to captivate his victims. Greagan ultimately disappeared some years ago amidst rumors of a bardic college uncharacteristically moved to violence. The harp still functions, though any self-respecting troubadour would reserve its use for the most dire of circumstances. The magic seems to be waning as well, and perhaps this is one item best lost to time. STATISTICS: Charge abilities: – Domination (Save vs. Spell negates, -2 penalty) Range: 25 ft. Duration: 12 hours Area of Effect: 1 creature Weight: 3 |
23986 You have been teleported by Shandalar far up to the north, on an island lost within the ice floes of the northern ocean. |
23987 [CULTISTS 01a] You have not heard and will not see. |
23988 [CULTISTS 01b] Your time comes. Do not struggle when it does. |
23989 [CULTISTS 01c] Leave here! And do not return until your world ends. |
23990 [CULTISTS 01d] We have no time for you. |
23991 [VILLAGER, FEMALE 01a] You are not like we are. |
23992 [VILLAGER, FEMALE 01b] You are unlike. You do not belong. |
23993 [VILLAGER, FEMALE 01c] Interesting. You are very different. |
23994 [VILLAGER, FEMALE 01d] You are from away? Welcome, then. |
23995 [VILLAGER, FEMALE 01e] I don't know you. You are... stranger. |
23996 [VILLAGER, FEMALE 01f] I have not seen your like before. |
23997 The Journal of Andris of Iriaebor Would that I had more paper to write upon, but much was burned in haste for warmth. Little there is to document anyway, and so I leave this small writ for any that might find my corpse, for that is the only way it shall part from me. Know that Andris does curse you for your life, and that should I return in some fell form, I will hunt you for the sheer spite of you seeing my decimated body. The business of that aside, I hope that you who read this have suffered the same fate as I. The indignity of this condition! With all the power at mine fingers, I must huddle around a dung-fire eating seal fat! The forces behind this place have no respect for my stature, my power! I have slain beasts thrice my size with a glance and traveled as a bird over oceans! Here my magic is sucked to the earth and I am held, as others are. Some have escaped, and I swear I shall hunt them and take the power they must have. To do what I cannot, they must be great indeed. I curse them for leaving, I curse this place, and I curse that I have not the might to follow. Andris of Iriaebor |
23998 Scribble scribble scribble, as every mage must do. These walls will hold your power fast, unless I walk right through. A boat I bade from birch and bark, but burned I did at morn. Rather I gather in this held spot, than suffer my hands get worn. Fools this place has, and many more to come. I will greet and take what will, and in the end will I have all? Oh, I think so. I mock your prison, Ao, as though you would care to listen. Are you even behind the walls? I see your symbols in the sky, but others too. Mystra, goddess of magic, my magical maiden, why do you treat your children so? Do you give the sparkle of magic only so it cannot be used? A lesson in humility for those on the verge of true power? Drop your robes and wands and staves, or forever be trapped with your self-importance and pride? Perhaps, but I will not shed what I have earned just to walk the skies again. I shall profit from this; I will play outside your rules. This place will bring it all to me in time, though I can't take it elsewhere. No, you can't take it with you, but you can stay with it, and hold it tight. Perhaps with outside help? Bah! None but those who have learned can find this place again, and they will not interrupt the teaching. I will not bend; I will snap and strike back in time. Humility is so...humiliating, and I will not suffer more. Power impotent is still preferable to power lost. Of course, perhaps the walls do not listen to such musings, and my writing is pointless. No matter, for tomorrow I shall wipe this clean and write anew. My verse gets better. One must have hobbies. |
24000 Andris's Journal |
24001 Dezkiel's Scroll |
24002 [IKE 01] |
24003 [VILLAGER, MALE 01b] |
24004 [ULGOTH, MALES 01] |
24005 [NARRATOR - Island 1a]Your ship sets its sails against the morning light, and you are off across the waves. The Sea of Swords allows your passage without incident, and in a scant amount of time, you are on to truly open waters. A score or more of days pass, but the aptly named Trackless Sea seems to stretch before you without end. The waters are calm, though the wind remains steady and sure. |
24006 [NARRATOR - Island 1b]The merchant vessel your employer has chartered is a fine ship, but her crew is not accustomed to journeys so far off the established trade routes. The more superstitious among them speak of a great waterfall off the edge of Faerûn, of a secret elven nation that scuttles all that dare come near, or even of island-size turtles that eat whole ships. |
24007 [NARRATOR - Island 1c]Such fancy weighs heavily on the minds of nervous sailors, and the mood aboard ship slowly turns. Tensions begin to mount, and rumors of mutiny threaten your resolve. It is a mixed blessing that all aboard are soon given a very real danger to occupy their thoughts. |
24008 [NARRATOR - Island 1d]The storm comes without warning and hits with a fury that seems almost deliberate. Gale force winds toss the ship about like a cork, and it is all the crew can do to keep her afloat. Their efforts, though valiant, are ultimately futile, and when the mainmast splinters, you know the ship is lost. As the hull gives way, there is a glimpse of something in the distance: a steady illumination against the black of night. |
24009 [NARRATOR - Island 1e]Grasping debris for flotation, you abandon the wreck and begin to swim under the heavy burden of your equipment. You head towards the glow, hoping it is not a sea wisp or some other nefarious trick of the eyes. |
24010 [NARRATOR - Island 1f]You awake the next morning with a mouth full of sand. You are waterlogged, exhausted, and you have an aching pain that lets you know you are very much alive. The ship is so much kindling, there is no sign of the crew, but there do appear to be footprints in the sand... |
24011 [NARRATOR - Island 2a]The journey home is mercifully without incident, though the events on the isle you left behind continue to weigh heavily on your mind. On the surface, it would seem that you have succeeded in your mission and found the remnants of the legendary Balduran's ship, if not the ultimate fate of the man himself. The cost of this information was high, however, both for you and for the island's inhabitants. Aside from their missing chieftain, they will never leave their island home, though likely this is for the best of all concerned. |
24012 [NARRATOR - Island 2b]You have left with your life and a rich reward awaits your return to the mainland. Mendas will be waiting to hear of your triumph, and it is quite a tale you have to tell. |
24013 Fission Slime |
24014 Fission Slime |
24015 This door can't be opened through lockpicking or simple spells such as Knock. |
24016 You need to obtain the sea charts if you wish to navigate safely back to the main land. |
24017 You have returned empty-handed. Is what Baresh has said true? My wife is dead? |
24018 She left us little choice. She has infected us with this vile lycanthropy and tried to prevent us from leaving. It was either us or her. |
24019 Useless fools! You were to do nothing but go there. Kaishas could have done rest. No need for idiot adventurers. |
24020 I am puzzled, Mendas, or should I say Selaad? Since you are the leader of the werewolves, why did you not sail back to the island yourself? |
24021 I am no sailor. I stay to prepare place for my people. For generations we have been trapped on island. It is time to return home to the land of grandfathers' birth. They needed charts and I needed adventurers who do not ask too much questions. Yet you have failed. Why did you kill her? I know she has give you the gift of lycanthropy. I can smell it on you. I can smell guilt, too. Kaishas's blood shall always be on your soul. |
24022 We have failed in nothing. You were far from honest with us. We brought back the book, Balduran's logbook. That was always what you stated we were to do. |
24023 We will leave now. It is just that we have prevented your cursed people from infecting the innocent people here. You brought Kaishas's death upon her by sending us there with false pretenses. |
24024 *COUGH* Who... who are you? Ahh, a wanderer not unlike meself. Best you turn and walk on, friend; this place does not accept visitors with grace. Better you are alive and leaving, like me. |
24025 You should expect to see many more things that you did not expect. Heheh... oww... don't make me laugh. I've a dart in me gullet doing some nasty things. My name is Bayard, and me friends and I came here just as you did. It looks a rewarding place, but I have decided it is beyond my ability. |
24026 Me name is Bayard, and you needn't threaten. I be in no shape to do you any harm, and me fellows have gone below. I would, however, treat this place with a little more respect than you've shown me. Durlag's Tower is not to be mocked. |
24027 Ahh, keep any healing for yourself. You'll need it. I took a dart to the gullet on me way back here, and I be feeling a touch under the weather. A word of warning if you intend to descend: Keep your wits about you. This place will hang you out to dry if you but stumble through. |
24028 It is time to end this banter now, Mendas. It is time that you pay for your lies and your evil. Prepare to die. |
24029 Even if I let you run, you will not get far. You infected with lycanthropy. You will not go far before you lose control. It can only be cured by killing the chieftain of the werewolves. I am chieftain and you have no chance. You will die here today. A bloody reckoning is at hand! To me, Baresh! My love shall be avenged! |
24030 Why did you send us? What was intended to happen on that island? |
24031 The logbook was nothing! Balduran was nothing! He refused the gift that grandfathers offered him. You were only to give sea charts to Kaishas and kill Karoug so he could not follow. Kaishas would have brought pack here, where I have prepare place for them. Miserable ones! You could not accomplish such simple things? Instead you kill my family and steal the boat to save your cruel selves? |
24032 Who might you be? I did not expect to see others here. |
24033 Ahh, step back if you can't stand the danger. I'm here to take what I wish. Who the hell are you, anyway? |
24034 You look hurt! Is there anything I can do for you? |
24035 It is time to end this banter now, Mendas. It is time that you pay for your lies and your evil. Prepare to die. |
24036 We will leave now. It is just that we have prevented your cursed people from infecting the innocent people here. You brought Kaishas's death upon her by sending us there with false pretenses. |
24037 Dogs! You are not fit to die at my hand but die you shall! A bloody reckoning is at hand! To me Baresh! My love shall be avenged! |
24038 I will fare better, I am sure. I have a keen eye for traps and the like, and I've fought many a dastardly creature in the past. |
24039 I am sure I am more than capable of defeating whatever I should meet in here. Nothing has withstood my passing before. |
24040 That is just fear talking. I have no such worry. |
24041 I doubt there is anything here that I have not seen before. I am well equipped to deal with traps and monsters. |
24042 I am sure I am more than capable of defeating whatever I should meet in here. If you knew me, you would know that I have proven more than capable of defeating whatever I should meet in here. I have fought all manner of creature. |
24043 I have no such fear of this place. Do not assume I will be as nervous as you are. |
24044 I am not so easy to dissuade. I have come well prepared for trap removal, and in the past I have dispatched many a monster to the next world. |
24045 Whatever lurks below will fall in my wake, just as all those before. I am quite able to take care of myself, no matter what the opposition. |
24046 You talk as though afraid. I am made of stronger stuff, and shall not fear what is to come. |
24047 If you live long enough to fight the creatures that call this place home, count yourself lucky. The very walls within will conspire to keep you at bay. Mere traps test only your dexterity, but this place is more than a simple doorknocker. Durlag was a sick, sick man, and I tell you that he meant to kill those that entered, not just hinder. |
24048 Ahh, so you have defeated many a monster to get here. Well, if you have seen another of what lives here now I would be greatly surprised. There is a creature here unlike any other, a beast that defies sound thought. I have heard of it before, but my party laughed and said I was just afraid. Afraid? Yes, but it is still true. |
24049 You should be afraid, fear is healthy. It keeps you from making mistakes, and in this place, mistakes will cost you your life. There are choices to be made in here, and they have deadly consequences. Durlag did not seem to believe in second chances. |
24050 Sure there be traps, triggered by wire or step or sound, but there are TESTS as well, tests he made to find friend or foe. You will need more than your agile fingers to escape what comes. Some traps give no second chance. Attention must be paid, or death will easily take you. |
24051 I have finally completed the riddles of the four warders. This last one, Love, must carry the wardstone in its possession. With the stone, the lift will operate and take to the lower levels. |
24052 I have heard the tales of fell servants that walk the Prime. Am I afraid because I believe? No, I know what is here. Have you had the pleasure of seeing? A demon in knight's clothing, a demon knight that serves the underworld. I care not whether you have killed all the kobolds in Calimshan, attacking this beast directly is suicide. It is truly beyond thought. What it is even doing here, I do not know. Durlag was certainly not in league with such a beast, but it has made a home here nonetheless. |
24053 I am not afraid of traps or the monsters that live within. |
24054 I am certain that I can handle any creature in this place. |
24055 You seem quite certain this place is dangerous. What makes you so sure, and why have you abandoned your friends to it? |
24056 Tests or no, I am more than capable of defeating anything within. |
24057 You are just afraid. I am not. |
24058 You seem quite certain this place is dangerous. What makes you so sure, and why have you abandoned your friends to it? |
24059 The traps within are weak indeed if creatures are free to come and go. I shall bypass them and fight whatever lives here. |
24060 I think your words are clouded with fear. I am not as quick to worry as you are. |
24061 You seem quite certain this place is dangerous. What makes you so sure, and why have you abandoned your friends to it? |
24062 I have not abandoned my friends. Young they may be, but they are old enough to make up their own minds. I will not babysit anyone who can take up the sword to defend themselves. I say the risk, and if they wish to continue, it is their own fate they decide. Me, I be thinking that it is better to live. This place is death. It is in the air, and it gets in your clothes. My friends, they say, "By the gods, what is that stench?" And I tell them, "It's the stink of death, citizens." |
24063 You know the lad, or did his mother send you to check on him? She is a worrisome little parent, isn't she? Perhaps rightly so, I worried about the boy too. He does not take much of this seriously, and when he realizes what he has been through it may be a rude awakening, to be sure. He is with my fellows, deeper than I wished to go. You may find them if you search, but I think the way they went has been blocked. There be so many passages it seems Durlag felt he could afford to collapse a few behind the unwary. |
24064 Durlag's Pride +2 |
24065 Durlag's Pride STATISTICS: THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 13 Strength Weight: 10 |
24066 Yes, yes, yes, all very colorful, but what's to fear here? You make claims of traps and hellish monsters, but all I see is a scared little man running away. |
24067 One of your friends, he did not happen to be named Dalton, did he? |
24068 So the tower is well trapped and has monsters running about in it. Sounds like every other dungeon I've been in. I have seen nothing to make me think otherwise. |
24069 I will heed your warnings, but I must still go on. Danger or no, I have business here. I will have to see for myself. |
24070 Perhaps I will leave this place for another day then. No need to go and get myself killed. |
24071 You have even less reason to believe it is NOT as dangerous as I say. There is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage. |
24072 This place is not a ruin; it is not open to the ages. This place was designed to keep people out, or to kill them. Even the simplest of doors seem locked with wardstones. If you enter here, you had best be prepared to succeed or die. Ahh, you have inspired a lecture from me, but your life is yours to do with what you will. I must go. Good luck to you; I do wish you well. |
24073 That is your right and should be your intent. I will not stand in the way of anyone that understands the risk ahead, as long as you know there is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage. |
24074 A sensible response to what is ahead. You do not often see the cautionary approach from an adventurer. Of course, that is why you do not often meet OLD adventurers. If you do decide to return, please keep in mind that there is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage. |
24075 [Movie]Entering Durlag's Tower |
24076 [Movie]Across the Trackless Sea |
24077 Dradeel's Spellbook Upon returning his spellbook to him, the mad elven mage, Dradeel, promptly left without so much as a thank you. Ungrateful swine! I do wonder where he's gone on this accursed island. |
24078 The statue intones: Any who dare cross the rune carpet shall be struck down. |
24079 You have come far and seen much... but not all would stay... leaving is what I offer... irritate the spirit no more... leave this place and the madness it keeps... the world above is yours... the depths belong to the dead that will not let go... |
24080 Back to the sky and the light with you... here will stay the ghost of failure... my strong, stubborn Durlag... let the ages take the weight away... as swiftly as I send these children... |
24081 The light calls... you do not go... you are as stubborn as my Durlag... I will send when you wish... would that I could send the weight from his shoulders thus... |
24082 There is a presence here... no longer... you have killed what could not be... another intruder that came to take... gone as they should be... Would that the sorrow were lifted as well... he is stubborn, my Durlag... this place will wax and wane in time... regret will not last forever... you can leave when you wish, I will send you... |
24083 Bayard |
24084 Bayard |
24085 Good spirit, you can send me away from this place? I will accept your offer. |
24086 Yes, I need spend no more time here. Send me to the surface. |
24087 Thanks just the same, but I will stay. |
24088 No, I don't wish to go quite yet. |
24089 Islanne |
24090 Islanne |
24091 Turned |
24092 When you read the final book, you hear a click as if something has been activated. A few seconds later you hear a humming sound and can see a glow coming from across the hallway. |
24093 You have raised my deeds in glory and my sword now glows with pride. |
24094 It seems that by causing the sword to glow I have completed some sort of task. |
24095 Ulgoth's Beard Inn |
24096 Ulgoth's Beard Store and Inn |
24097 Contingency Released |
24098 Tattoo of Power Released |
24099 Magic Staff Released |
24100 Death Spell |
24101 Perception |
24102 Master Thieving |
24103 You should search their bodies, you might find something important. Go back downstairs quickly, we don't have much time! |
24104 Husam wants us to kill two assassins named Slythe and Krystin. They are in the employ of Sarevok, and we might find valuable information in their possession. The two killers are staying at an underground brothel known as the Undercellar. |
24105 The village of Ulgoth's Beard lies on the banks of the River Chionthar, just upstream from Baldur's Gate and the open sea beyond. This farm-dotted countryside is usually a peaceful haven from the turmoil of the Sword Coast, although of late the same cannot be said of Ulgoth's Beard itself. The simple fishing village has become the source of many a rumor in recent days. Rumors of an ancient cult risen again, unsubstantiated tales of a murderous creature stalking the night, and talk of strange goings-on in the house of Shandalar, the powerful and eccentric mage who makes his home in the normally sleepy village. You have also heard with certainty that tours of the fabled Durlag's Tower operate from Ulgoth's Beard, and that it is truly a place where adventurers can test their mettle. Perhaps such a test will better prepare you to fight the darkness that threatens to destroy the Sword Coast and you with it. |
24106 Item Dropped: Inventory Full |
24107 Affected by Greater Malison |
24108 We met a woman named Safana on our travels. She wishes male adventurers to help her on a treasure finding mission of sorts. |
24109 This door can only be opened through the use of a special wardstone. |
24110 mission pack |
24111 Tales of the Sword Coast has installed new areas within the existing world of Baldur's Gate; all previous areas are still accessible to your party. The experience point cap in Tales of the Sword Coast has been increased to 161,000, allowing you to gain new levels, items, and spells. To immediately start the mission pack, load your final save. Doing so will transport your party to Ulgoth's Beard. If you do not have a final save, you may use the save game "Mission Pack Save" to start the mission pack. Note: You do not have to choose this method to enjoy the new areas; if you wish, you may load any save game and walk to the town of Ulgoth's Beard, where all of the new adventures begin. To avoid this message box, you can use Load Game to get to the load screen. |
24112 Welcome to the Tales of the Sword Coast! This is a series of adventures created in the spirit of the Advanced Dungeons and Dragons module system, and it has considerably expanded the Baldur's Gate world. For your convenience, your party is being transported to the newly created community of Ulgoth's Beard. You will find this quaint village to be a gateway to new adventures and dangers, though you will also be able to continue exploring the Sword Coast you already know. In the context of the overall Baldur's Gate campaign, the events you are about to embark upon take place before the final confrontation with Sarevok, and use the saved game that was created just before you entered his hidden lair. Once you have completed the mission pack you may wish to return to the depths beneath the great city of Baldur's Gate to finish off your murderous half-brother once more, stronger and better equipped than you could have been before. Be careful however, for Sarevok may not be quite as you remember. |
24113 Do you see these simple people before you? They are your kin now. Look at their smiling faces. Take their hands and know peace. We can sense within you that the beasts have unwittingly given you the gift, and you can belong. Our fate is now your fate, and in time you will be as we, not as the beasts. We will shape and guide, for we are masters of ourselves. We are man, then animal, but more than both. |
24114 I had just begun exploring Durlag's Tower when I met a man by the name of Bayard. He seemed calm, though this place had frightened him and he was choosing to leave. Apparently his party is still within, having decided to go on without him. He wished them well, but would not follow. The traps and "tests" left by Durlag are beyond his ability, or so he seemed to think. Some are extremely lethal, offering no second chance to a trespasser. This place is not meant to hinder, but to kill. He is also afraid of the creature that has taken up residence here. It is apparently a demon knight, some type of fell servant from the lower planes that is supposedly extremely powerful. Bayard feels that attacking such a creature directly is tantamount to suicide. Perhaps his fear will serve him well, but I must go onward. I shall keep an eye out for these "wardstones" that he mentioned as well. They must be keys of a sort. |
24115 One of Bayard's comrades was the lad named Dalton that I have come to rescue. Bayard thinks the boy is in over his head, but it is his head to do with what he pleases. |
24116 Okay. |
24117 Adventures you have seen and dangers you have faced, and through them all you have emerged alive. Creatures both fell and familiar have opposed you, and yet you have persevered. With your acts come a closure, and these Tales of the Sword Coast are behind you. However, the world continues, and it awaits your further adventures. |
24118 Tales of the Sword Coast has installed new areas within the existing world of Baldur's Gate; all previous areas are still accessible to your party. The experience point cap in Tales of the Sword Coast has been increased to 161,000, allowing you to gain new levels, items and spells. Warning: players joining multiplayer sessions of Baldur's Gate must have the same version of the executable in order to connect to each other. Having installed 'Tales of the Sword Coast' you no longer are able to connect with players who have not installed the mission pack. |
24119 The tanar'ri is dead. We need no reward for the task, as it was something that needed to be done. |
24120 I have misjudged the cult's power. I never believed them capable of freeing the tanar'ri. Ye have destroyed it for now. Eventually it will be able to return to this plane. Rest easy, my friends. Ye did all that ye could do. Ye saved the Sword Coast from a demon. Farewell. |
24121 Speaking with this lout Karoug has proven ineffective, and combat is the only recourse. It seems to be all he understands. So be it. Likely the island will be better off without him. It shall be my favor to the other inhabitants. |
24122 Joia's Flamedance Ring |
24123 Joia's Flamedance Ring |
24124 <DAMAGER> did <AMOUNT> damage to <DAMAGEE> |
24125 Attack |
24126 Bard Song |
24127 Cast Spell |
24128 Find Traps / Detect Illusion |
24129 Talk |
24130 Guard |
24131 Quick Formation |
24132 Quick Item |
24133 Quick Spell |
24134 Quick Weapon |
24135 Special Abilities |
24136 Shape Change |
24137 Stealth |
24138 Stop |
24139 Thieving |
24140 Turn Undead |
24141 Use Item |
24142 Jump to Cleric Spells |
24143 Jump to Mage Spells |
24144 Off-hand in use. |
24145 Cannot use item. |
24146 Cannot give item: inventory full. |
24147 Launcher of same type already equipped. |
24148 end dialogue |
24149 LOCKED |
24150 You cannot equip weapons while shapechanged. |
24151 This item cannot be removed. |
24152 Your class cannot use a second weapon. |
24153 You cannot place a two-handed weapon in your off hand. |
24154 You cannot cast multiple instances of the same contingency spell on yourself. |
24155 Monks cannot use two-handed weapons. |
24156 Your attributes are inadequate to use this item. |
24157 Inadequate Strength. |
24158 Inadequate Intelligence. |
24159 Inadequate Constitution. |
24160 Inadequate Wisdom. |
24161 Inadequate Charisma. |
24162 Inadequate Dexterity. |
24163 Inadequate level. |
24164 Cannot equip off-hand weapon when a ranged weapon is equipped. |
24165 Cannot equip off-hand weapon when a launcher is equipped. |
24166 Cannot equip ranged weapon when an off-hand weapon is equipped. |
24167 Cannot equip launcher when an off-hand weapon is equipped. |
24168 Cannot equip a ranged weapon in your off hand. |
24169 You cannot change armor during combat. |
24170 You cannot use a party required transition while someone is in dialogue. |
24171 You cannot use a party required transition while someone is in a store. |
24172 has nothing to say to you. |
24173 Uninjured |
24174 Barely Injured |
24175 Injured |
24176 Badly Injured |
24177 Near Death |
24178 Dead |
24179 Petrified |
24180 Base THAC0 |
24181 Off-hand THAC0 |
24182 Main Hand THAC0 |
24183 Move Silently |
24184 Hide In Shadows |
24185 Detect Illusion |
24186 Set Traps |
24187 Stealth |
24188 INACTIVE PROFICIENCY SLOTS |
24189 INACTIVE SKILLS |
24190 Gained Spell: <SPECIALABILITYNAME> |
24191 Monks cannot use off-hand weapons. |
24192 A mind-controlled creature cannot speak to you of his own free will. |
24193 revert |
24194 dispel |
24195 Contingency |
24196 next |
24197 erase |
24198 NEUTRAL: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, true neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral Druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world. |
24199 Males of the realms can excel in whatever profession they choose, whether wizardry, thievery, or the arts of war. |
24200 half-orc |
24201 tiefling |
24202 Half-Orc |
24203 Tiefling |
24204 HALF-ORCS: Half-orcs are born from the union of human and orc parents. They are as tall as humans, but a little heavier due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see. In the Sword Coast, half-orcs are tolerated, as unlike in the north the local people haven't had centuries of warfare with orc kind. Half-orcs are known for their great strength. Half-orcs have the following traits: – Infravision. – +1 Strength, +1 Constitution, -2 Intelligence. |
24205 Fallen Cleric |
24206 Fallen Priest of Lathander |
24207 fallen cavalier |
24208 Fallen Cavalier |
24209 fallen inquisitor |
24210 Fallen Inquisitor |
24211 fallen undead hunter |
24212 Fallen Undead Hunter |
24213 fallen archer |
24214 Fallen Archer |
24215 fallen stalker |
24216 Fallen Stalker |
24217 fallen beastmaster |
24218 Fallen Beastmaster |
24219 Proficient (1 slot): The character can use the weapon with no penalties. |
24220 Specialized (2 slots): The character receives +1 to hit, +2 to damage, and (for warriors only) an extra 1/2 attack per round with the selected weapon. |
24221 Master (3 slots): The character receives +3 to hit, +3 to damage, and (for warriors only) an extra 1/2 attack per round with the selected weapon. |
24222 High Master (4 slots): The character receives +3 to hit, +4 to damage, -1 to Speed Factor, and (for warriors only) an extra 1/2 attack per round with the selected weapon. |
24223 Grand Master (5 slots): The character receives +3 to hit, +5 to damage, -3 to Speed Factor, and (for warriors only) an extra attack per round with the selected weapon. |
24224 sorcerer |
24225 monk |
24226 barbarian |
24227 Sorcerer |
24228 Monk |
24229 Barbarian |
24230 CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though <PRO_HESHE> is both protector and healer, <PRO_HESHE> is not purely defensiveâ€â€when evil threatens, the Cleric is well suited to seek it out on its own ground and destroy it. The opposite is true of evil Clerics as well, and there are also many variations in between. CLASS FEATURES: – May wear helmets. – May wear any armor. – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May Turn Undead. – May cast priest spells. – Hit Die: d8 Prime Requisites For Dual-Classing: Wisdom |
24231 FIGHTER/MAGE/CLERIC: This character can use the abilities of a Fighter, Mage, and Cleric, though they are restricted to weapons allowed by the Cleric's ethos and cannot cast Mage spells while wearing armor. This character may Specialize in, but not Master, any weapon they can use. |
24232 FIGHTER/MAGE/THIEF: This character can use the abilities of a Fighter, Mage, and Thief, though they cannot use their thieving skills while wearing more than studded leather armor and cannot cast spells while wearing any armor. They may Specialize in, but not Master, any weapon they can use. |
24233 SORCERER: Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than Mages, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way Mages do. Other than these differences, a Sorcerer is very similar to a Mage. CLASS FEATURES: – May not wear any armor. – May only use the following weapons: dagger, quarterstaff, dart, sling. – May only become Proficient (one slot) in any weapon class. – May not place any slots in any fighting style. – May cast arcane spells. – May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they can cast daily without memorization. – Hit Die: d4 |
24234 MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: they channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow. CLASS FEATURES: – May not wear any armor. – May only use weapons available to the Thief class (except two-handed). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style. – Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. – May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-2: 1d6 Level 3-5: 1d8 Level 6-8: 1d10 Level 9-14: 1d12 Level 15+: 1d20 – At level 9, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 12, +3 at level 15, and +4 at level 25. – Receives a +2 bonus to Saving Throws vs. Spell. – Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels. – Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. – May use the Stunning Blow ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. – 5th level: Becomes immune to all diseases and cannot be slowed or hasted. – 7th level: May use the Lay On Hands ability on <PRO_HIMHER>self to heal 2 Hit Points per level. – 8th level: Gains a -1 bonus to Speed Factor. – 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm. – 11th level: Becomes immune to poison. – 12th level: Gains another -1 bonus to Speed Factor. – 13th level: May use the Quivering Palm ability once per day. QUIVERING PALM: The next successful attack forces the opponent to save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. – 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). – 20th level: Becomes immune to non-magical weapons. – Alignment restricted to lawful. – Hit Die: d8 |
24235 BARBARIAN: A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw <PRO_HIMHER>self into a berserker rage, becoming a tougher and stronger opponent. CLASS FEATURES: – May not wear armor heavier than splint mail. – May not exceed Specialization (two slots) with any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – Moves 2 points faster than other characters. – Immune to backstab. – May use the Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. – 11th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15 and 19. – Hit Die: d12 |
24236 Sorcerer |
24237 Monk |
24238 Barbarian |
24239 berserker |
24240 wizard slayer |
24241 kensai |
24242 cavalier |
24243 inquisitor |
24244 undead hunter |
24245 archer |
24246 stalker |
24247 beast master |
24248 assassin |
24249 bounty hunter |
24250 swashbuckler |
24251 blade |
24252 jester |
24253 skald |
24254 priest of Talos |
24255 priest of Helm |
24256 priest of Lathander |
24257 totemic druid |
24258 shapeshifter |
24259 avenger |
24260 wild mage |
24261 Berserker |
24262 Wizard Slayer |
24263 Kensai |
24264 Cavalier |
24265 Inquisitor |
24266 Undead Hunter |
24267 Archer |
24268 Stalker |
24269 Beast Master |
24270 Assassin |
24271 Bounty Hunter |
24272 Swashbuckler |
24273 Blade |
24274 Jester |
24275 Skald |
24276 Priest of Talos |
24277 Priest of Helm |
24278 Priest of Lathander |
24279 Totemic Druid |
24280 Shapeshifter |
24281 Avenger |
24282 Wild Mage |
24283 WILD MAGE: Wild magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard. Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution. CLASS FEATURES: – May memorize one additional spell per level. – May cast the 1st-level spell Nahal's Reckless Dweomer. – May cast the 2nd-level spell Chaos Shield (included in spellbook for free). – May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free). – Upon casting a spell, there is a 5% chance of incurring a wild surge. WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and <PRO_HISHER> allies. – Casting level varies slightly whenever <PRO_HESHE> casts a spellâ€â€anywhere between five levels lower and five levels higher than the Wild Mage's true level. |
24284 BERSERKER: This is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager. Advantages: – May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of <PRO_HISHER> berserk spree, possibly knocking <PRO_HIMHER> unconscious. Disadvantages: – Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls. – May not Specialize in ranged weapons. – Alignment restricted to any non-lawful. |
24285 WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds. Advantages: – Each successful hit bestows a 25% cumulative chance of spell failure on the target. – +1% Magic Resistance per level. Disadvantages: – May not use any magic items apart from weapons and armor. |
24286 KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) Advantages: – +2 bonus to Armor Class. – +1 to hit and damage rolls every 3 levels. – -1 bonus to Speed Factor every 4 levels. – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. KAI: All successful attacks within the next 10 seconds deal maximum damage. Disadvantages: – May not wear any armor. – May not use missile weapons. – May not wear gauntlets or bracers. – Alignment restricted to any non-chaotic. |
24287 CAVALIER: This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons. Advantages: – +3 bonus to hit and damage rolls against all fiendish and draconic creatures. – May cast Remove Fear once per day per level. – Immune to charm, fear, poison, and morale failure. – 20% resistance to fire and acid. Disadvantages: – May not use missile weapons. |
24288 INQUISITOR: The Inquisitor has dedicated <PRO_HISHER> life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and <PRO_HISHER> god has provided <PRO_HIMHER> with special abilities toward that end. Advantages: – May cast Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. – May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. – Immune to hold and charm. Disadvantages: – May not turn undead. – May not use the Lay On Hands ability. – May not cast priest spells. |
24289 UNDEAD HUNTER: This holy avenger has honed <PRO_HISHER> abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Advantages: – +3 bonus to hit and damage rolls against undead creatures. – Immune to hold and level drain. Disadvantages: – May not use Lay On Hands ability. |
24290 ABJURER: A Mage who specializes in protective magics. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Abjuration school. – Receives a +2 bonus when making Saving Throws against spells from the Abjuration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Abjuration school. Disadvantages: – May not learn or cast any spells of the Alteration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Wisdom. |
24291 CONJURER: A Mage who specializes in creating creatures and objects to assist <PRO_HIMHER>. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Conjuration school. – Receives a +2 bonus when making Saving Throws against spells from the Conjuration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Conjuration school. Disadvantages: – May not learn or cast any spells of the Divination school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Constitution. |
24292 DIVINER: A Mage who specializes in detection and divining magics. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Divination school. – Receives a +2 bonus when making Saving Throws against spells from the Divination school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Divination school. Disadvantages: – May not learn or cast any spells of the Conjuration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Wisdom. |
24293 ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Enchantment school. – Receives a +2 bonus when making Saving Throws against spells from the Enchantment school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Enchantment school. Disadvantages: – May not learn or cast any spells of the Invocation school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Charisma. |
24294 ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Illusion school. – Receives a +2 bonus when making Saving Throws against spells from the Illusion school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Illusion school. Disadvantages: – May not learn or cast any spells of the Necromancy school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Dexterity. |
24295 INVOKER: A Mage who specializes in the manipulation of raw and elemental energies. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Invocation school. – Receives a +2 bonus when making Saving Throws against spells from the Invocation school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school. Disadvantages: – May not learn or cast any spells of the Enchantment school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Constitution. |
24296 NECROMANCER: A Mage who specializes in magic dealing with death. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Necromancy school. – Receives a +2 bonus when making Saving Throws against spells from the Necromancy school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school. Disadvantages: – May not learn or cast any spells of the Illusion school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Wisdom. |
24297 TRANSMUTER: A Mage who specializes in magic that alters physical reality. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Alteration school. – Receives a +2 bonus when making Saving Throws against spells from the Alteration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Alteration school. Disadvantages: – May not learn or cast any spells of the Abjuration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Dexterity. |
24298 ARCHER: The Archer is the epitome of skill with the bowâ€â€the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor. Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter. CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. – May not use the Charm Animal ability. |
24299 STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Advantages: – +20% to Move Silently and Hide In Shadows. – May use Backstab ability, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17+: x4 – 12th level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection. Disadvantages: – May not wear armor heavier than studded leather. |
24300 BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, <PRO_HESHE> maintains a natural affinity for animals; they are <PRO_HISHER> friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages: – +15% to Move Silently and Hide In Shadows. – May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion. – 8th level: May cast Animal Summoning I. – 10th level: May cast Animal Summoning II. – 12th level: May cast Animal Summoning III. Disadvantages: – May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). – May not wear armor heavier than studded leather. |
24301 ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task. Advantages: – +1 bonus to hit and damage rolls. – Backstab ability reaches x7 multiplier instead of capping at x5. (Note: This cap is not reached until higher levels, which can only be attained in Baldur's Gate II: Enhanced Edition.) – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) Disadvantages: – May only distribute 15 skill points per level among thieving skills. |
24302 BOUNTY HUNTER: This is a hunter of men, skilled in tracking quarry and bringing them back aliveâ€â€whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average Thief. Advantages: – +15% bonus to Set Traps. – May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies. 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st level: Mazes the target. Disadvantages: – May only distribute 20 skill points per level among thieving skills. |
24303 SWASHBUCKLER: This rogue is part acrobat, part swords<PRO_MANWOMAN>, and part wit: the epitome of charm and grace. Advantages: – +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels. – +1 bonus to hit and damage rolls every 5 levels. – May Specialize (two slots) in any melee weapon available to Thieves. – May place 3 slots into Two-Weapon Style. Disadvantages: – May not use Backstab ability. |
24304 BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. Advantages: – May place 3 slots in Two-Weapon Style. – May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter. OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. Disadvantages: – Only has one half the normal Lore value. – Only has one half the normal Pick Pockets skill. |
24305 JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly. Advantages: – The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: 1st level: Enemies must save vs. Spell with a +2 bonus or be confused. 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconscious, and must save vs. Spell or be slowed. Disadvantages: – None. |
24306 SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits. Advantages: – +1 bonus to hit and damage rolls. – The Skald's song is different from the typical Bard's and varies with level: 1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. Disadvantages: – Only has one quarter the normal Pick Pockets score. |
24307 PRIEST OF TALOS: Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land. Advantages: – May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles. Disadvantages: – Alignment restricted to neutral evil, chaotic evil, and chaotic neutral. |
24308 PRIEST OF HELM: Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. Advantages: – May cast True Sight once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Seeking Sword once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. Disadvantages: – Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral. |
24309 PRIEST OF LATHANDER: Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. Advantages: – May cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. Disadvantages: – Alignment restricted to lawful good, neutral good, chaotic good, and true neutral. |
24310 TOTEMIC DRUID: This Druid closely identifies with a particular animal, an animal that <PRO_HESHE> feels represents <PRO_HISHER> spirit. This grants <PRO_HIMHER> a special connection to the animal kingdom, and <PRO_HESHE> is able to call upon their spirits to aid <PRO_HIMHER>. Advantages: – May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. Disadvantages: – Cannot use shapeshift. |
24311 SHAPESHIFTER: This Druid is not called Shapeshifter because <PRO_HESHE> has access to a great variety of forms, but rather because of <PRO_HISHER> complete dedication to a single alternate form. This Druid has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The creature <PRO_HESHE> becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter. – 13th level: May shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms. |
24312 AVENGER: A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does notâ€â€additional abilities that have been earned through extensive rituals, a process that is very physically draining. Advantages: – May Shapeshift into the form of a sword spider, baby wyvern, and fire salamander in addition to the normal shapeshifting abilities. – 19th level: Gains an additional use of Shapeshift. (Note: This level can only be attained in Baldur's Gate II: Enhanced Edition.) – Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below: 1st level: Chromatic Orb. 2nd level: Web. 3rd level: Lightning Bolt. 4th level: Improved Invisibility. 5th level: Chaos. 6th level: Chain Lightning. Disadvantages: – May not wear heavier armor than leather. – Incurs a -2 penalty to Strength and Constitution. |
24313 This is an aesthetic choice and will not affect your attributes in any fashion. It can, however, affect whether or not an NPC becomes romantically interested in your character. |
24314 You may choose <number> spells to put in your spellbook. These will be the spells that your character currently has knowledge of at the beginning of the game. Specialist Mage spells that belong to their school have a green outline on them. You must pick one of these spells before continuing on. |
24315 You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. If your character is a Fighter, <PRO_HESHE> will be able to choose the same proficiency up to five times. This will grant <PRO_HIMHER> additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to <PRO_HISHER> race and class whether <PRO_HESHE> has proficiency with it or not. However, if <PRO_HESHE> attacks using a weapon that <PRO_HESHE> is not proficient with, <PRO_HESHE> suffers a penalty to <PRO_HISHER> attack roll (the penalty varies according to class; check the manual for more information). Proficiency Slot Table: * <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> * All extra attacks are only available to warrior classes. |
24316 This is an aesthetic choice and will not affect your attributes in any fashion. It can, however, affect whether or not an NPC becomes romantically interested in your character. |
24317 In their role as protectors of good, Rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to second level, every Ranger must select a racial enemy. Thereafter, whenever the Ranger encounters that enemy, <PRO_HESHE> gains bonuses to <PRO_HISHER> hit and damage rolls against them. Make your selection based on what would be an appropriate match for your character concept. EFFECTS: +4 bonus to hit and damage rolls vs. racial enemy. |
24318 You must select spells from your school for your remaining choices. Spells from your school are marked by a green border around the icon. |
24319 You have been given <number> extra percentage points to distribute among your INACTIVE skills. These are talents granted by the INACTIVE class of your character. The base skill percentages are determined by your race and base ability scores. |
24320 You have been given <number> proficiencies to give to your character's INACTIVE class. Choose from the above list any of the highlighted proficiencies. If your character is a Fighter, <PRO_HESHE> will be able to choose the same proficiency twice. This will grant <PRO_HIMHER> specialization with the weapons listed. Keep in mind that a character can use any weapon available to <PRO_HISHER> race and class whether <PRO_HESHE> has proficiency with it or not. However, if <PRO_HESHE> attacks using a weapon that <PRO_HESHE> is not proficient with, <PRO_HESHE> suffers a penalty to <PRO_HISHER> attack roll (the penalty varies according to class; check the manual for more information). |
24321 You may choose <number> spells to put in your spellbook. These will be the spells that your character currently has the ability to cast. |
24322 You may choose <number> spells to put in your spellbook. These will be the spells of which your character currently has knowledge. Specialist Mage spells that belong to their school have a green outline on them. |
24323 You may choose <number> abilities for your character. |
24324 The portrait you had previously was not found, please pick a new one. |
24325 Level <LEVEL> |
24326 Spells Can Cast: |
24327 Level <LEVEL> Spells |
24328 NOTE: If you do not have the CD or your CD is not readable, you can only escape from this screen by minimizing with Alt-Tab or by closing with Alt-F4. |
24329 SENDING GAME TO CLIENTS |
24330 WAITING FOR INFORMATION FROM SERVER |
24331 FIND TRAPS: A character uses this ability to find small traps, pit traps, and alarms. It does not find large mechanical traps. Thieves may also use this ability to disarm any traps they find. |
24332 MOVE SILENTLY: When a character uses this ability, <PRO_HESHE> is able to move without making sound. |
24333 OPEN LOCKS: A Thief uses this ability to pick padlocks, door locks, and combination locks. |
24334 HIDE IN SHADOWS: Using this ability, a character can disappear into shadows or any other type of concealmentâ€â€bushes, curtains, crannies, etc. |
24335 DETECT ILLUSION: While a character searches for traps, <PRO_HISHER> well-trained eyes also allow <PRO_HIMHER> to detect the minor inconsistencies caused by illusion spells. This skill is the percentage chance per round of dispelling a nonfriendly illusion spell within 30 ft. |
24336 SET TRAPS: A Thief's skill in disarming traps allows <PRO_HIMHER> to create snares of <PRO_HISHER> own. |
24337 STEALTH: This skill allows the Ranger to move and escape detection. |
24338 tutorial |
24339 load scenario |
24340 start over |
24341 EXPANSION PACK |
24342 Welcome to Baldur's Gate II: Throne of Bhaal, the expansion pack to Baldur's Gate II: Shadows of Amn and the completion of the Child of Bhaal storyline. Baldur's Gate II: Throne of Bhaal is split into two sections: 1) An Add-In Section - a grand new adventure takes place at the Watcher's Keep, a new area on your map in BGII. The Keep can be played during the course of BGII. It can also be played after BGII in the Add-On section. Play the Add-In Section simply by loading a BGII save and going to the Watcher's Keep. 2) An Add-On Section - This continues the main storyline of Baldur's Gate II: Shadows of Amn. Play the Add-On Section by finishing Baldur's Gate II:Shadows of Amn or by importing your character or party into Throne of Bhaal (see below). The Watcher's Keep can also be accessed from the Add-On Section. Once you have started the Add-On section, you can no longer return to Shadows of Amn or its areas. Clicking the New Game button will take you to the character creation screen where you can create a character to begin Throne of Bhaal at its beginning, shortly after the events chronicled in Shadows of Amn. You have the option of creating a brand new character, who will be outfitted with two million experience points and a variety of powerful weapons and items. You also have the option of importing a character from a saved game or from the character folder. These characters will also be given items and set to two million experience points, if they haven't already reached this level of experience. Clicking the Import Game button will allow you to import your party from a BGII saved game, such as your final save from Shadows of Amn. This is also an option from which you can load your Throne of Bhaal saves once you've started the mission pack and saved a game. Click Cancel to return to the previous menu. Please enjoy Baldur's Gate II: Throne of Bhaal. |
24343 Welcome to Baldur's Gate II: Throne of Bhaal. Please choose whether you wish to play the Expansion Pack in Single Player or Multiplayer mode. |
24344 import game |
24345 You have successfully installed Baldur's Gate II: Throne of Bhaal! If you are still playing Shadows of Amn, you can now travel to the dungeon of Watcher's Keep on your BGII: SoA map. You will also find the dungeon and many new areas on the new BGII: ToB map if you choose to start the next chapter in the Child of Bhaal storyline. To begin this final adventure in the Bhaal Saga, click the Throne of Bhaal button. |
24346 Play Baldur's Gate Enhanced Edition |
24347 Fight for your life trying to escape from... The Black Pits! |
24348 BALDUR'S GATE |
24349 THE BLACK PITS |
24350 Welcome to Baldur's Gate II: Throne of Bhaal, the expansion pack to Baldur's Gate II: Shadows of Amn and the finale to the Child of Bhaal storyline. This continues the main storyline after the events of Baldur's Gate II: Shadows of Amn with new areas on a brand-new map, including the area of Watcher's Keep Dungeon. You are not required to have finished BGII: SoA in order to play BGII: ToB, but once you start the final adventure you can no longer travel back to the areas in Shadows of Amn. You can begin Throne of Bhaal by importing your characters or even your entire party from Shadows of Amn. Or you can choose to create a brand new character. Click the Never Show Again button to close this popup so that it never displays again. |
24351 Never Show Again |
24352 Newly added to Shadows of Amn is the perilous adventure of Watcher's Keep Dungeon. If you are still playing through BGII: SoA, you can now travel to this new area located in the bottom left corner of your BGII map. You can also postpone starting the dungeon until Throne of Bhaal, where you will find it on the new BGII: ToB map. If you don't manage to complete Watcher's Keep before finishing Shadows of Amn, then you can always return to it on the Throne of Bhaal map and continue playing from the point where you left off. Click the Never Show Again button to close this popup so that it never displays again. |
24353 You are now beginning the tutorial for Baldur's Gate: Enhanced Edition. This is a simple walk-through of some of the basic skills you will need to play and enjoy the game. Once the tutorial area has loaded, an NPC (non-player character) will guide you through fighting monsters, casting spells, the use of thieving abilities, and some of the more common interactions you will experience in the game world. |
24354 UNPAUSED |
24355 PAUSED |
24356 Record |
24357 Priest Scroll |
24358 Inventory |
24359 Journal |
24360 Mage Book |
24361 Area Map |
24362 Options |
24363 Character Arbitration |
24364 Return to Game |
24365 Show & Hide Area Notes |
24366 Destination Unreachable |
24367 Day <GAMEDAYS>, Hour <HOUR> (<DAYANDMONTH>, <YEAR>) |
24368 Day <GAMEDAYS>, Hour <HOUR> |
24369 Day <GAMEDAYS> Hour <HOUR> |
24370 Everyone in the inn rests for <HOUR> hours and recovers Hit Points. Spells are successfully memorized. |
24371 Inactive Class |
24372 LEVEL DRAINED |
24373 Waiting for clients... |
24374 open container |
24375 close container |
24376 MAGE BOOK |
24377 ABILITIES |
24378 release familiar |
24379 Familiars cannot enter areas without party members. |
24380 Familiars cannot enter stores. |
24381 Familiars cannot pick up items. |
24382 Familiar has died; Hit Points lost and Constitution permanently decreased by 1. |
24383 Only the protagonist may cast Find Familiar. |
24384 A familiar has already been summoned. |
24385 Cannot save game while in dialogue mode. |
24386 Cannot save because dialogue is about to start. |
24387 You cannot save during combat. |
24388 That character is dead. |
24389 The container you are standing on or near is locked. |
24390 The container you are standing on or near is trapped. |
24391 The container you are standing on or near appears trapped. |
24392 You cannot save at this time because you do not have control of all your party members. |
24393 You cannot rest at this time because you do not have control of all your party members. |
24394 Container |
24395 to backpack |
24396 to container |
24397 Are you sure you want to cancel? You have already cast the spell. |
24398 Are you sure you want to dispel that Contingency? |
24399 Are you sure you want to permanently remove this entry from your Journal? |
24400 Are you sure you wish to overwrite this exported character? |
24401 You have not finished picking your spells. Return to the record screen as soon as possible. |
24402 You have not finished picking your spells. Do you wish to continue it now? |
24403 Healing spells cast on rest. |
24404 Healing spells cast on rest until fully healed. |
24405 INACTIVE CLASS KIT |
24406 Class Kit |
24407 Kit Description |
24408 assign keys |
24409 play |
24410 credits |
24411 pick for me |
24412 clear |
24413 information |
24414 <ITEMNAME> |
24415 Your history is nearly as unknown as your future, and the things that are certain seem more fancy than fact. As unlikely as it may seem, you have the blood of a deity coursing through your veins. You are a product of the Time of Troubles, a cataclysmic period when the gods were made flesh and forced to walk the earth among their followers. One such deity foresaw both the event and his inevitable death because of it, and so took steps to effect his resurrection. This god strode the land before he was made to, and in his wake left a score of mortal progeny driven to conquer and rule. They were not intended to be his successors, but rather the fuel for his rebirth. Heroes would rise to counter these tyrants, and when their evil fell it would fall to the father. The god was Bhaal, Lord of Murder, and you are one of his children. You were cared for as a child by Gorion, a powerful wizard that may have had even more powerful friends. It was his influence that allowed you to spend your youth in the library fortress of Candlekeep, where the resident monks schooled you in your skills. Children were an oddity at the keep, though you did have a friend in Imoen. She seemed a kindred spirit, though you knew no more of her background than your own. Gorion never explained how you or she came to be there, or why you needed such a secluded home. It was only after his death that you learned the truth about your bloodline, when you were forced into conflict with his killer, another child of Bhaal. Sarevok was this sibling's name, and he had embraced his foul origins, determined to exploit them and become the next Lord of Murder. He sought to create death on a massive scale, a war of sacrifice that would prove his claim to his father's throne. You unraveled his carefully wrought plans, and ultimately it was you that took his life, sending his taint back to Bhaal. A victory of sorts... Now you face an uncertain future. A child of murder, you have a lineage that will tempt the ignorant to fear you, and the unscrupulous to use you. And always the essence of Bhaal is within, exerting its dark pull when you are weakest. Which is the greater fear: Losing your life to fuel the fire, or losing your will and becoming it? |
24417 Easy |
24418 Normal |
24419 Core Rules |
24420 Insane |
24422 arena |
24423 Enable this option to play battlecry sounds during combat. |
24424 This slider controls the difficulty level of the game. The settings are as follows: INSANE (far right): All opponents do double damage against the party. HARD (middle right): All opponents do 50% more damage against the party. CORE RULES (middle): Baldur's Gate 1 rules apply. NORMAL (middle left): All Hit Point rolls are maximum, party members cannot permanently die, all spells are learned automatically, and opponents do three-quarters damage against the party. EASY (far left): All Hit Point rolls are maximum, party members gain +6 luck and cannot permanently die, all spells are learned automatically, and opponents do half damage against the party. |
24425 Enable this option to cast healing spells on resting repeatedly until fully healed. Otherwise currently memorized healing spells are cast once on resting. Note: This option does not work in multiplayer games. |
24426 Enable this option to see a character's attacking "to hit" rolls in the dialogue window. |
24427 Enable this option to see combat information messages in the dialogue window. |
24428 Enable this option to see a character's action messages in the dialogue window. |
24429 Enable this option to see character state messages in the dialogue window. |
24430 Enable this option to see character selection text in the dialogue window. |
24431 Enable this option to see other types of messages in the dialogue window. |
24432 Pause whenever a party member casts a spell. |
24433 Pause whenever a party member finds a trap. |
24434 Center the view on the party member who triggered an auto-pause. |
24435 A contingency spell has been triggered. |
24436 One of the spells has failed. |
24437 You can pick any of the listed sound sets for your character's voice. Click the Play button to hear samples from the sound set. |
24438 Enable this option to automatically pause the game and display the dialogue on all machines whenever dialogue occurs. |
24439 Dialogue |
24440 The container is full. |
24441 This item type is not allowed in the container. |
24442 Critical Hit |
24443 Weapon Speed |
24444 Weapon Style Bonuses |
24445 Resistances |
24446 Fire |
24447 Cold |
24448 Electricity |
24449 Acid |
24450 Magic |
24451 Magic Fire |
24452 Magic Cold |
24453 Magic Damage |
24454 Poison |
24455 None |
24456 You know the maximum number of spells of that level allowed by your Intelligence. |
24457 That spell is already in your spellbook. |
24458 Your spell school does not permit you to learn this spell. |
24459 Dispel |
24460 The character is equipped with items in invalid Quick Slots. These items will be dropped. |
24461 This will save your character to the "characters" folder in your Baldur's Gate directory. You will be able to use this character in future multiplayer games using the Import button on the Character Creation screen. Exporting a character will not remove them from the current game, nor will it alter them in any way. |
24462 Select the type of file to import from. Note that characters will lose any scroll cases, bags of holding, and gem bags that they had. |
24463 Here you will be able to select which game you want to import a character from. |
24464 The list here is of player generated characters. Select one to have him or her imported. |
24465 The game you selected contains no importable characters, please select another. |
24466 Mage Book |
24467 Cleric Spells |
24468 Mage Spells |
24469 You wanted to be an adventurer for as long as you can remember. Even as a small child, you knew there was a vast world beyond the simple life you witnessed around you every day. Traveling bards fanned the flames of your determination to escape your mundane existence with tales of dragons and monsters, wizards and knights, legendary heroes and infamous villains. And you knew then that one day your deeds... your name... would be known throughout the realms. |
24485 Are you sure you want to permanently remove this spell from your spellbook? |
24486 The multiplayer session has been terminated. The arena setting for the server and client programs do not match. Server arena: <SERVERVERSION> Client arena: <CLIENTVERSION> You can change your arena setting by connecting (or by not connecting) through the arena button. |
24487 TRUE |
24488 FALSE |
24489 A multiplayer game needs at least 300 MB of cache. The cache size can be modified with the configuration utility. |
24490 Attack Roll (Off-hand) |
24491 is casting |
24492 is attacking |
24493 Backstab Septuple Damage |
24494 Backstab Octuple Damage |
24495 Backstab Nonuple Damage |
24496 Detecting Traps / Illusions |
24497 Stopped Detecting Traps / Illusions |
24498 Trap Detected |
24499 Turning Undead |
24500 Stopped Turning Undead |
24501 Turned Undead |
24502 Turned Paladin |
24503 Singing Bard Song |
24504 Stopped Singing Bard Song |
24505 Wild Surge: |
24506 You may not set a trap while there are enemies about. |
24507 Set Snare failed. |
24508 Set Snare succeeded. |
24509 You may not set any more traps in this area. |
24510 The Party Has Gained Gold |
24511 The Party Has Lost Gold |
24512 The Party Has Gained Experience |
24513 The Party Has Lost Experience |
24514 The Party's Reputation Has Decreased |
24515 Cannot cast this spell during combat. |
24516 You cannot use abilities, cast spells, or use items in this area. |
24517 Spell Failed: Casting Failure |
24518 Spell Canceled: Cannot target spells on invisible or sanctuaried creatures. |
24519 Spell failed due to dead magic. |
24520 The backstab seems to have failed. |
24521 The target has no items that can be stolen by a cut-purse of your skill. |
24522 Journal updated |
24523 General information has been added. |
24524 Your world map has been updated. |
24525 We merely stopped by to admire your beauty. |
24526 The mechanism that operates this does not have a conventional lock, and may be warded against simple spells. |
24527 Gee, it turns out it wasn't locked after all. |
24528 has gained <EXPERIENCEAMOUNT> quest experience points. |
24529 You cannot summon any more creatures. |
24530 You cannot summon another creature of that type at this time. |
24531 Item Drained |
24532 Your wizard spells have been disabled. |
24533 Your priest spells have been disabled. |
24534 Spell Ineffective |
24535 You cannot initiate dialogue. <TARGET> appears busy. |
24536 Fatigued |
24537 Wild surge averted due to Chaos Shield. |
24538 This power cannot be used while you are in the planar stronghold. |
24539 Some force prevents you from using your ability. |
24540 Spellcaster level increased by: <LEVELDIF> |
24541 Spellcaster level decreased by: <LEVELDIF> |
24542 You find signs of <CREATURE> in the area. |
24543 Auto-Paused: Round End |
24544 Auto-Paused: Enemy Sighted |
24545 Auto-Paused: Scripted |
24546 Auto-Paused: Spell Cast |
24547 Auto-Paused: Trap Found |
24548 Paused for text screen |
24549 Dialogue ... |
24550 Controlled by cleric |
24551 Place Expansion CD |
24552 CTRL- |
24553 sir |
24554 ma'am |
24555 girl |
24556 boy |
24557 brother |
24558 sister |
24559 Lady |
24560 Lord |
24561 male |
24562 female |
24563 he |
24564 she |
24565 his |
24566 her |
24567 him |
24568 man |
24569 woman |
24570 son |
24571 daughter |
24572 day |
24573 night |
24574 morning |
24575 afternoon |
24576 evening |
24577 journal |
24578 quests |
24579 done quests |
24580 user |
24581 add |
24582 by name |
24583 by date |
24584 Sorted by date |
24585 Sorted by name |
24586 saved game |
24587 character file |
24588 Level-up results |
24589 Regained abilities from inactive class |
24590 Additional weapon proficiencies |
24591 Save vs. Paralysis/Poison/Death reduced by |
24592 Save vs. Rod/Staff/Wand reduced by |
24593 Save vs. Petrification/Polymorph reduced by |
24594 Save vs. Breath Weapon reduced by |
24595 Save vs. Spell reduced by |
24596 Additional Hit Points Gained |
24597 THAC0 reduced by |
24598 Additional Priest Spells |
24599 Additional Mage Spells |
24600 Backstab multiplier increased by |
24601 Lay On Hands increased by |
24602 Lore Increased by |
24603 Additional Skill Points |
24604 Additional Casting Ability |
24605 When you have knocked a troll down, use fire or acid on its body to kill it. |
24606 If you have been level drained, use a restoration scroll or spell to bring back the missing levels. Temples will also help you. |
24607 Press the "Q" key to Quick Save the game. Do this often. |
24608 You may use the "H" key to hide all of your interface panels. Pausing, or hitting "H" will also bring them back. |
24609 You can play Baldur's Gate 2 in 640 by 480 resolution, as well as 800 by 600 resolution. |
24610 If a battle is too difficult for you, go to the Gameplay Options page and set the difficulty lower for the battle's duration. |
24611 The "star" button on the bottom right side of your screen gives you access to all of your character's special abilities. |
24612 You can give your characters new scripts. Go to your Record page, and then press the Customize button. |
24613 When you have more than one character selected, you can access more formations by right-clicking on any of the formation buttons. |
24614 Don't use missile weapons in close combat; enemies will receive a +4 attack bonus if you don't have a melee weapon equipped. |
24615 Contingency spells allow the caster to store a spell(s) inside <PRO_HISHER> body. The spell in question will then be released upon the caster when the condition specified at casting occurs. For example, a wizard could place Stoneskins in a contingency, which could then be set to go off when the caster reaches 50% of <PRO_HISHER> Hit Points. Then, when the caster reaches 50% of <PRO_HISHER> Hit Points, the spell will be released and cast upon the wizard. The uses for this spell are limited only by the imagination of the caster. |
24616 Sequencer spells allow the caster to store several spells in a sequencer that can be released upon any target, including the caster. The spells stored in the sequencer are cast as any other spell and can be accessed through the Special Abilities button on the main screen. It is important to note that when you choose the spells to be stored in the sequencer, they will disappear from the ones you have memorized. However, the sequencer will last until used so the caster may rest and gain those spells back. The main use for this spell would be to allow the caster to release multiple spells upon a target very quickly in combat without the possibility of being interrupted. |
24617 Spell Trigger is much like Spell Sequencer in that it allows the caster to store several spells in a trigger item that can be released upon any target, including the caster. The spells stored in the sequencer are cast as any other spell and can be accessed through the Special Abilities button on the main screen. It is important to note that when you choose the spells to be stored in the trigger, they will disappear from the ones you have memorized. However, the trigger will last until used, so the caster may rest and gain those spells back. The main use for this spell would be to allow the caster to release multiple spells upon a target very quickly in combat without the possibility of being interrupted. |
24618 Spell Sequencer |
24619 Minor Spell Sequencer |
24620 Spell Trigger |
24621 Chain Contingency |
24622  This space intentionally left blank  |
24623  This space intentionally left blank  |
24624  This space intentionally left blank  |
24625  This space intentionally left blank  |
24626  This space intentionally left blank  |
24627  This space intentionally left blank  |
24628 Yoshimo has died and cannot be imported into BGII: Throne of Bhaal. |
24629 Imoen cannot be imported in BGII:Throne of Bhaal until you rescue her later in the game. If you have no saves from this point, you can get an updated version of Imoen during the course of Throne of Bhaal. |
24630 New players should start with the tutorial. |
24631 TUTORIAL |
24632 BALDUR'S GATE: ENHANCED EDITION CREDITS ~ Overhaul Games ~ Trent Oster * Cameron Tofer Scott Brooks * Phillip Daigle Coriander Dickinson * Keith Soleski Nat Jones * Dave Gross Nathan Willis * Mad Bee Seth Davis * Alex Molzahn Wesley Cann * Mike Wellman ~ Contractors ~ Sam Hulick - Music Philip Djonov - Programmer Russ Rice - Level Artist John Gallagher - Concept Art Eric Belanger - Motion Graphic Compositor Edward Douglas - Cinematics Producer Marcia Tofer - Level Artist Dee Pennyway - Manual & Customer Service Andrea Colombo - Text and Italian Support Jeff Payne - Technical QA ~ Scripters ~ Lorne Ledger * Pete Camagna * László Tóth Trevor Borg * Alex Tomovic * David Wallace Jeff Smyth * Yaroslav Kalyuzhnyy * Liam Esler ~ Voices ~ Mark Meer * Nicola Elbro * Gord Marriot * Stephanie Wolfe Belinda Cornish * Clinton Carew * Kendra Connor * Jeff Haslam |
24633 ~ The Wizards of the Coast ~ D&D Digital Licensing Team Art Jon Schindehette - Senior Creative Director Daniel Gelon - Senior Art Director Design Chris Youngs - Design Manager Matt Sernett - Story Designer Tom Olsen - Senior Designer Ben Petrisor - Assistant Designer Production John Feil - Senior Producer Brooke Branch - Associate Producer ~ Atari ~ Todd Shallbetter - Sr. Director Digital Strategy & Distribution Joel Fashingbauer - VP, Product Development Peter Banks - Director, Product Marketing Carlos Schulte - Online Producer Emily Clock - Sr. Director of Licensing Casandra Brown - Marketing Services Specialist Kristen Keller - EVP and General Counsel James Mazlen - Director, Legal & Business Affairs |
24634 battle cries |
24635 rest until healed |
24636 center on party member |
24637 spell cast |
24638 trap found |
24639 Export Filename: |
24640 STANDARD ATTACK: |
24641 The character will defend <PRO_HIMHER>self if attacked, or if <PRO_HESHE> see enemies. (<script>). |
24642 PASSIVE: |
24643 The character will not rush into combat. If an enemy attacks the character, he will defend himself, preferring ranged weapons over melee. (<script>) |
24644 RANGED: |
24645 The character will attack any enemy when he sees them with the missile weapon he is most proficient with. He will try to keep his distance from enemies, but if he's attacked in melee combat, he will switch to a melee weapon. (<script>) |
24646 CAUTIOUS: |
24647 The character flees at the first sign of danger. This script is intended to protect the protagonist or another character whom you don't want inadvertently slain. (<script>) |
24648 CONTROL: |
24649 The control script lets the user have keyboard control over the behavior of the character. Press "D" to equip a melee weapon, "F" to equip a ranged weapon. The "S" key will toggle follow mode on/off. The "G" key will cycle through the possible shout options. (<script>) |
24650 pausing dialog |
24651 Group Stop |
24652 Group Attack |
24653 Equip Melee Weapon |
24654 Equip Ranged Weapon |
24655 Quick Load |
24656 Hide Interface |
24657 Right Interface |
24658 Chat Window |
24659 Location |
24660 Quick Save |
24661 Toggle AI |
24662 Left Interface |
24663 Hard Pause |
24664 Spell Slot 1 |
24665 Spell Slot 2 |
24666 Spell Slot 3 |
24667 Weapon Slot 1 |
24668 Weapon Slot 2 |
24669 Weapon Slot 3 |
24670 Weapon Slot 4 |
24671 Item Slot 1 |
24672 Item Slot 2 |
24673 Item Slot 3 |
24674 Formation Slot 1 |
24675 Formation Slot 2 |
24676 Formation Slot 3 |
24677 Formation Slot 4 |
24678 Formation Slot 5 |
24679 Select a key binding to modify. |
24680 Press a key (Esc to cancel) |
24681 Assign Keys |
24682 has been unassigned |
24683 <DAMAGEE> was immune to my damage. |
24684 ~ Special Thanks ~ Brent Knowles Robert Kallir Richard Iwaniuk Derek French Dan Simpson Tord Johnson The guys at iBeta Erephine ~ Our amazing volunteers ~ Andrea Colombo Dee Pennyway - I heard a rumor... Emily Segura Jeff Smyth - Balquo Daniel Sanderson - Boaster Omar Majid Liam Esler - K'aeloree Vincent Meliouh Stephan Martins Claudino da Rosa - stephanmartins Steve Catarino - Tanthalas Kat Bella - theacefes Raphael Wong - Ascension64 Brian Miller - Bhryaen Robert Rath - Galactygon Lionel Bayle-Denise - La Voix |
24685 Mark Garrigus Giuseppe Calì - Aedan Robert Hull Lorne Ledger - Cuvieronius Giovanni Spinelli - Akerhon Aleksandar Tomovic - aVENGER Pete Camagna - CamDawg Cédric Bakari Stephen Vowles - cmorgan André Slupik - Zeckul inthel Trevor Borg - Miloch Adam Rambousek - Christof David Pascaud - Graoumf Tobias Lehmberg Rodolphe Gilliot James Berg David Muellenborn Maciej Kalinowski - viader David Wallace Marie-Violaine Polonowski - Calawen Alvaro Lamarche - Toloza - Kukaracha Fred Richardson - Fred László Tóth - Avenger_teambg |
24686 Tomi Lovric René Mumme Silvin Leroy - Aerynn Alan Watson - ajwz Maciej Wójcik Jason Compton Edson Belo de Oliveira Júnior - Nasher Peter Holda - Alu Donald Poort Lisa Savignano - LadyRhian Manuel Montosi Joshua Graham - El Ahorcado Eric Van Honacker - oldschool Manuel Kracht Davide Perrino Małgorzata Oleszczuk - Aerith Jiaxin Ma - Sir WH Jessy Shen Matteo Rizzuto Deniz Edward Hooper - Shinorus Dai Griffiths - Yovaneth Yujiro Tani - VAN Douglas Wagner - Illydth Shandyr |
24687 Immortality Mosi Konfidan - Elothran Michal Goszczyński - Drian_Thierf Gou Endou Toyofumi Morita Norimichi Tanaka - norilm Mieko Fukushima Dusty Erker Nicholas M. Cook - KaiserWolff Samara Drewe Pedro Tonda Monfillo Davide Pianforini - Ivanhoe Fan Zhang - Freedomourne Mark Biswas - FuzzyPuffin Paul Groves - Oxford_Guy Marcelo Esteves - mlnevese Justin Proudman - ChurchOfBoo Thomas Mook Michael Natale Alex Boitsau Greg Scott - CoM_Solaufein Anders Svensson - hook71 Nifft Christopher Ethier - Tresset |
24688 ~ Interplay Productions ~ ~ VP of Development ~ Trish June Wright ~ Director of Quality Assurance ~ Chad "Boogie" Allison ~ QA Manager ~ Steve "Captain" Victory ~ QA Project Supervisors ~ Erick "Vampire" Lujan * Cory "Faerl" Nelson Greg "Moose" Baumeister * Marvic "Fury" Ambata ~ QA Senior Testers ~ Stephen "Ice" Bokkes * Dave "Junga" Simon Chad "Briareos" Nicholas * Dennis "Fragface" Presnell Robert "Keyzer Soze" Lark |
24689 ~ QA Testers ~ Matt "Gollem" Golembiewski * Donnie Cornwell * David "Golfer 2" Fleischmann Mark "Fezzik" Pfeiffer * Jason "AC Hunter" Wang * Scot "Sgt" Humphreys Lesley "Zorker" Mathieson * Damien Evans * Mark "Brentnor" Holtzclaw Edward Kang * Steve Hearst * Rafael "Harlequin" Lopez Jay Nielsen * David Parkyn * Tom "The Major" Quast William "Dub" Saunders * David Maldonado * Nicholas Hidalgo Dany Martinez * Edward "Maynard" Hyland * Primo "Proxi" Pulanco Daniel Levin * Warren "Dutch" Schultz * Ismael Quijano Erik "Silent Bob" Guenther * John Kirkland * Kevin "Mr. Kokomos" Osburn Matt Tiffany * Michael McCaa * Jonathan Jones Henry Lee * Scott Warner ~ QA IS Manager ~ Frank "Raven" Pimentel ~ QA IS Technicians ~ Bill "So-lo" Delk * Tom "The Major" Quast * Christian "Damon" Peak ~ Compatability Technicians ~ Derek Gibbs * John Parker * Louie Iturzaeta Ed Robles * Joshua Walters * John Parker Louie Iturzaeta * Ed Robles |
24690 ~ Sound Supervision ~ Charles Deenen * Craig Duman ~ Design Assistance ~ Stephen Bokkes * Cory Nelson * Lesley Mathieson Mark Pfeiffer * Matt Golembiewski ~ Sound Design / Editing ~ Ann Scibelli (EFX) * Tim Walston (EFX) Harry Cohen (EFX) * Eight Ball Sound Gregory Allen * Charles Deenen * Larry Peacock * Adam Levenson Digital Sound + Picture ~ Vocal Soundeffects ~ Frank Welker * Gloria Soto Sly & Stu ~ Foley Recordist ~ Cecilia Perma at West Productions ~ Foley Artist ~ Mike Salvetta ~ Foley Editing ~ Kevin Frayser * Eight Ball Sound |
24691 ~ Music by ~ Michael Hoenig ~ Additional music and Supervision ~ Rick Jackson * Brian Luzietti/Ron Valdez ~ VO Casting / Supervision ~ Chris Borders ~ VO Direction ~ Ginny McSwain ~ Cast ~ Neal Ross * Amber Hood * Bernadette Sullivan Bert Kramer * Bill Farmer * Brian George David Prince * Dee Bradly Baker * Dian Pershing Ed Gilbert * Eril Boen * Frank Welker Gregg Berger * Grey Delisle * Hamilton Camp Hidi Shannon * Jane Signer * Jason Marsdn Jeff Bennett * Jennifer Darling * Jennifer Hale Jim Cummings * Jim Meskimen * John Mariano Melissa Disney * Michael Bell * Michael Gough Rob Paulsens * Kevin Michael Richerdson * April Winchell ~ VO Engineer ~ Julian Cook (Marc Graue Studio) ~ VO editors ~ Frank Szick * Kevin Frayser |
24692 ~ Bioware Corp ~ ~ Producer ~ Ray Muzyka ~ Assistant Producer ~ Ben Smedstad ~ Lead Designer ~ James Ohlen - Director of Writing and Design ~ Core Game Design ~ James Ohlen * Scott Greig * Ray Muzyka ~ Additional Design ~ Lukas Kristjanson * Rob Bartel Matt Horvath * Ross Gardner ~ Lead Writer ~ Lukas Kristjanson ~ Additional Writers ~ James Ohlen * Rob Bartel Matt "The Tube" Horvath ~ Editing ~ Ray Muzyka |
24693 ~ Interface Functional Design ~ Scott Greig Ray Muzyka ~ Lead Programmer ~ Scott Greig - Director of Programming ~ Sound Programming and Lead AI Scripting ~ John "The Evil Genius" Winski ~ Programming/Design, Game Support Tools/Editors ~ Don "Da Crimper" Yakielashek ~ Graphics Programming ~ Gilles Beauparlant ~ Core Game Programming ~ Dan Morris ~ AI Programming ~ Mark "Sailor Moon is my b*tch" Darrah |
24694 ~ Lead GUI Programmer ~ David Falkner ~ Multiplayer Programming ~ Mark Brockington ~ LUA (command line) Programming Implementation ~ Cameron Tofer ~ Additional AI Scripting ~ Mark Darrah James Ohlen Don Yakielashek Justin Smith ~ Install Package ~ Don Yakielashek ~ Other Programming ~ Stan Melax - Director of Technology Gautam Karnik Debbie Greig |
24695 ~ Art Director ~ John Gallagher - Head of Concept Art ~ Lead Terrain Artist ~ Dean Andersen ~ Additional Terrain Artists ~ Arnel Labarda Kelly Goodine ~ Lead Texturing Artist ~ Marcia Tofer (nee Olson) ~ Additional Texturing ~ Russell Rice Andy Metcalf ~ Lead Special Effects Artist ~ Russell "Whitey" Rice ~ Special Effects ~ Elben Schaefer ~ Lead Modeler ~ Cass Scott ~ Modelers ~ Elben Schaefers * Jeremy Melchior * David Wilson Scott Dakus * Trent Oster |
24696 ~ Scene Setup ~ Marcia Olson * Russell Rice * Dean Anderson Elben Schaefers * Cass Scott ~ Art Processing ~ Kalvin Lyle ~ Graphic Designer ~ Daniel Walker ~ Portrait Art ~ Mike Sass ~ Additional Art ~ Scott "Get the hell out of the art department Scott!" Greig Marc Holmes ~ Director of Animation ~ Dave Hibbeln ~ Lead Technical Animator ~ Tobyn Manthorpe ~ Animators ~ Steve Gilmour * Tony de Waal * Henrik Vasquez * Rick Li Larry Stevens * David Hibbeln |
24697 ~ Additional Animation ~ Chris Alexander * Brett Hardin ~ Lead Data Entry and Quality Assurance ~ Kevin Craig * Andrew Nobbs ~ Additional Data Entry and Quality Assurance ~ Ross Gardner * Richard Flierl (and everyone else from BioWare who has entered bugs!) ~ Master o' the Bugs ~ Ben Smedstad ~ Manual Writing and Compilation ~ Ray Muzyka * Lukas Kristjanson * James Ohlen (Thanks also to Greg Peterson, Chris Parker, and the folks at Wizards of the Coast.) ~ System Administration ~ David Hamel * Brett Hardin ~ Executive Producers ~ Ray Muzyka * Greg Zeschuk (long live the Battleground:Infinity!) |
24698 English Language Editing and Proofreading Emily Segura Andrea Colombo Daniel Pennyway Jeff Smyth Brian Miller Rory Jowler David Muellenborn Maciej Wójcik Maciej Kalinowski Lisa Savignano lansounet |
24699 English Language Revision The original Baldur's Gate text has been revised for punctuation, spelling, and grammar. We've adjusted gender-specific references to the non-gender-specified PC. Occasionally we've added a few new lines of dialogue for logic or clarity. Always we strove to preserve the flavor of the original characters, especially their unique diction and humor. While many playtesters pointed out errors and offered suggestions for improved lines, Andrea Colombo and Emily Segura deserve special note for their exceptional contributions to proofreading and revising both the original and the new dialogue. Daniel Pennyway revised, expanded, and designed the new user manuals. To them and the many other volunteers who helped polish this gem, we extend our heartfelt thanks. Dave Gross, Lead Writer |
24700 © 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur's Gate, Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, Forgotten Realms, Siege of Dragonspear, and the dragon ampersand are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Infinity Engine and the BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp..All other trademarks are the property of their respective owners. |
24701 ~ French Translation ~ ~ Team leader ~ Lionel "La Voix" Bayle-Denise ~ Translators / Proofreaders ~ Cédric "Armancia" Bakari * Lionel "La Voix" Bayle-Denise Damien "Zefhyr" Costaz * Isabelle "Lothringen" Coumert Rodolphe "Medillen" Gilliot * Alvaro "Kukaracha" Lamarche - - Toloza Silvin "Aerynn" Leroy * Marie-Violaine "Calawen" Polonowski Eric "oldschool" Van Honacker ~ Proofreaders (original Baldur's Gate content only) ~ Dovakhiin * Kerozevok Taikobo * Trez ~ Rules polices and translation / proofreading of the manuals ~ Cédric "Armancia" Bakari * Lionel "La Voix" Bayle-Denise Marie-Violaine "Calawen" Polonowski ~ Analysis and beta-test of the French localization ~ Marie-Violaine "Calawen" Polonowski ~ Special thanks ~ Mornagest, Zefklop, Isaya and the community of La Couronne de Cuivre for their Baldur's Gate French texts fix which helped us define our proofreading and corrections of the original Baldur's Gate content. The translation team of La Bibliothèque des d'Oghmatiques, for their translation of the news on Baldur's Gate: Enhanced Edition, and for sharing their translation and proofreading resources with us. |
24702 ~Traducción al castellano ~ www.clandlan.net ~ Baldur's Gate: Enhanced Edition ~ Tradujeron: Ghildrean Immortality Lekian Memnoch Saemon Revisó: Memnoch ~ Baldur's Gate: Tales of the Sword Coast v6 ~ Tradujeron: Ghildrean LebronJames Lord_Rius Memnoch Revisó: Memnoch |
24703 ~ Notas ~ Los traductores y revisores dan soporte continuo a esta traducción. Por favor, informa de cualquier problema que pudieras encontrar en los foros de la traducción www.clandlan.net y www.baldursgate.com. Agradecimientos: A los jugadores, modders y traductores de Baldur's Gate que han mantenido el juego vivo durante todo este tiempo. A los participantes de los foros www.clandlan.net y www.baldursgate.com por su apoyo al proyecto. A todos quienes en un principio volcaron su interés en una traducción de Baldur's Gate: Tales of the Sword Coast y cuyos nicks aparecen en la sección de la traducción de Tales of the Sword Coast en www.clandlan.net. Y a TI, por jugar a este juego. |
24704 ~ Notes de traduction de la version française ~ Les textes de Baldur's Gate : Enhanced Edition sont basés sur la traduction originale de Baldur's Gate, qui a fait l'objet de notre part d'une relecture approfondie. Pour nous aider àjalonner ce travail de relecture, nous nous sommes partiellement appuyés sur le Correctif VF de Zefklop, Mornagest, Isaya et la Communauté de la Couronne de Cuivre. Les erreurs corrigées étaient nombreuses et diverses, et pouvaient aller de la simple faute d'orthographe jusqu'au contresens le plus grossier. Nous nous sommes également attachés àaméliorer la cohérence des textes du jeu, notamment àtravers une révision de plusieurs dialogues, ce qui nous a permis de changer le vouvoiement systématique de certains personnages non-joueurs (et plus particulièrement ceux de Château-Suif) envers le personnage principal en tutoiement. Nous avons également pu harmoniser les textes rattachés àune réplique sonore afin de les faire correspondre àce qui est dit. Enfin, nous avons amélioré les descriptions des objets et des sorts, et notamment en ce qui concerne les conversions des distances en mètres, qui n'étaient pas toujours homogènes. Dans un second temps, nous avons traduit l'intégralité des textes rajoutés par l'Enhanced Edition. Cela a représenté un travail tout aussi significatif, dans la mesure ou près d'un tiers des textes du jeu provient de l'Enhanced Edition. Durant toutes les étapes de notre travail, nous avons eu àcœur de respecter la terminologie et le vocabulaire spécifique de Donjons & Dragons et de l'univers des Royaumes Oubliés. Cependant, malgré notre motivation àdélivrer un travail que nous espérons être de qualité, il est possible qu'il subsiste encore quelques erreurs. Si vous en repérez une, n'hésitez pas ànous le signaler sur le forum officiel, àcette adresse : http://forum.baldursgate.com/categories/français Nous en ferons la correction dans les plus brefs délais. Nous signalons enfin que le travail de l'équipe de traduction française se limite strictement aux textes écrits de Baldur's Gate : Enhanced Edition. Nous ne sommes en aucun cas responsables des problèmes de voix françaises manquantes au jeu. Cependant, SaphirAngel, un autre passionné du jeu comme nous, a mis au point un patch permettant d'avoir la plupart des voix des personnages de Baldur's Gate en français. Vous pouvez trouver son patch, ainsi que les recommandations pour l'installer, àcette adresse : http://forum.baldursgate.com/discussion/10605/voix-francaise-pourquoi-pas-non-plus-faut-pas-etre-trop-gourmand-par-contre-p/p1 Depuis lors, Isaya, un autre passionné et membre de la Couronne de Cuivre, en a réalisé une version revue et améliorée. Le patch et les instructions d'installation se trouvent àcette adresse : http://forum.baldursgate.com/discussion/23146/voix-francaises-pour-bgee-v1-2 Nous leur adressons, au nom de tous les joueurs francophones, nos remerciements les plus sincères. (Notez que ces patchs ne concerne que les voix déjàprésentes dans Baldur's Gate et son extension Tales of the Sword Coast ; les voix rajoutées par l'Enhanced Edition resteront en anglais pour le moment). |
24705 ~Baldurs Gate: Enhanced Edition~ ~Polish Translation~ Nowa zawartość Szef zespołu: Maciej Wójcik – cherrycoke2l Tłumaczenie: Małgorzata Oleszczuk Michał „Drian� Goszczyński Piotr Wiankowski Korekta: Maciej Kalinowski Piotr Wiankowski Korekta i dodatkowe tłumaczenie oryginalnej treści BG1 na postawie tłumaczenia CDProjekt: �ukasz „RobeN� Abramczuk Maciej Guzy Adam Kloc Mariusz Kosmatka Lucyna Markowska Michał „Zioman� Pawłowski Grzegorz „Ilphalar� Smyk Piotr Szymański Filip Terenowski Krystian Walkiewicz Wapniak Bartłomiej Wypych Bartłomiej Rybiński |
24706 Polskie tłumaczenie Baldur's Gate: Enhanced Edition oparte jest o tłumaczenie CDProjekt. Celem naszych zmian było znalezienie i poprawienie jak największej liczby nieścisłości i zapewnić jednolitość użytych terminów. Wzorem dla nas było słownictwo z Baldur's Gate 2, a w mniejszym stopniu z tłumaczeń kolejnych gier takich jak Neverwinter Nights czy Neverwinter Nights 2. Ważne było również to, aby treść przełożona przez CDProjekt pozostała w jak największym stopniu nietknięta, chyba że widoczne były ewidentne błędy i literówki. W tłumaczeniu zawartości Enhanced Edition chcieliśmy jak najbardziej zbliżyć się jakością do tłumaczenia polskiego wydawcy Baldur's Gate. Przykładowe zmiany nazewnictwa w porównaniu z Baldur's Gate: bugbear => orklin Chromowa kula => Chromatyczna kula Świat Mroku => Podmrok umarlaki => nieumarli Widzenie prawdy => Prawdziwe widzenie Ewentualne błędy prosimy zgłaszać na forum: http://forum.baldursgate.com/discussion/7215/bledy-w-polskim-tlumaczeniu/p1 |
24707 ~ Czech Translation ~ PůvodnàpÃ…â„¢eklad Baldur's Gate + Tales of the Sword Coast: Adam Rambousek, PeZ, Beleger, Corim, Dawe, Ebenezum, Eljarad, Fialky, Garalda, Daniel Hoda�, JiřàKafka, JiřàHavlÃÂk, Jan ŘÃÂha , Jan Spá�il, Jirka ""Duff"" Ã…Â imÅ¡a, Jason, Kopin, LuboÅ¡ Grim, LudÄ›k Ã…Â mÃÂd, Marcus de Tycho, Marek TeplÃÂk, Machr Machrovic, Martin Schovanec, Michal Pekarik, Milan Tuma, Mira Vanek, Mrash, OndÃ…â„¢ej NÄ›me�ek, Pavel Cenek, Pavel Kelbl, Petr Kopp, Petr MatÄ›jka, Protoss Bitchik, Quido, Redman, Roman Kopecký, Tomáš Janda, VaÅ¡ek VymÄ›talÃÂk, Vlada Vecerek, ZdenÄ›k KrálÃÂ�ek, ZdenÄ›k Zábranský |
24708 ~ Czech Translation Notes ~ Doufáme, že se vám �eský pÃ…â„¢eklad zalÃÂbÃÂ. PůvodnàpÃ…â„¢eklad sice proÅ¡el nÄ›kolika korekturami, ale vždy můžete narazit na chyby. Pokud najdete chybu, napiÅ¡te na rambousek@animefest.cz, aÃ…Â¥ ji můžeme co nejdÅ™ÃÂv opravit. |
24709 ~ Translation Team ~ The Ring of Wonder ~ Translators ~ inthel El Ahorcado WH Freedomourne ~ Proofreaders ~ jox shohy archenemy wrhunter azuresand demonickyo fr0m yujianaa xibeiyuchen ~ Special Thanks ~ Interwise Multimedia Corp. The Third Wave (Beijing) Co.,Ltd. And all friends which helped us revised the original Baldur's Gate Chinese content ~ Community ~ http://trow.cc/ |
24711 Chinese Traditional Credits |
24712 Chinese Traditional Notes / Glossary |
24713 ~Localizzazione in Italiano~ ~Team Leader~ Andrea Colombo (alias AndreaColombo) ~Traduttori/Proofreader~ Giuseppe Calì (alias Aedan) * Michele Carosso (alias BBuk80) Claudio Cremonesi (alias Cremo) * Fiorenzo Delle Rupi (alias Essex) Simone Dicorato (alias Ophlyum) * Manuel Montosi (alias Sharsek) Davide Perrino (alias Davide) * Matteo Rizzuto (alias Olorin) ~Rules Police~ Davide Pianforini (alias Ivanhoe) * Giovanni Spinelli (alias Akerhon) Federico Sprovieri (alias Fezwulf) ~Beta Tester della Traduzione~ Sofia Favro (alias Sophia) * Fabio Luczy (alias lewenok) Claudio Merlo (alias Metalloman) * Vincenzo Raffa (alias lestat) ~Controllo Qualità~ Giuseppe Calì (alias Aedan) * Davide Perrino (alias Davide) ~Contributors~ Daniele Cappelletti (alias jKendan) * Fabrizio Ferraro (alias Puxxup) Nicola Franchi (alias Garret80) * Luca Lapponi (alias Wyrd) Alessandro Parma (alias Pinoba) * Nikola Segoloni (alias nikiliko) Stefano Viani (alias KangaxxDemiLich) * Ernesto von Berger (alias fon_1138) |
24714 ~Note di Traduzione~ Tutti gli elementi relativi all'universo di Dungeons & Dragons e all'Ambientazione Forgotten Realms, fra cui incantesimi, specializzazioni, classi, sottoclassi, abilità, oggetti, luoghi e personaggi, sono stati tradotti in italiano secondo la terminologia ufficiale adottata nei manuali di Advanced Dungeons & Dragons Seconda Edizione. Segue l'elenco del materiale principale di supporto: Edizioni Twenty-Five Editions: Manuale del Giocatore * Manuale del Dungeon Master Manuale dei Mostri Volume I e II * Abilitàe Poteri Combattimento e Tattiche * Incantesimi e Magia Dar Vita ai Reami * A Spasso per i Reami Edizioni Ripa: Manuale del Dungeon Master * Manuale dei Mostri Data la mancata localizzazione italiana di numerosi manuali Advanced, il team si è dovuto avvalere delle successive pubblicazioni di Dungeons & Dragons Terza Edizione (3.0/3.5 Twenty-Five Editions) nel pieno rispetto delle fonti canoniche. Segue l'elenco dell'ulteriore materiale: Forgotten Realms Ambientazione * Razze di Faerûn Magia di Faerûn * Signori dell'OscuritàSplendente Sud * Imperi Perduti di Faerûn Irraggiungibile Est * Marche d'Argento Fedi e Pantheon * Manuale del Giocatore Guida del Dungeon Master * Manuale dei Mostri Manuale dei Mostri II * Manuale dei Piani Atlante Planare In ogni altro caso, come nei termini senza precedenti, la trasposizione in italiano ha cercato di essere il più fedele possibile all'originale inglese. |
24715 Baldur's Gate: Enhanced Edition, Japanese Version "Baldur's Gate" Original Japanese Translation - SEGA SAMMY HOLDINGS INC. Forgotten Realms Official Japanese Glossary courtesy of HobbyJAPAN CO.,Ltd New Content Volunteer Translation Team Garyou_Tensei - Team lead, translation coordination, miscellaneous translation Mieko Fukushima - "Black Pits" scenario and "Baeloth" NPC norilm - D&D/FR/BG research, playtesting, UI & system translation, editing, localization support Toyofumi Morita - "Dorn" recruitable NPC & related quests, playtesting VAN - "Rasaad" recruitable NPC & related quests, UI & system translation, editing, localization support Vertec - "Neera" recruitable NPC & related quests BG1 Legacy Translation Volunteer Editing Team Zeno Sacchan Soryum Dungeons and Dragons Japanese Version : Sage Advice - Masaki YANAGIDA (@D16) Localization Tools Development and Engineering Support - jpmod Editing Support - 385 Costume Special Thanks Eiji Nakabayashi BG Spoiler Wiki |
24717 ~ Korean Translation ~ ~ Team leader ~ windrake ~ Translators / Proofreaders ~ Phaeton elsra Luke ~ Rules polices ~ windrake ~ Former team leader ~ Maru ~ Former team members ~ 6puritans9, Alks, AngrySSW, Divider, elsra, gunner0713, Harrry, Luke, Lusny, ppeanuts, sidebi, windrake ~ Special thanks ~ chbchb59, DesTroyeR, injuras, KaramHui, karipe, Paldangdamnit, sepice83, Solyaris |
24718 The Korean localization is based on Phaeton's BG1 unofficial Korean language patch. As this work is still currently in Beta stage, its playtesting is to be considered incomplete. So keep in mind that it may have some minor problems such as mistranslations, mix of terms, terms not appropriate to the situations. This would be noticeable especially in the Enhanced Edition's additional contents. This translation will be improved constantly even after its official release. If you have any suggestions about terms of translation, or feedback to typographical errors and mistranslations, and any other improvement requirements, please use the following Korean localization session on the official forum: http://forum.baldursgate.com/categories/korean Although this Korean localization is official, it has been made by amateur volunteers without fund support, so it is inevitable that it is somewhat lacking. Therefore we would welcome constructive feedback, but please refrain from malicious gossip and slander. |
24719 ~ Türkçe Çeviri Ekibi ~ ~ Çeviri Lideri ~ Deniz "Shinorus" Edward Hooper ~ Çevirenler ~ Güneş "kangax" Kuday Mosi "Elothran" Konfidan Adnan "TheBardicWitcher" Tahir Ergül Umutcan Eryılmaz Barış "Nihilus" Solmaz Deniz "Shinorus" Edward Hooper Semih "khazak_tye_hurr" Energin Pınar "alttancizgi" Orbay Deniz "degoryan" Negiş Aybars Yurdun Kenan "Scarback" Fuat Türetken Sencer Çoşkun Altuğ Büker Can Ayas Cenk "Skysect" Aslan ~ Denetmenler ~ Deniz "degoryan" Negiş Deniz "Shinorus" Edward Hooper ~ Terim Sorumluları~ Buğra "nuitari" Gören Semih "khazak_tye_hurr" Energin Deniz "degoryan" Negiş ~ Çeviriye katıkıda bulunanlar ~ Bizimle sürekli iletişim içerisinde olup çevirinin son durumunu sizlere ilettiği için Merlin'in Kazanı ekibine, Yardımlarını esirgemeyen için FRPnet ve kurucusu "Kayra Keri Küpçü"ye, Çevirmen ile denetmen aradığımızı ve röportajımızı yayımlayan Oyungezer ekibine, Kendisi bir Ejder olduğundan Uluç Sergün'e. Düzeltmenimizin Khalisisi Zeynep Negiş'e Çeviriye katılan Eda Anıl'a, Deniz Büyükonat'a, Cemre Kıvırcık'a, Egemen Görçek'e ve Boğaziçi Üniversitesi Gerçek Macera Oyunları Kulübüne teşekkür ederiz. |
24720 Türkçe çeviriyi sabırla bekleyen tüm oyunseverlere teşekkür ederiz. Baldur's Gate Türkçe çeviri ekibi olarak Türk oyuncuların bu klasik oyunu ana dillerinde keyifle oynayabilmeleri için elimizden geleni yaptık, yapmaya devam ediyoruz. Çeviride karşılaştığınız hataları Baldurs Gate'in Türkçe forum bölümünde açılan başlığa iletebilirsiniz. İyi oyunlar… |
24721 ~German Translation~ ~ Team Leader ~ David Muellenborn ~ Translators ~ Manuel Kracht Tobias "Lunever" Lehmberg Benedict Marko Holger Pick Kay-Viktor Stegemann ~ Proofreaders ~ René Mumme Jakob Muellenborn Martin Schmuck Jan "Jarl" Stolz Michael "Blackwind" Sußebach Florian Käckenmester Benjamin Wolf Aaron Reiher Florian Kiersch Alex Funke "Akuro" Martin J. Kramer Torsten & Magdalena Welsch Jasmin Tran Thomas Temme ~Rule Policy~ Manuel Kracht René Mumme |
24722 ~ German Translation Notes ~ Diese Übersetzung basiert auf der offiziellen Version 1.3.5512 von Baldur's Gate und dem Textpatch (Revised Version 3.3) von Manuel Kracht und der deutschen Community aus dem Kerzenburg-Forum. Der Patch korrigiert viele Übersetzungsfehler und verbessert die Menüs und Beschreibungen von Gegenständen und Zaubern (Erstveröffentlichung 2008). Mit der Enhanced Edition ist das Skript um ein Drittel auf über 32.000 Zeilen gewachsen, und wurde nach Abschluss der Übersetzung in drei Durchläufen von einem 20-köpfigen Team vollständig überprüft. Neben der Rechtschreibung, die sich (bis auf wenige Ausnahmen) an den Empfehlungen des Dudens orientiert, liegt der deutschen Version eine einheitliche Nomenklatur der Vergessenen Reiche zugrunde. Das Team der Übersetzer wurde bewusst klein gehalten, um einem möglichst einheitlichen Stil gerecht zu werden. Übersetzungsfehler können im offiziellen Forum gemeldet werden. Weitere Informationen sind unter forum.baldursgate.com/categories/deutsch zu finden. Aktuelle Version: v1.05 (Beta Status) |
24723 ~ Russian Translation ~ Pavel "prozh" Prozhikin Vladislav "DragonAttack" Kovnerov ~ Additional Translation ~ Pavel Krinitskiy SBT Group Andrii "MelAndr" Melnyk Oleksa "snovyda" Melnyk Yurii "Shahor" Bisyk Sophia "Selina Sebro" Shul Serhii "Algiz" Skoblei Sviatoslav "Rifleman" Davydenkov Mariana "Illusion" Mazur Costiantyn "Warrog" Moharychev Volodymyr "Skeptyk" Strus Also volunteers: Andrii Tsarenko Svitlana Electrino Virake Deadmisha Danteron Bambucha |
24724 Russian Notes / Glossary |
24725 SBT Group Coordinator Ihor "Medichronal" Solodrai Editors Oleksa "snovyda" Melnyk Sophia "Selina Sebro" Shul Translators Yurii "Shahor" Bisyk Sophia "Selina Sebro" Shul Volodymyr "Skeptyk" Strus Serhii "Algiz" Skoblei Ihor "Medichronal" Solodrai Costiantyn "Warrog" Moharychev Andrii "MelAndr" Melnyk Mariana "Illusion" Mazur Sviatoslav "Rifleman" Davydenkov Also volunteers: Svitlana Bambucha Vsevolod Bregman Danmer Lemberg Elrond Waiter Pavel Virake Andriy Hlopetskyi Olha Danteron Yurii Deadmisha Electrino Oxana Bellius Demyd Vitalii Paulus_pdv Fafnir Misha Special thanks to PlayUA team |
24726 Ukrainian Notes / Glossary |
24727 ~ Portuguese (Brazilian) Translation ~ ~ By Edson Belo de Oliveira Júnior ~ ~ Special Thanks ~ JanaÃÂna Dias Gomes dos Santos, Fábio "Faldrath" Ribeiro, Stephan Martins Claudino da Rosa, Todd Sherrill, and the communities of Avengers of Balduran and Baldur's Gate.com for their support, which inspired me to finish this Herculean and honorable task. This work is for you all. Thank you! |
24728 Observações / Glossário Português (Brasileiro) A Alatos 'Ravenscar' Thuibuld: Alatos 'Cicatriz-de-Rapina' Thuibuld. Amnian: Amniano B Berrun Ghastkill: Berrun Matador-de-Carniçal Black Lily (nome): LÃÂrio Negro Black Talon (guilda): Garra Negra Blunt Weapons: Armas Cegas Blushing Mermaid: Sereia Envergonhada Bow Weapons: Arcos Burning Wizard Inn: Estalagem O Mago Incendiário C Candlekeep: Fortaleza da Vela Carrion Crawler: Verme Carniceiro Chill (guilda): Gélidos Cloakwood: Floresta do Manto Cloud Peaks: Picos Nebulosos Costway: Caminho da Costa D Darkhold: Forte Negro Durlag's Tower: Torre de Durlag E Elemental summoning bowl: Bacia de conjurar elemental Elfsong (taverna): Canção do Elfo Enforcer: Executor Entar Silvershield: Entar Escudo-Prateado Evermeet: Encontro Eterno F Firewine Ruin: RuÃÂnas do Vinho de Fogo Flamedance: Chamas Dançantes Friendly Arm Inn: Estalagem do Braço Amigo G Gandolar Luckyfoot: Gandolar Pé-Sortudo Gella Mirrorshade: Gellana Espelho-Sombreado Glittergold: Pó de Ouro Gnoll Stronghold: Fortaleza Gnoll Greycloak: Manto Cinzento Greywolf: Lobo-Cinzento Gullykin (vila): Bueirinho H Helmed Horror: Horror Blindado High Hall Ducal Palace: Palácio do Alto Salão Ducal I J Jovial Juggler Inn: Estalagem O Trapaceiro Jovial K L Large Sword: Lâminas Longas Larswood: Floresta Lars Low Lantern (taverna): Lanterna Fraca M Market Square: Praça do Mercado Merchants' League: Liga dos Comerciantes Missile Weapons: Armas de Projétil Most Noble Order of the Radiant Heart: NobilÃÂssima Ordem do Coração Radiante N Narlen Darkwalk: Narlen Caminhar-Sombrio O P Peldvale: Vale Peld Piergeiron Paladinstar: Piergeiron Estrela-Paladina Pinklings: Rosados Pixie: Duende Q R Ranger: Mateiro Rededge (nome): Corte-Vermelho Red Sheaf Inn: Estalagem do Feixe Vermelho S Seven Suns Trading Coster: Companhia Comercial Sete Sóis Shapeshifter: Metamorfo Shillelagh: Porrete de Carvalho Slime: Limo Small Sword: Lâminas Pequenas Sorcerous Sundries: Diversos Sobrenaturais Spiked Weapons: Armas com Cravos Splurging Sturgeon Inn: Estalagem do Esturjão Exibido Surgeon (nome): Cirurgião T Taerom Thunderhammer: Taerom Martelo-do-Trovão Three Old Kegs (taverna): Três Velhos Barris Tiger Cowrie Shell Necklace: Colar de Cauril Trackless Sea: Mar Sem Rastros U Ulgoth's Beard: Barba de Ulgoth Undercellars: Salões Subterrâneos Undermountain: Montanha Subterrânea V W Waterdeep: �guas Profundas Westgate: Portão Ocidental X Y Z Zhentil Keep: Forte Zhentil |
24980 Character 1 |
24981 Character 2 |
24982 Character 3 |
24983 Character 4 |
24984 Character 5 |
24985 Character 6 |
24986 Characters 1 & 2 |
24987 Characters 3 & 4 |
24988 Characters 5 & 6 |
24989 Characters 1,2,3 |
24990 Characters 4,5,6 |
24991 Select All |
24992 Zoom In |
24993 Zoom Out |
24999 TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon. Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon. |
25000 Bastard Sword |
25001 Long Sword |
25002 Short Sword |
25003 Axe |
25004 Two-Handed Sword |
25005 Katana |
25006 Scimitar / Wakizashi / Ninjat� |
25007 Dagger |
25008 War Hammer |
25009 Club |
25010 Spear |
25011 Halberd |
25012 Flail / Morning Star |
25013 Mace |
25014 Quarterstaff |
25015 Crossbow |
25016 Longbow |
25017 Shortbow |
25018 Dart |
25019 Sling |
25020 Two-Handed Weapon Style |
25021 Sword and Shield Style |
25022 Single-Weapon Style |
25023 Two-Weapon Style |
25024 BASTARD SWORD: The bastard sword is a double-edged sword and can be wielded with one or two hands. It does more damage than a long sword but less than a two-handed sword. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25025 LONG SWORD: The long sword is perhaps one of the most common weapons in Faerûn. Skill with the long sword will allow your character to have access to a widely available and cheap weapon. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25026 SHORT SWORD: The preferred weapon of many a Thief and halfling, the short sword is a light but useful weapon. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25027 AXE: There are two varieties of axes: throwing axes and battle axes. This proficiency class allows your character to use either. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25028 TWO-HANDED SWORD: The hallmark of the traditional musclebound warrior is the two-handed sword. This proficiency class allows your character to use these heavy swords to mangle your opponents. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25029 KATANA: The katana is the finest example of the swordsmith's craft, and requires great care to use. As skill develops, the wielder and blade become a single being, dedicated completely to the art of warfare. These weapons are hard to find outside of Kara-Tur, so care must be taken when considering this proficiency. After all, skill with the katana is only helpful if you can find one. WARNING: Magical katanas are very rare in Baldur's Gate! <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25030 SCIMITAR/WAKIZASHI/NINJATŌ: This weapon class allows the character to use various oriental swords, including the scimitar, the wakizashi, and the ninjat�. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25031 DAGGER: The dagger is generally used by Mages and Thieves. A small weapon, the dagger is still extremely useful, and many warriors take a proficiency slot in it just in case their larger weapons are stolen or destroyed. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25032 WAR HAMMER: This weapon class allows the character to use throwing hammers and war hammers. Both of these weapons are often associated with dwarven warriors, and it is the dwarven people who make the finest quality hammers. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25033 CLUB: This weapon class allows the character to use clubs. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25034 SPEAR: The spear is a useful weapon, giving the attacker the "reach" against most opponents. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25035 HALBERD: These long weapons are often carried by Fighters working as guards. The reach of the weapons allows crowds to be pushed back without much danger to the guard. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25036 FLAIL/MORNING STAR: The flail and morning star are blunt weapons used to knock your enemies senseless. They are difficult to use but with skill and practice these weapons are very useful. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25037 MACE: The mace is most often associated with Clerics. It is a powerful blunt weapon, similar to the club but designed to do more damage. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25038 QUARTERSTAFF: A simple weapon, but in the hands of a skilled warrior, whether Mage or Paladin, the quarterstaff can lay flat any foe. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25039 CROSSBOW: The crossbow, although smaller and easier to use than the longbow, is just as deadly in the hands of a skilled shot. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25040 LONGBOW: This weapon class allows the character to use longbows, both normal and composite. The longbow gives the archer maximum reach, and each arrow delivers a substantial amount of damage. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25041 SHORTBOW: This bow is often used by those classes (such as Thieves) who cannot use the larger longbow. It is more easily concealed than a longbow and, in the hands of a skilled user, just as deadly. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25042 DART: Darts are small missile weapons, thrown from the hand. Mages often use darts, as they are one of the few missile weapons Mages can employ. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25043 SLING: Although the sling is commonly thought of as a toy weapon, its lethality should not be underestimated. A strong bullet thrown from a sling by an experienced user can tear a hole through a man's skull. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> |
25044 TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses. Proficient (1 slot): The wielder gets a +1 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 (instead of just 20) when using a two-handed weapon. Specialized (2 slots): The wielder gets a further -2 bonus to Speed Factor. |
25045 SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received. Proficient (1 slot): The wielder gets a -2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a -4 bonus to AC against missile weapons. NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses. |
25046 SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon. Proficient (1 slot): The wielder gets a -1 bonus to AC and inflicts critical damage on an attack roll of 19 or 20. Specialized (2 slots): The wielder gets a -2 bonus to AC and inflicts critical damage on an attack roll of 19 or 20. |
25047 Perception |
25048 Master Thievery |
25049 Energy Drain |
25050 Holy Power |
25051 Cloak of Fear |
25052 Iron Skins |
25053 Magic Resistance |
25054 Righteous Magic |
25055 Spell Turning |
25056 Repulsing Undead |
25057 Spell Deflection |
25058 Fire Shield Red |
25059 Fire Shield Blue |
25060 Protection From Normal Weapons |
25061 Protection From Magical Weapons |
25062 Tenser's Transformation |
25063 Protected from Magical Energy |
25064 Mislead |
25065 Contingency Active |
25066 Protected from the Elements |
25067 Projected Image |
25068 Maze |
25069 Imprisonment |
25070 Stoneskin |
25071 Kai |
25072 Called Shot |
25073 Spell Failure |
25074 Offensive Spin |
25075 Defensive Spin |
25076 Intelligence drained by Mind Flayer |
25077 Regenerating |
25078 In Dialog |
25079 In Store |
25080 Negative Plane Protection |
25081 Ability Score Drained |
25082 Spell Sequencer Active |
25083 Protected from Energy |
25084 Magnetized |
25085 Able to Poison Weapons |
25086 Setting Trap |
25087 Glass Dust |
25088 Blade Barrier |
25089 Death Ward |
25090 Doom |
25091 Decaying |
25092 Acid |
25093 Vocalize |
25094 Mantle |
25095 Miscast Magic |
25096 Magic Resistance Lowered |
25097 Spell Immunity |
25098 True Seeing |
25099 Detecting Traps |
25100 Improved Haste |
25101 Spell Trigger |
25102 Deaf |
25103 Enfeebled |
25104 Infravision |
25105 Friends |
25106 Shield of the Archons |
25107 Spell Trap |
25108 Absolute Immunity |
25109 Improved Mantle |
25120 Farsight |
25121 Globe of Invulnerability |
25122 Minor Globe of Invulnerability |
25123 Spell Shield |
25124 Polymorphed |
25125 Otiluke's Resilient Sphere |
25126 Nauseated |
25127 Ghost Armor |
25128 Glitterdust |
25129 Webbed |
25130 Unconscious |
25131 Mental Combat |
25132 Physical Mirror |
25133 Repulse Undead |
25134 Chaotic Commands |
25135 Draw Upon Holy Might |
25136 Strength of One |
25137 Bleeding |
25138 Barbarian Rage |
25139 Boon of Lathander |
25140 Storm Shield |
25141 Enraged |
25142 Stunning Blow |
25143 Quivering Palm |
25144 Entangled |
25145 Grease |
25150 Spell Protection Dispelled |
25151 Specific Protection Dispelled |
25152 Protection From Illusions removed |
25153 Magic Attack Canceled |
25154 Divination Attack Canceled |
25155 Conjuration Dispelled |
25156 Combat Protections Dispelled |
25157 Contingency Removed |
25158 Battleground Effects Removed |
25159 Offensive Damage Dispelled |
25260 Disabling Effects Removed |
25261 Combination Spell Removed |
25262 Non-Combat Spell Removed |
25263 Abjuration Spell Dispelled |
25264 Conjuration Spell Dispelled |
25265 Divination Spell Dispelled |
25266 Enchantment Dispelled |
25267 Illusion Dispelled |
25268 Invocation Dispelled |
25269 Necromantic Spell Dispelled |
25270 Transmutation Dispelled |
25271 Generalist Spell Dispelled |
25272 Beregost |
25273 Black Isle Logo |
25274 Sunrise movie |
25275 Sunset movie |
25276 BioWare Logo |
25277 Beregost |
25278 Black Isle logo movie |
25279 Black Isle logo movie |
25280 Bioware logo movie |
25281 Beregost |
25282 Death |
25283 End Movie |
25284 End Movie |
25285 Asylum movie |
25286 Underdark movie |
25287 Suldanessellar movie |
25288 Hell movie |
25289 Infinity Engine movie |
25290 [Movie]Baldur's Gate: Enhanced Edition Introduction |
25291 Introduction movie |
25292 Resting Outside |
25293 Resting in Dungeon |
25294 Resting at Inn |
25295 WOTC Logo |
25296 WOTC Logo |
25297 Throne of Bhaal Intro Movie |
25298 berserker |
25299 wizard slayer |
25300 kensai |
25301 cavalier |
25302 inquisitor |
25303 undead hunter |
25304 archer |
25305 stalker |
25306 beast master |
25307 assassin |
25308 bounty hunter |
25309 swashbuckler |
25310 blade |
25311 jester |
25312 skald |
25313 totemic druid |
25314 shapeshifter |
25315 avenger |
25316 priest of talos |
25317 priest of helm |
25318 priest of lathander |
25319 abjurer |
25320 conjurer |
25321 diviner |
25322 enchanter |
25323 illusionist |
25324 invoker |
25325 necromancer |
25326 transmuter |
25327 wild mage |
25328 barbarian |
25329 Berserker |
25330 Wizard Slayer |
25331 Kensai |
25332 Cavalier |
25333 Inquisitor |
25334 Undead Hunter |
25335 Archer |
25336 Stalker |
25337 Beast Master |
25338 Assassin |
25339 Bounty Hunter |
25340 Swashbuckler |
25341 Blade |
25342 Jester |
25343 Skald |
25344 Totemic Druid |
25345 Shapeshifter |
25346 Avenger |
25347 Priest of Talos |
25348 Priest of Helm |
25349 Priest of Lathander |
25350 Abjurer |
25351 Conjurer |
25352 Diviner |
25353 Enchanter |
25354 Illusionist |
25355 Invoker |
25356 Necromancer |
25357 This spell heals the character by 27 Hit Points. |
25358 This spell heals the character of all injuries, diseases, and blindness. It can also dispel feeblemind and cure mental disorders. |
25359 Resurrection returns a character to life and heals him/her of all wounds. |
25360 This spell restores life energy back to an energy drained character (all drained levels are restored). Greater Restoration also dispels feeblemind and fully heals the character. |
25361 WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds. Advantages: – Each successful hit bestows a 25% cumulative chance of spell failure on the target. – +1% Magic Resistance per level. Disadvantages: – May not use any magic items apart from weapons and armor. |
25362 KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) Advantages: – +2 bonus to Armor Class. – +1 to hit and damage rolls every 3 levels. – -1 bonus to Speed Factor every 4 levels. – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. KAI: All successful attacks within the next 10 seconds deal maximum damage. Disadvantages: – May not wear any armor. – May not use missile weapons. – May not wear gauntlets or bracers. – Alignment restricted to any non-chaotic. |
25363 CAVALIER: This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons. Advantages: – +3 bonus to hit and damage rolls against all fiendish and draconic creatures. – May cast Remove Fear once per day per level. – Immune to charm, fear, poison, and morale failure. – 20% resistance to fire and acid. Disadvantages: – May not use missile weapons. |
25364 INQUISITOR: The Inquisitor has dedicated <PRO_HISHER> life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and <PRO_HISHER> god has provided <PRO_HIMHER> with special abilities toward that end. Advantages: – May cast Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. – May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. – Immune to hold and charm. Disadvantages: – May not turn undead. – May not use the Lay On Hands ability. – May not cast priest spells. |
25365 UNDEAD HUNTER: This holy avenger has honed <PRO_HISHER> abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Advantages: – +3 bonus to hit and damage rolls against undead creatures. – Immune to hold and level drain. Disadvantages: – May not use Lay On Hands ability. |
25366 ARCHER: The Archer is the epitome of skill with the bowâ€â€the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor. Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter. CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. – May not use the Charm Animal ability. |
25367 STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Advantages: – +20% to Move Silently and Hide In Shadows. – May use Backstab ability, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17+: x4 – 12th level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection. Disadvantages: – May not wear armor heavier than studded leather. |
25368 BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, <PRO_HESHE> maintains a natural affinity for animals; they are <PRO_HISHER> friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages: – +15% to Move Silently and Hide In Shadows. – May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion. – 8th level: May cast Animal Summoning I. – 10th level: May cast Animal Summoning II. – 12th level: May cast Animal Summoning III. Disadvantages: – May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). – May not wear armor heavier than studded leather. |
25369 ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task. Advantages: – +1 bonus to hit and damage rolls. – Backstab ability reaches x7 multiplier instead of capping at x5. (Note: This cap is not reached until higher levels, which can only be attained in Baldur's Gate II: Enhanced Edition.) – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) Disadvantages: – May only distribute 15 skill points per level among thieving skills. |
25370 BOUNTY HUNTER: This is a hunter of men, skilled in tracking quarry and bringing them back aliveâ€â€whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average Thief. Advantages: – +15% bonus to Set Traps. – May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies. 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st level: Mazes the target. Disadvantages: – May only distribute 20 skill points per level among thieving skills. |
25371 SWASHBUCKLER: This rogue is part acrobat, part swords<PRO_MANWOMAN>, and part wit: the epitome of charm and grace. Advantages: – +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels. – +1 bonus to hit and damage rolls every 5 levels. – May Specialize (two slots) in any melee weapon available to Thieves. – May place 3 slots into Two-Weapon Style. Disadvantages: – May not use Backstab ability. |
25372 BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. Advantages: – May place 3 slots in Two-Weapon Style. – May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter. OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. Disadvantages: – Only has one half the normal Lore value. – Only has one half the normal Pick Pockets skill. |
25373 JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly. Advantages: – The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: 1st level: Enemies must save vs. Spell with a +2 bonus or be confused. 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconscious, and must save vs. Spell or be slowed. Disadvantages: – None. |
25374 SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits. Advantages: – +1 bonus to hit and damage rolls. – The Skald's song is different from the typical Bard's and varies with level: 1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. Disadvantages: – Only has one quarter the normal Pick Pockets score. |
25375 TOTEMIC DRUID: This Druid closely identifies with a particular animal, an animal that <PRO_HESHE> feels represents <PRO_HISHER> spirit. This grants <PRO_HIMHER> a special connection to the animal kingdom, and <PRO_HESHE> is able to call upon their spirits to aid <PRO_HIMHER>. Advantages: – May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. Disadvantages: – Cannot use shapeshift. |
25376 SHAPESHIFTER: This Druid is not called Shapeshifter because <PRO_HESHE> has access to a great variety of forms, but rather because of <PRO_HISHER> complete dedication to a single alternate form. This Druid has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The creature <PRO_HESHE> becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter. – 13th level: May shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms. |
25377 AVENGER: A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does notâ€â€additional abilities that have been earned through extensive rituals, a process that is very physically draining. Advantages: – May Shapeshift into the form of a sword spider, baby wyvern, and fire salamander in addition to the normal shapeshifting abilities. – 19th level: Gains an additional use of Shapeshift. (Note: This level can only be attained in Baldur's Gate II: Enhanced Edition.) – Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below: 1st level: Chromatic Orb. 2nd level: Web. 3rd level: Lightning Bolt. 4th level: Improved Invisibility. 5th level: Chaos. 6th level: Chain Lightning. Disadvantages: – May not wear heavier armor than leather. – Incurs a -2 penalty to Strength and Constitution. |
25378 PRIEST OF TALOS: Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land. Advantages: – May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles. Disadvantages: – Alignment restricted to neutral evil, chaotic evil, and chaotic neutral. |
25379 PRIEST OF HELM: Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. Advantages: – May cast True Sight once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Seeking Sword once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. Disadvantages: – Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral. |
25380 PRIEST OF LATHANDER: Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. Advantages: – May cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. Disadvantages: – Alignment restricted to lawful good, neutral good, chaotic good, and true neutral. |
25381 ABJURER: A Mage who specializes in protective magics. Opposition School: Alteration. |
25382 CONJURER: A Mage who specializes in creating creatures and objects to assist him. Opposition School: Divination. |
25383 DIVINER: A Mage who specializes in detection and divining magics. Opposition School: Conjuration/Summoning. |
25384 ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings. Opposition School: Invocation/Evocation. |
25385 ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead. Opposition School: Necromancy. |
25386 INVOKER: A Mage who specializes in the manipulation of raw and elemental energies. Opposition School: Enchantment/Charm. |
25387 NECROMANCER: A Mage who specializes in magic dealing with death. Opposition School: Illusion. |
25388 TRANSMUTER: A Mage who specializes in magic that alters physical reality. Opposition School: Abjuration. |
25389 WILD MAGE: Wild magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard. Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution. Every time a Wild Mage casts a spell, there is a 5% chance that the spell explodes in a wild surge. A wild surge produces some entirely random magical effect. A percent chance is rolled to determine the effect; higher rolls are usually better than lower rolls. A Wild Mage's casting level also varies slightly whenever <PRO_HESHE> casts a spellâ€â€anywhere between five levels lower and five levels higher than the Wild Mage's true level. There are also three spells available to the Wild Mage and ONLY the Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer, and Improved Chaos Shield. With the exception of Nahal's Reckless Dweomer, each of these spells is included in the Wild Mage's spellbook for free. |
25390 BARBARIAN: A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw <PRO_HIMHER>self into a berserker rage, becoming a tougher and stronger opponent. CLASS FEATURES: – May not wear armor heavier than splint mail. – May not exceed Specialization (two slots) with any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – Moves 2 points faster than other characters. – Immune to backstab. – May use the Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. – 11th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15 and 19. – Hit Die: d12 |
25391 No, I'm sorry. None of them sound familiar. |
25392 No, I'm sorry. None of them sound familiar. |
25393 No, I'm sorry. None of them sound familiar. |
25394 No, I'm sorry. None of them sound familiar. |
25395 No, I'm sorry. None of them sound familiar. |
25396 No, I'm sorry. None of them sound familiar. |
25397 No, I'm sorry. None of them sound familiar. |
25398 No, I'm sorry. None of them sound familiar. |
25399 No, I'm sorry. None of them sound familiar. |
25400 No, I'm sorry. None of them sound familiar. |
25401 No, I'm sorry. None of them sound familiar. |
25402 No, I'm sorry. None of them sound familiar. |
25403 No, I'm sorry. None of them sound familiar. |
25404 No, I'm sorry. None of them sound familiar. |
25405 No, I'm sorry. None of them sound familiar. |
25406 No, I'm sorry. None of them sound familiar. |
25407 Myself |
25408 The spell targets the caster. |
25409 Last Hit By |
25410 The spell targets the last person who hit the caster. |
25411 Nearest Enemy |
25412 The spell targets the nearest enemy. |
25413 Hit |
25414 When any creature hits the spellcaster for damage. |
25415 See Enemy |
25416 The caster sights an enemy. |
25417 Hitpoints at 50% |
25418 The caster's hitpoints are at 50% |
25419 Hitpoints at 25% |
25420 The caster's hitpoints are at 25% |
25421 Hitpoints at 10% |
25422 The caster's hitpoints are at 10% |
25423 Helpless |
25424 When the caster has been rendered helpless (i.e. charmed, dominated, confused, stunned, asleep, etc.). |
25425 Poisoned |
25426 When the caster is poisoned. |
25480 THIEF CONTROLLED: |
25481 This script will allow a Thief to either use <PRO_HISHER> Find Traps skill or <PRO_HISHER> Hide in Shadows skill whenever <PRO_HESHE> is idle. By default the Thief will search for traps when there are no enemies nearby. Pressing the "D" key toggles this setting and causes the Thief to attempt to hide in shadows as long as there are no enemies in <PRO_HISHER> line of sight. Note that the Thief won't attack opponents nor defend <PRO_HIMHER>self while either of these skills is in use. Pressing the "V" key toggles this setting and causes the Thief to stop using <PRO_HISHER> skills and start attacking the nearest enemy. (<script>) |
25482 Attempting to hide in shadows |
25483 Searching for traps |
25484 BARD CONTROLLED: |
25485 This script will allow a Bard to sing <PRO_HISHER> bard song whenever <PRO_HESHE> is idle. By default, the Bard will only sing when enemies are nearby and stop once they are out of <PRO_HISHER> line of sight. Pressing the "D" key toggles this setting and causes the Bard to sing constantly, regardless of enemy presence. Note that the Bard won't attack opponents or defend <PRO_HIMHER>self while singing the bard song. Pressing the "V" key toggles this setting and causes the Bard to stop singing and start attacking the nearest enemy. (<script>) |
25486 Singing constantly if idle |
25487 Singing only during combat |
25488 Attacking enemies |
25489 Not attacking enemies |
25490 Singing only when not in combat |
25491 CLERIC CONTROLLED: |
25492 This script will allow a Cleric or a Paladin to turn undead whenever <PRO_HESHE> is idle. By default the character will only use turning when undead opponents are nearby and stop once they are out of <PRO_HISHER> line of sight. Pressing the "D" key toggles this setting and causes the character to turn undead constantly, regardless of enemy presence. Note that the character won't attack opponents nor defend <PRO_HIMHER>self while turning undead. Pressing the "V" key toggles this setting and causes the character to stop turning undead and start attacking the nearest enemy. Pressing the "V" key a second time causes the character to attack any non-undead creatures on sight and automatically switch to turning whenever an undead creature is encountered. (<script>) |
25493 Turning Undead constantly if idle |
25494 Turning Undead only when undead opponents are nearby |
25495 Healing allies only when not in combat |
25496 Healing allies even during combat |
25497 Not healing allies |
25498 Attacking only when no undead opponents are nearby |
25501 Skull |
25502 Gem Bag |
25503 Gem Bag |
25504 This small bag is ideally suited for holding gems. STATISTICS: Weight: 2 |
25505 Scroll Case |
25506 Scroll Case |
25507 This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightningâ€â€common hazards faced by any adventuring wizard. STATISTICS: Weight: 2 |
25508 Potion Case |
25509 Potion Case |
25510 Typically carried by traveling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel. STATISTICS: Weight: 2 |
25511 Balor |
25512 Balor |
25513 Greater Basilisk |
25514 Greater Basilisk |
25515 Lesser Basilisk |
25516 Lesser Basilisk |
25517 Mountain Bear |
25518 Mountain Bear |
25519 Beholder |
25520 Beholder |
25521 Berserk Warrior |
25522 Berserk Warrior |
25523 Black Blade of Disaster |
25524 Black Blade of Disaster |
25525 Boots |
25526 Worn Whispers |
25527 Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4 |
25528 Boots of Stealth: Worn Whispers In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Equipped abilities: – Move Silently: +20% – Hide In Shadows: +15% Weight: 4 |
25529 Cespenar |
25530 Cespenar |
25531 Run, Cespenar, run!! |
25532 No hurts! No hurts, please!! |
25534 Ooo! Shiny ones!! |
25535 Cespenar is good servant, oh yes! |
25538 Bracers |
25539 Gloves of Missile Snaring |
25540 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. |
25541 Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing. STATISTICS: Equipped abilities: – Armor Class: +2 vs. missile attacks Weight: 2 |
25542 Mutated Crawler |
25543 Mutated Crawler |
25544 Panther |
25545 Panther |
25546 Lion |
25547 Lion |
25548 Joolon |
25549 Joolon |
25550 Chain Mail |
25551 Elven Chain Mail |
25552 The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions. STATISTICS: Equipped abilities: – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Hide In Shadows: -10% – Spellcasting is not disabled Armor Class: 5 (3 vs. slashing, 7 vs. crushing) Requires: 5 Strength Weight: 7 |
25553 Cause Critical Wounds |
25554 Deck of Many Things |
25555 Deck of Many Things |
25556 Demon Knight |
25557 Demon Knight |
25558 Death Shade |
25559 Death Shade |
25560 Thief |
25561 Thief |
25562 Speak, if ye will. |
25563 Must... return to the shadows! |
25564 Beg for death and I'll make it quick! |
25567 Explain your intent, and make it good! |
25568 Is there something you seek? |
25569 Fire Elemental |
25570 Fire Elemental |
25571 <NO TEXT> |
25572 Fighter |
25573 Fighter |
25574 What can it be now? |
25575 I'll wipe your filthy lineage right out of the realms. |
25576 You deserve no less than death, and no more. |
25579 Let us speak and be done with this! |
25580 Glabrezu |
25581 Glabrezu |
25582 Nabassu |
25583 Nabassu |
25584 Marilith |
25585 Marilith |
25587 No! Nooo! I must be away! |
25588 I shall enjoy gutting you like the dog you are... |
25589 Your death lies here, fool! |
25595 This is your end, I assure you. |
25596 Cambion |
25597 Cambion |
25598 Pit Fiend |
25599 Pit Fiend |
25600 Succubus |
25601 Succubus |
25602 Now the time has come for you to pay... |
25605 Death will only be the beginning for you... |
25606 Fallen Deva |
25607 Fallen Deva |
25608 Deva |
25609 Deva |
25610 Djinni |
25611 Djinni |
25612 Astral Hound |
25613 Astral Hound |
25614 Attack |
25615 Attack |
25616 Efreeti |
25617 Efreeti |
25618 Air Elemental |
25619 Air Elemental |
25620 Greater Earth Elemental |
25621 Greater Earth Elemental |
25622 Earth Elemental |
25623 Earth Elemental |
25624 Chan |
25625 Chan |
25626 Sunnis |
25627 Sunnis |
25628 Zaaman Rul |
25629 Zaaman Rul |
25630 Mace |
25631 Mace +3 |
25632 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies: Some are spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1d6+1 (crushing) Speed Factor: 7 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 10 |
25633 This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects. STATISTICS: Weight: 0 |
25634 Morning Star |
25635 Morning Star +3 |
25636 The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2d4 (crushing) Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 12 |
25637 Quarterstaff |
25638 Quarterstaff +3 |
25639 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
25640 Long Sword |
25641 Long Sword +3 |
25642 These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
25643 Short Sword |
25644 Short Sword +3 |
25645 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1d6 (piercing) Speed Factor: 3 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 |
25646 Battle Axe |
25647 Battle Axe +3 |
25648 Cat |
25649 Cat |
25650 Familiar |
25651 Familiar |
25652 This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. STATISTICS: Hit Points: 12 Armor Class: 2 Magic Resistance: 35% Combat: 2 attacks per round at 15 THAC0 for 1d3 damage Special Abilities: – 15% Pick Pockets – 65% Move Silently/Hide In Shadows – Immune to level drain, sleep, and petrification Weight: 1 |
25653 Dust Mephit |
25654 Dust Mephit |
25655 This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast the spell Glass Dust twice per day to assist its master. STATISTICS: Hit Points: 12 Armor Class: 8 Magic Resistance: 10% Combat: 2 attacks per round at 15 THAC0 for 1d2 damage Special Abilities: – 35% resistance to slashing, piercing, and missile damage – 100% resistance to fire – Can cast Glass Dust twice per day (all enemies in a 30-ft. radius must save vs. Breath or have their AC penalized by 4 and their THAC0 by 2 for 30 seconds) – Regenerates 1 HP/round – Immune to level drain, sleep, and petrification Weight: 1 |
25656 Fairy Dragon |
25657 Fairy Dragon |
25658 This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. STATISTICS: Hit Points: 12 Armor Class: 6 Magic Resistance: 25% Combat: 2 attacks per round at 15 THAC0 for 1d2 damage Special Abilities: – Can cast Mirror Image once per day – Immune to level drain, sleep, and petrification Weight: 1 |
25659 Ferret |
25660 Ferret |
25661 This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magically made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. STATISTICS: Hit Points: 12 Armor Class: 2 Magic Resistance: 35% Combat: 2 attacks per round at 15 THAC0 for 1d3 damage Special Abilities: – 50% Pick Pockets – 25% Hide in Shadows/Move Silently – 20% Detect Traps – Can cast Blur once per day – Immune to level drain, sleep, and petrification Weight: 1 |
25662 Imp |
25663 Imp |
25664 This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. STATISTICS: Armor Class: 4 Hit Points: 9 Magic Resistance: 15% Combat: 1 attack per round at 17 THAC0 for 1d6 damage Special Abilities: – 100% resistance to fire, cold, and electricity – Can cast Polymorph Self once per day – Regenerates 1 HP/round Weight: 1 |
25665 Ring |
25666 Ring of Invisibility |
25667 Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around <PRO_HIMHER>, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on <PRO_HIMHER>self and fellow party members. And if <PRO_HESHE> attacks, <PRO_HESHE> immediately becomes visible, although the invisibility enables <PRO_HIMHER> to attack first. |
25668 Pseudo Dragon |
25669 Pseudo Dragon |
25670 This is your familiar, a pseudo dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick... It does not do much damage in combat, but its magical claws are able to render some enemies unconscious. It is also quite resistant to magical spells. It can also cast Blur. STATISTICS: Hit Points: 12 Armor Class: 0 Magic Resistance: 35% Combat: 2 attacks per round at 15 THAC0 for 1d3 damage Special Abilities: – Can cast Blur once per day – Regenerates 1 HP/round – Immune to level drain, sleep, and petrification Weight: 1 |
25671 Quasit |
25672 Quasit |
25673 This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. STATISTICS: Hit Points: 12 Armor Class: 4 Magic Resistance: 15% Combat: 2 attacks per round at 15 THAC0 for 1d6 damage Special Abilities: – 100% resistance to fire, cold, and electricity – Can cast Horror once per day – Regenerates 1 HP/round Weight: 1 |
25674 Rabbit |
25675 Rabbit |
25676 This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat... and has been augmented by magic to become quite resistant to physical harm as well as spells. The rabbit also has a keen nose for sniffing out traps on behalf of its master. STATISTICS: Hit Points: 12 Armor Class: 3 Magic Resistance: 45% Combat: 2 attacks per round at 15 THAC0 for 1d2 damage Special Abilities: – 20% Move Silently/Hide In Shadows – 40% Find Traps – 75% resistance to fire, cold, and electricity Weight: 1 |
25677 Fire Seed |
25678 Fire Seed |
25679 Created by the Fire Seeds spell. When thrown at opponents, they explode into small fireballs that do 2d8 points of damage to everyone within a 15-ft. radius. STATISTICS: Damage: 2d8 (Save vs. Spell for half) Weight: 0 |
25680 Skeleton |
25681 Skeleton |
25682 Shambling Mound |
25683 Shambling Mound |
25684 Hakeashar |
25685 Hakeashar |
25686 Harm |
25687 Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 30-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. |
25688 Helmet |
25689 Helmet |
25690 This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
25691 This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 |
25692 Myconid |
25693 Myconid |
25694 Amulet |
25695 Greenstone Amulet |
25696 Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time. STATISTICS: Weight: 1 |
25697 The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection. STATISTICS: Charge abilities: – This amulet confers the wearer protection against charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind, much like the 8th-level wizard spell Mind Blank. However, the protection effect uses one charge each time it is used and will only last for 1 turn. Weight: 1 |
25698 Mustard Jelly |
25699 Mustard Jelly |
25700 Fireshield (Blue) |
25701 Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. |
25702 Kobold Captain |
25703 Kobold Captain |
25704 Yap! Grrr grr... yip yip yip yap! Look, we don't speak Common, all right?! *snarl* Yip yip yap! |
25705 Thorns |
25706 Daer'Ragh's Mental Agility |
25707 This spell quickens the thought processes of the caster, actually allowing <PRO_HIMHER> to cast spells faster. |
25708 Daer'Ragh's Physical Agility |
25709 This spell quickens the caster's reflexes, enabling faster and more effective combat. |
25710 Daer'Ragh's Aura Cleansing |
25711 The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting. |
25712 The MDK2 Spell |
25713 This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell. |
25714 Melf's Minute Meteor |
25715 Melf's Minute Meteor |
25716 This glowing meteor was created with the spell Melf's Minute Meteors. STATISTICS: Equipped abilities: – Sets attacks per round to 5 THAC0: +5 Damage: 1d4+3, +3 fire damage Damage type: Missile Speed Factor: 0 Weight: 0 |
25717 Fist |
25718 Mind Flayer |
25719 Mind Flayer |
25720 Project Image |
25721 Poison Mist |
25722 Poison Mist |
25724 Mordenkainen's Sword |
25725 Mordenkainen's Sword |
25726 Nishruu |
25727 Nishruu |
25728 Nymph |
25729 Nymph |
25730 Ogre Berserker |
25731 Ogre Berserker |
25732 Ogre Mage |
25733 Ogre Mage |
25734 Phantom Blade |
25735 Phantom Blade |
25736 Fallen Planetar |
25737 Fallen Planetar |
25738 Planetar |
25739 Planetar |
25740 Halberd |
25741 Halberd +1 |
25742 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: THAC0: +1 Damage: 1d10+1, +1 fire damage Damage type: Piercing Speed Factor: 8 Proficiency Type: Halberd Type: Two-handed Weight: 14 |
25743 Fire Salamander |
25744 Fire Salamander |
25745 Spear |
25746 Spear |
25747 Baby Wyvern |
25748 Baby Wyvern |
25749 Genie |
25750 Genie |
25751 Rabbit Ring |
25752 Edventar's Gift |
25753 A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. STATISTICS: Weight: 0 |
25754 Ring of Free Action: Edventar's Gift This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells. Weight: 0 |
25755 Scroll |
25756 Invisibility, 10' Radius |
25757 Invisibility, 10' Radius (Illusion/Phantasm) Level: 3 Range: 0 Duration: Special Casting Time: 9 Area of Effect: 20-ft. radius Saving Throw: None This spell causes all creatures within 20 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first. |
25758 Cause Serious Wounds |
25759 Aerial Servant |
25760 Aerial Servant |
25761 Shocking Grasp |
25762 Devil Shade |
25763 Devil Shade |
25764 Shadow |
25765 Shadow |
25766 Spiritual Hammer |
25767 Spiritual Hammer |
25768 Shade Wolf |
25769 Shade Wolf |
25770 Iron Golem |
25771 Iron Golem |
25772 Troll |
25773 Troll |
25774 Greater Wolfwere |
25775 Greater Wolfwere |
25776 Club |
25777 Club |
25778 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
25779 Buckler |
25780 Buckler +1 |
25781 A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Equipped abilities: – Armor Class: +1 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 2 |
25782 A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 2 |
25783 Skeleton Warrior |
25784 Skeleton Warrior |
25785 Two-handed Sword |
25786 Two-handed Sword +1 |
25787 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1d10 (slashing) Speed Factor: 10 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15 |
25788 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 9 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 12 |
25789 Slay Living |
25790 Slayer Shadow |
25791 Slayer Shadow |
25792 Vortex Spider |
25793 Vortex Spider |
25794 Searing Orb |
25795 Searing Orb |
25796 This stone was created with the spell Sol's Searing Orb. STATISTICS: Combat abilities: – Blinds living target for 1d6 rounds (Save vs. Spell negates) – Blinds undead target for 12 rounds (Save vs. Spell for 6 rounds) THAC0: +3 Damage: 6d6 fire damage vs. living (Save vs. Spell for half), 12d6 fire damage vs. undead (Save vs. Spell for 9d6) Speed Factor: 0 Weight: 0 |
25797 Chain Lightning |
25798 Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from <PRO_HISHER> fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes <PRO_HISHER> Saving Throw vs. Spell). |
25799 Called Shot |
25800 Kai |
25801 Barbarian Rage |
25802 One Level Drained |
25803 Two Levels Drained |
25804 Three Levels Drained |
25805 Four Levels Drained |
25806 Five Levels Drained |
25807 Confused |
25808 Lay On Hands |
25809 Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying <PRO_HISHER> hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will healâ€â€or can be curedâ€â€just as any normal injury. |
25810 Healed |
25811 Detect Evil |
25812 Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 60-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. |
25813 Protection From Evil |
25814 Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. |
25815 Protected from Evil |
25816 Remove Fear |
25817 Panic |
25818 Panic |
25819 Dispel Magic |
25820 Dispel Effects |
25821 True Sight |
25822 True Seeing |
25823 True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 235-ft. radius Saving Throw: None Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 235-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. |
25824 Protection From Evil, 10' Radius |
25825 Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, all creatures within a 10-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. |
25826 Charm Animal |
25827 Charm Person or Mammal (Enchantment/Charm) Level: 2 Sphere: Animal Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails <PRO_HISHER> Saving Throw (with a +3 modifier), <PRO_HESHE> regards the caster as a trusted friend and ally to be heeded and protected. The caster may give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> is charmed. |
25828 Enrage |
25829 When the berserk state ends, the character will take 15 points of damage. |
25830 The berserk state has ended. The character now loses the extra 15 Hit Points previously gained. If the character is below 15 Hit Points, he or she will be knocked unconscious. |
25831 Find Familiar |
25832 Snare – here |
25833 Set Snare |
25834 Set Special Snare |
25835 Special Snare |
25836 Poison Weapon |
25837 Offensive Spin |
25838 Spin already active. |
25839 Defensive Spin |
25840 Shapeshift: Brown Bear |
25841 Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature <PRO_HESHE> touches. |
25842 Shapeshift: Wolf |
25843 Shapeshift: Black Bear |
25844 Summon Spirit Animal |
25845 Shapeshift: Spider |
25846 Shapeshift: Baby Wyvern |
25847 Shapeshift: Fire Salamander |
25848 Charm Person or Mammal |
25849 Shapeshift: Werewolf |
25850 Shapeshift: Greater Werewolf |
25851 Storm Shield |
25852 Lightning Bolt |
25853 Seeking Sword |
25854 Boon of Lathander |
25855 Hold Undead |
25856 Slowed |
25857 Stunning Blow |
25858 Quivering Palm |
25859 Chromatic Orb |
25860 Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. |
25861 Blindness |
25862 Stun |
25863 Petrified |
25864 Web |
25865 Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 30 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. |
25866 Held |
25867 Lightning Bolt (Evocation) Level: 3 Range: 120 ft. + 30 ft./level Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. |
25868 Improved Invisibility |
25869 Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale tracesâ€â€a shimmeringâ€â€allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made <PRO_HISHER> presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard. |
25870 Invisible |
25871 Chaos |
25872 Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, <PRO_HESHE> does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, <PRO_HESHE> receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast. |
25873 Spear +2 |
25874 One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1d6 (piercing) Speed Factor: 6 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 |
25875 One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shamans would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents. STATISTICS: THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 4 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3 |
25876 Kitthix |
25877 Kitthix |
25878 Giant Spider |
25879 Giant Spider |
25880 Phase Spider |
25881 Phase Spider |
25882 Sword Spider |
25883 Sword Spider |
25884 Druid Polymorph |
25885 This is not a spell, but rather a druid's innate ability. It enables the druid to polymorph into a bear. |
25886 Cure Light Wounds |
25887 Slow Poison |
25888 Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. |
25889 Draw Upon Holy Might |
25890 Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon <PRO_HISHER> god to grant <PRO_HIMHER> power for a short period. When <PRO_HESHE> does this, <PRO_HISHER> Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have <PRO_HISHER> abilities raised by 1, while a 12th-level caster would have <PRO_HISHER> abilities raised by 4. |
25891 Strength Modification |
25892 Larloch's Minor Drain |
25893 Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to <PRO_HISHER> own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over <PRO_HISHER> maximum Hit Point total with this spell, <PRO_HESHE> loses any extra Hit Points after 1 turn. |
25894 Horror |
25895 Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. |
25896 Vampiric Touch |
25897 Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another. |
25898 A vampiric touch spell is already active. |
25899 Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect. |
25900 Spiritual Hammer |
25901 Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon <PRO_HISHER> deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which <PRO_HESHE> can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus). |
25902 Summon Dread Wolf |
25903 Summon Ghast |
25904 Create Poisoned Arrows |
25905 Berserk |
25906 Invisibility |
25907 Invisible |
25908 Charm Person |
25909 Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. |
25910 Shapeshift: Natural Form |
25911 Shapechange: Mind Flayer |
25912 Shapechange: Iron Golem |
25913 Shapechange: Giant Troll |
25914 Shapechange: Greater Wolfwere |
25915 Shapechange: Fire Elemental |
25916 Shapechange: Earth Elemental |
25917 Breathe Fireball |
25918 Vortex Web |
25919 Pocket Plane |
25921 Teleport |
25922 Flame Blade |
25923 Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: Special Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from <PRO_HISHER> hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it. |
25924 Level Drain |
25925 End Slayer Change |
25926 Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. |
25927 Cloudkill |
25928 Wandering Horror |
25929 Invoke Courage |
25930 Sir Anomen |
25931 Heal |
25932 Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. |
25933 Deathsong |
25934 Wail of the Banshee |
25935 Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. |
25936 Lower Fire Resistance |
25937 Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of <PRO_HISHER> enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4. |
25938 Web Tangle |
25939 True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 235-ft. radius Saving Throw: None Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 235-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. |
25940 Magic Missile |
25941 Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missileâ€â€<PRO_HESHE> has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. |
25942 Protection From Magical Weapons |
25943 Protection From Magical Weapons (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. |
25944 Protected from Magical Weapons |
25945 Cannot cast other protection spells on a character with Protection From Magical Weapons. |
25946 Create Shadows |
25947 Plant Growth |
25948 Summon Insects |
25949 Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 3 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, <PRO_HESHE> calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, <PRO_HESHE> must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time. |
25950 Black Dragon Breath |
25951 Silence, 15' Radius |
25952 Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. |
25953 Silence |
25954 Stoneskin |
25955 Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon <PRO_HIMHER>self, an outer skin of stone will move up from the ground, completely covering <PRO_HIMHER>. This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against <PRO_HIMHER>, but the 6th would affect <PRO_HIMHER> normally. The skins will remain on the wizard until <PRO_HESHE> is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball. |
25956 Wing Buffet |
25957 Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. |
25958 Moon Dog Sight |
25959 Mirror Image |
25960 Mirror Imaged |
25961 Healing Lick |
25962 Troll Death |
25963 Fireball |
25964 Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast itâ€â€1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points <PRO_HISHER> finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. |
25965 Spawn Demons |
25966 Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. |
25967 Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 30-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. |
25968 Confusion |
25969 Confusion (Enchantment/Charm) Level: 7 Sphere: Chaos Range: Visual range of the caster Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 30-ft. radius Saving Throw: Neg. This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. |
25970 Spell Deflection |
25971 Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. |
25972 Protected by Spell Deflection |
25973 Ice Dust |
25975 Slayer Change |
25976 Meteor Swarm |
25977 Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, <PRO_HESHE> calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteorsâ€â€whether friend or foeâ€â€will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in <PRO_HISHER> use of this spell. |
25978 great druid |
25979 Great Druid |
25980 Dragon Rain |
25981 Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 60-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. |
25982 Psionic Blast |
25983 Summon Fungus |
25984 Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. |
25985 Wish |
25986 Word Of Power |
25987 Charisma Increase |
25988 Constitution Increase |
25989 Dexterity Increase |
25990 Wisdom Increase |
25991 Intelligence Increase |
25992 Strength Increase |
25993 Maze |
25994 Maze (Conjuration/Summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target  Time trapped in maze under 3  2d4 turns 3 to 5  1d4 turns 6 to 8  5d4 rounds 9 to 11  4d4 rounds 12 to 14  3d4 rounds 15 to 17  2d4 rounds 18 and up  1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring <PRO_HIMHER> back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic. |
25995 Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. |
25996 Wild Magic Zone |
25997 Anti-Magic |
25998 Aura of Anti-Magic activated |
25999 Snake Gaze |
26000 Banishment |
26001 Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spellâ€â€Freedomâ€â€is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then <PRO_HESHE> will reappear exactly where <PRO_HESHE> was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw. |
26002 Imprisonment |
26003 Demilich Howl |
26004 Flame Strike |
26005 Pyschic Drain |
26006 Slayer Fear |
26007 Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points <PRO_HISHER> finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage. |
26008 <CHARNAME> can now change into the Slayer at will. |
26009 Death Curse |
26010 Lava burst |
26011 You can't use this ability until you have recovered from being the Slayer |
26012 You feel your control slipping... |
26013 Drow Transformation |
26014 Strength |
26015 Strength (Alteration) Level: 2 Range: Touch Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then <PRO_HISHER> Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then <PRO_HISHER> Strength will become 18/50 + original percentage. If <PRO_HISHER> Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more. |
26016 Strength Extra Modification |
26017 Strength of One |
26018 Haste |
26019 Hasted |
26020 Create Bruiser Mates |
26021 Silver Dragon Paralization |
26022 Silver Dragon Cone of Cold |
26023 Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. |
26024 Loses all Bhaal powers |
26025 Level Drain |
26026 has dropped an item. |
26027 Otiluke's Resilient Sphere |
26028 Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. |
26029 Rapture of the Father |
26030 Flesh to Stone |
26031 End Spell |
26032 Explosion |
26033 has become a shadow. |
26034 Vampire Fear |
26035 Domination |
26036 Change Chicken |
26037 Kamikaze Explosion |
26038 Demon Fear |
26039 Moon Dog Howl |
26040 Sleep |
26041 Sleep (Enchantment/Charm) Level: 1 Range: 60 ft. Duration: 5 rounds/level Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, <PRO_HESHE> causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 30-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss. |
26042 Shadow Dragon Breath |
26043 Red Dragon Breath |
26044 Dragon Fear |
26045 Repulse X |
26046 Gas Spore |
26047 Archer Protection |
26048 Zombie Change |
26049 Ego Whip |
26050 Stunned |
26051 Ballistic Attack |
26052 Detonate |
26053 Mimic Acid |
26054 Mimic Glue |
26055 Nether Spell |
26056 Mane Gas |
26057 Polymorph Other |
26058 Minor Spell Turning |
26059 Deathsong |
26060 Limited Wish |
26061 Partial cover |
26062 Full cover |
26063 Water Jet |
26064 Boiling Rain Storm |
26065 Mist Ball |
26066 Magma Ball |
26067 Sooty Ball |
26068 Salt Crystals |
26069 Glass Dust |
26070 Ice Shard |
26071 Color Spray |
26072 Flame Fan |
26073 Flame Jet |
26074 Stinking Cloud |
26075 Stone Spit |
26076 Breathes Grit |
26077 Blur |
26078 Blur |
26079 Power Word, Stun |
26080 Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. |
26081 Spellstrike |
26082 Breach |
26083 Mind Fog |
26084 Lower Resistance |
26085 Magic Resistance Lowered |
26086 Ruby Ray Of Reversal |
26087 Power Word, Kill |
26088 Phantasmal Killer |
26089 Trapped |
26090 Hell Hound Flame Breath |
26091 Burning Hands (Alteration) Level: 1 Range: 5 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from <PRO_HISHER> fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: <PRO_HISHER> thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. The target suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. A creature that successfully saves vs. Spell receives half damage. |
26092 Cure Serious Wounds |
26093 Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays <PRO_HISHER> hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. |
26094 Paralyzation Ray |
26095 Finger of Death |
26096 Air Elemental Whirlwind |
26097 Psionic Domination |
26098 Golem Slow |
26099 Golem Haste |
26100 Gas Cloud |
26101 Fear |
26102 Disintegrate |
26103 Slow |
26104 Cause Serious Wounds |
26105 Agannazar's Scorcher |
26106 Hold Person |
26107 Paralyze |
26108 Death Ray |
26109 Anti-Magic Ray |
26110 Death Gaze |
26111 Paralyze |
26112 Spirit Bear |
26113 Spirit Bear |
26114 Spirit Lion |
26115 Spirit Lion |
26116 Spirit Snake |
26117 Spirit Snake |
26118 Spirit Wolf |
26119 Spirit Wolf |
26120 Harper's Call |
26121 Harper's Call (Necromancy) Level: 5 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of <PRO_HISHER> life essence (10 Hit Points) to succesfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat. |
26122 Bless |
26123 Bless (Conjuration/Summoning) Level: 1 Sphere: All Range: 40 ft. Duration: 6 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 30-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). |
26124 Bless |
26125 Command |
26126 Command (Enchantment/Charm) Level: 1 Sphere: Charm Range: 90 ft. Duration: 1 round Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. |
26127 Entangle |
26128 Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 40-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. |
26129 Magical Stone |
26130 Magical Stone (Enchantment) Level: 1 Sphere: Combat Range: 50 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. |
26131 Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. |
26132 Sanctuary |
26133 Sanctuary (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 1 turn Casting Time: 4 Area of Effect: The caster Saving Throw: None When the priest casts a Sanctuary spell, it causes all of <PRO_HISHER> opponents to ignore <PRO_HISHER> existence as if <PRO_HESHE> were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless <PRO_HIMHER>self. The priest may not cast spells on other creatures without ending the spell. |
26134 Shillelagh |
26135 Shillelagh (Alteration) Level: 1 Sphere: Combat, Plant Range: 0 Duration: 4 rounds + 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents. |
26136 Armor of Faith |
26137 Armor of Faith (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of <PRO_HISHER> damage "absorbed" if protected by this spell. |
26138 Doom |
26139 Doom (Alteration) Level: 1 Sphere: Charm Range: 25 ft. Duration: 1 turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all <PRO_HISHER> rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell. |
26140 Doomed |
26141 Aid |
26142 Aid (Necromancy, Conjuration) Level: 2 Sphere: Necromantic Range: Touch Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than <PRO_HISHER> current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic. Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants <PRO_HIMHER> 5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If <PRO_HESHE> is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring <PRO_HIMHER> to <PRO_HISHER> original 8 Hit Points. |
26143 Aid |
26144 Barkskin |
26145 Barkskin |
26146 Chant |
26147 Chant (Conjuration/Summoning) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None By means of the Chant spell, the priest brings special favor upon <PRO_HISHER>self and <PRO_HISHER> party and causes harm to <PRO_HISHER> enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects. Multiple chants are not cumulative. |
26148 Chant |
26149 Find Traps |
26150 Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all trapsâ€â€concealed normally or magicallyâ€â€of magical or mechanical nature become apparent to <PRO_HIMHER>. Once each round, all of the traps within a 30-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices. |
26151 Goodberry |
26152 Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with <PRO_HIMHER>. Each berry restores 1 Hit Point when eaten. |
26153 Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 7.5 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 7.5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. |
26154 Know Alignment |
26155 Know Alignment (Divination) Level: 2 Sphere: Divination Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. |
26156 Detect Alignment |
26157 Resist Fire and Cold |
26158 Resist Fire and Cold (Alteration) Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. |
26159 Resist Cold |
26160 Resist Fire |
26161 Animate Dead |
26162 Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. |
26163 Call Lightning |
26164 Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 turn/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per turn. The spell has a duration of 1 turn every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. |
26165 Glyph of Warding |
26166 Glyph of Warding (Abjuration, Evocation) Level: 3 Sphere: Guardian Range: 60 ft. Duration: Permanent until discharged Casting Time: 9 Area of Effect: 25-ft. radius Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster. |
26167 Hold Animal |
26168 Hold Animal (Enchantment/Charm) Level: 3 Sphere: Animal Range: 35 ft. Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 7.5 ft. Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 7.5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
26169 Protection From Fire |
26170 Protection From Fire (Abjuration) Level: 3 Sphere: Protection, Elemental (Fire) Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources. |
26171 Protected from Fire |
26172 Remove Curse |
26173 Remove Curse (Abjuration) Level: 3 Sphere: Protection Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. |
26174 Remove Curse |
26175 Remove Paralysis |
26176 Remove Paralysis (Abjuration) Level: 3 Sphere: Protection Range: 150 ft. Duration: Permanent Casting Time: 6 Area of Effect: 25-ft. radius Saving Throw: None By the use of this spell, the priest can free all creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). |
26177 Invisibility Purge |
26178 Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: 0 Duration: Instant Casting Time: 8 Area of Effect: 235-ft. radius Saving Throw: None Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. |
26179 Dispel Invisible |
26180 Miscast Magic |
26181 Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. |
26182 Rigid Thinking |
26183 Rigid Thinking (Enchantment/Charm) Level: 3 Sphere: Law Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. |
26184 Rigid Thinking |
26185 Strength of One |
26186 Strength of One (Alteration) Level: 3 Sphere: Law Range: 0 Duration: 1 turn Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then <PRO_HISHER> Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal. |
26187 Holy Smite |
26188 Holy Smite (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 20-ft. radius Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round. |
26189 Unholy Blight |
26190 Unholy Blight (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 20-ft. radius Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds. |
26191 Cure Medium Wounds |
26192 Cure Medium Wounds (Necromancy) Level: 3 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying <PRO_HISHER> hand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will healâ€â€or can be curedâ€â€just as any normal injury. |
26193 Cure Disease |
26194 Cure Disease (Abjuration) Level: 3 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None By laying <PRO_HISHER> hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell. |
26195 Disease Cured |
26196 Zone of Sweet Air |
26197 Zone of Sweet Air (Abjuration) Level: 3 Sphere: Wards Range: 0 Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). |
26198 Summon Insects (Conjuration/Summoning) Level: 3 Sphere: Animal Range: 90 ft. Duration: 7 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to <PRO_HISHER> attack roll and a -2 penalty to <PRO_HISHER> Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure). |
26199 Animal Summoning I |
26200 Free Action |
26201 Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affects <PRO_HISHER> movement. This includes the effects of Web, Hold Person, Grease, and Entangle. |
26202 Neutralize Poison |
26203 Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. |
26204 Mental Domination |
26205 Mental Domination (Enchantment/Charm) Level: 4 Sphere: Thought Range: Visual range of the caster Duration: 8 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering <PRO_HISHER> mind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell. |
26206 Dominated |
26207 Defensive Harmony |
26208 Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 30-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to <PRO_HISHER> Armor Class. This lasts for 6 rounds or until dispelled. |
26209 Protection From Lightning |
26210 Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled. |
26211 Death Ward |
26212 Death Ward (Necromancy) Level: 4 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. |
26213 Call Woodland Beings |
26214 Call Woodland Beings (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 25 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires. |
26215 Poison |
26216 Poison (Necromancy) Level: 4 Range: 15 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected. |
26217 Holy Power |
26218 Holy Power (Evocation) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Through this spell, the caster imbues <PRO_HIMHER>self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00â€â€even if it is normally higherâ€â€<PRO_HISHER> THAC0 becomes that of a Fighter of the same level, and <PRO_HESHE> gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled. |
26219 Negative Plane Protection |
26220 Negative Plane Protection (Abjuration) Level: 4 Sphere: Protection, Necromantic Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane. |
26221 Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, <PRO_HESHE> only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. |
26222 Farsight |
26223 Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. |
26224 Cloak of Fear |
26225 Cloak of Fear (Conjuration) Level: 4 Sphere: Charm Range: 0 Duration: Instant Casting Time: 6 Area of Effect: The caster Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 3-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. |
26226 Lesser Restoration |
26227 Lesser Restoration (Necromancy) Level: 4 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and <PRO_HESHE> will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. |
26228 Animal Summoning II |
26229 Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). |
26230 Cure Critical Wounds |
26231 Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays <PRO_HISHER> hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. |
26232 Raise Dead |
26233 Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: Special When the priest casts a Raise Dead spell, <PRO_HESHE> can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic. |
26234 Iron Skins |
26235 Iron Skins (Alteration) Level: 5 Sphere: Elemental Range: 0 Duration: 12 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None When a Druid casts this powerful spell upon <PRO_HIMHER>self, an outer skin of iron will move up from the ground, completely covering <PRO_HIMHER>. This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against <PRO_HIMHER> but the 6th would affect <PRO_HIMHER> normally. The skins will remain on the Druid until <PRO_HESHE> is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect <PRO_HIMHER> from physical magical attacks such as Magic Missile. |
26236 Champion's Strength |
26237 Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Visual range of the caster Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spells is cast, the priest effectively draws on the strength of <PRO_HISHER> god and lends it to the target creature, in effect creating a champion. The target gains a bonus to <PRO_HISHER> THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and <PRO_HISHER> god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled. |
26238 Chaotic Commands |
26239 Chaotic Commands (Enchantment/Charm) Level: 5 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled. |
26240 Gulp! |
26241 Magic Resistance |
26242 Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. |
26243 Cause Critical Wounds |
26244 Cause Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, <PRO_HESHE> only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. |
26245 Slay Living |
26246 Slay Living (Necromancy) Level: 5 Sphere: Combat Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also, <PRO_HESHE> must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack. |
26247 Greater Command |
26248 Greater Command (Enchantment/Charm) Level: 5 Sphere: Charm Range: Visual range of the caster Duration: 1 round/level Casting Time: 1 Area of Effect: 20-ft. radius Saving Throw: Neg. As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball. |
26249 Righteous Magic |
26250 Righteous Magic (Alteration) Level: 5 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming <PRO_HIMHER> into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled. |
26251 Mass Cure |
26252 Mass Cure (Necromancy) Level: 5 Sphere: Healing Range: 0 Duration: Permanent Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: None When casting this spell, the priest must picture the faces of <PRO_HISHER> fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 30-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will healâ€â€or can be curedâ€â€just as any normal injury. |
26253 Repulse Undead |
26254 Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. |
26255 Pixie Dust |
26256 Pixie Dust (Illusion/Phantasm) Level: 5 Sphere: Combat Range: 0 Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None This spell creates a small handful of pixie dust that the caster can use to toss into the air. Anyone hit by the dust becomes invisible (the range of the dust is about 30 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if <PRO_HESHE> attacks, <PRO_HESHE> immediately becomes visible, although the invisibility enables <PRO_HIMHER> to attack first. |
26257 Insect Plague |
26258 Insect Plague (Conjuration/Summoning) Sphere: Combat Level: 5 Range: 360 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round. |
26259 Aerial Servant |
26260 Aerial Servant (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 45 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain. |
26261 Animal Summoning III |
26262 Animal Summoning III (Conjuration/Summoning) Level: 6 Sphere: Animal, Summoning Range: 120 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. |
26263 Blade Barrier |
26264 Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. |
26265 Conjure Animals |
26266 Conjure Animals (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 180 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell. |
26267 Conjure Fire Elemental |
26268 Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Sphere: Elemental (Fire), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental. |
26269 Fire Seeds |
26270 Fire Seeds (Conjuration/Summoning) Level: 6 Sphere: Elemental Range: 0 Duration: 3 turns Casting Time: 9 Area of Effect: The caster Saving Throw: 1/2 Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 15-ft. radius unless they make a Saving Throw vs. Spell for half damage. |
26271 Fire Seeds Created |
26272 Harm |
26273 Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, <PRO_HESHE> only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. |
26274 False Dawn |
26275 False Dawn (Evocation) Level: 6 Sphere: Sun Range: 0 Duration: 5 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears. |
26276 Dolorous Decay |
26277 Dolorous Decay (Alteration, Necromancy) Level: 6 Sphere: Combat, Necromantic Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty, <PRO_HESHE> will suffer 1 point of damage per second until a total of 50 points of damage are inflicted. |
26278 Wondrous Recall |
26279 Wondrous Recall (Alteration) Level: 6 Sphere: Charm, Creation Range: 0 Duration: Instant Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells. |
26280 Bolt of Glory |
26281 Bolt of Glory (Invocation/Evocation) Level: 6 Sphere: Combat, Summoning Range: 60 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage Prime Material Plane 6d6 Elemental planes 3d4 Undead creatures 8d6 Fiends 10d6 |
26282 Physical Mirror |
26283 Physical Mirror (Alteration) Level: 6 Sphere: Numbers Range: 90 ft. Duration: 9 rounds Casting Time: 6 Area of Effect: Special Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds <PRO_HIMHER>self the target of <PRO_HISHER> own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror. |
26284 Sol's Searing Orb |
26285 Sol's Searing Orb (Invocation) Level: 6 Sphere: Sun Range: 90 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds <PRO_HIMHER> for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds. |
26286 Shield of the Archons |
26287 Shield of the Archons (Abjuration) Level: 7 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic. |
26288 Protected by Shield of the Archons |
26289 Conjure Earth Elemental |
26290 Conjure Earth Elemental (Conjuration/Summoning) Level: 7 Sphere: Elemental (Earth), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental. |
26291 Gate |
26292 Gate (Conjuration/Summoning) Level: 7 Sphere: Summoning Range: 30 ft. Duration: 33 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer planar creatureâ€â€the pit fiendâ€â€to attack <PRO_HISHER> foes as well as <PRO_HIMHER>self, if <PRO_HESHE>'s not careful. The caster must use a Protection From Evil spell on <PRO_HIMHER>self (and comrades) to keep the devil from noticing <PRO_HIMHER>. If the caster fails to protect <PRO_HIMHER>self in this manner, the pit fiend will tear the caster and <PRO_HISHER> companions apart piece by piece, then feast on the remains. |
26293 Nature's Beauty |
26294 Nature's Beauty (Illusion/Phantasm) Level: 7 Sphere: Elemental Range: 0 Duration: Instant Casting Time: 6 Area of Effect: 5-ft. radius Saving Throw: Neg. When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members). |
26295 Blinded |
26296 Fire Storm |
26297 Fire Storm (Evocation) Level: 7 Sphere: Elemental (Fire) Range: 120 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 20-ft. radius Saving Throw: None When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless <PRO_HESHE> moves out of the area of effect. There is no Saving Throw. |
26298 Symbol, Fear |
26299 Symbol, Fear (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. |
26300 Sunray |
26301 Sunray (Evocation, Alteration) Level: 7 Sphere: Sun Range: 20 ft. Duration: Instant Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 20-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed. |
26302 Finger of Death (Necromancy) Level: 7 Sphere: War Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points <PRO_HISHER> finger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster. |
26303 Holy Word |
26304 Holy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between <PRO_HISHER> god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 30-ft. radius. It affects only evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: Hit Dice / Levels  Effects of Holy Word Less than 4  Death 4 to 7  Stunned for 1 turn 8 to 11  Slowed for 1 turn with a 75% chance of spell failure 12 and up  Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment. |
26305 Regeneration |
26306 Regeneration (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. |
26307 Regenerating |
26308 Resurrection |
26309 Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. |
26310 Greater Restoration |
26311 Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and <PRO_HESHE> will likely require rest immediately afterward. |
26312 Unholy Word |
26313 Unholy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between <PRO_HISHER> god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 30-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: Hit Dice / Levels  Effects of Unholy Word Less than 4  Death 4 to 7  Stunned for 1 turn 8 to 11  Slowed for 1 turn with a 75% chance of spell failure 12 and up  Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell. |
26314 Creeping Doom |
26315 Symbol, Stun |
26316 Symbol, Stun (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster. |
26317 Symbol, Death |
26318 Symbol, Death (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. |
26319 Earthquake |
26320 Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 40-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. |
26321 Energy Blades |
26322 Energy Blades (Any School) Level: 7 Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An Energy Blade is a disc made of pure energy. The disc gives a +10 bonus to THAC0 and, when thrown, it deals 1d4+5 points of missile damage as well as 1d10 points of additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. |
26323 Energy Blades Created |
26324 Mass Raise Dead |
26325 Mass Raise Dead (Necromancy) Level: 7 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 2 Area of Effect: Up to 5 party members Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. |
26326 Fireshield (Red) |
26327 Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The Red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects <PRO_HIMHER> from attacks made from within a 5-ft. radius around <PRO_HIMHER>. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage. |
26328 Dire Charm |
26329 Magic Resistance Lowered |
26330 Minor Spell Deflection |
26331 Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. |
26332 Protected by Minor Spell Deflection |
26333 Protection From Normal Missiles |
26334 Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. |
26335 Protected From Normal Missiles |
26336 Monster Summoning I |
26337 Frost |
26338 Minor Lightning Bolt |
26339 Monster Summoning II |
26340 just ten damage |
26341 Visual candy for the misled image to cast, does nothing, looks pretty. |
26342 Power Word, Silence |
26343 Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. |
26344 Grease |
26345 Grease (Conjuration/Summoning) Level: 1 Range: 30 ft. Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: Special A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area. |
26346 Armor |
26347 Armor (Conjuration) Level: 1 Range: 0 Duration: 9 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. |
26348 Armor |
26349 Burning Hands |
26350 Color Spray (Alteration) Level: 1 Range: 50 ft. Duration: Instant Casting Time: 1 Area of Effect: 90-degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from <PRO_HISHER> hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds. |
26351 Too high level for Color Spray |
26352 Blindness |
26353 Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, <PRO_HESHE> receives a -4 penalty to <PRO_HISHER> attack rolls and Armor Class. |
26354 Friends |
26355 Friends (Enchantment/Charm) Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with <PRO_HIMHER> and make an effort to be <PRO_HISHER> friends and help <PRO_HIMHER>, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking <PRO_HIMHER> captive instead. |
26356 Charisma Modification |
26357 Protection From Petrification |
26358 Protection From Petrification (Abjuration) Level: 1 Range: Touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. |
26359 Gaze Reflection |
26360 Identify |
26361 Identify (Divination) Level: 1 Range: 0 Duration: Instant Casting Time: Special Area of Effect: 1 item Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. |
26362 Infravision |
26363 Infravision (Divination) Level: 1 Range: 30 ft. Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled. |
26364 Infravision |
26365 Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. |
26366 Shield |
26367 Shield (Evocation) Level: 1 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. |
26368 Shielded |
26369 Shocking Grasp |
26370 Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature. |
26371 Sleep |
26372 Chill Touch |
26373 Chill Touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses <PRO_HISHER> hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds. |
26374 Reflected Image |
26375 Reflected Image (Illusion/Phantasm) Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None Upon casting this spell, the wizard creates 1 image of <PRO_HIMHER>self that will travel alongside <PRO_HIMHER>. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires. |
26376 Find Familiar (Conjuration/Summoning) Level: 1 Range: n/a Duration: Special Casting Time: 9 Area of Effect: 1 familiar Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as <PRO_HISHER> aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with <PRO_HIMHER>, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and <PRO_HESHE> has no control over what sort of creature answers the summoning, if any come at all. (Note: This spell may only be cast by the protagonist.) The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY. Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting <PRO_HIMHER> back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 4 damage. Here is a list of the familiars that the player receives according to alignment: LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification. LAWFUL EVIL: Imp – Armor Class: 4 – Hit Points: 9 – Magic Resistance: 15% – Combat: 1 attack per round at 17 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round. NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity. NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification. CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification. CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round. |
26377 Nahal's Reckless Dweomer |
26378 Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, <PRO_HISHER> level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer. |
26379 Spook |
26380 Spook (Illusion/Phantasm) Level: 1 Range: 30 ft. Duration: 3 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected. |
26381 Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of <PRO_HISHER> form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of <PRO_HISHER> Saving Throws. |
26382 Detect Invisibility |
26383 Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 70-ft. radius Saving Throw: None When the wizard casts a Detect Invisibility spell, <PRO_HESHE> is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible. |
26384 Knock |
26385 Knock (Alteration) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments. |
26386 Knock |
26387 Know Alignment (Divination) Level: 2 Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. |
26388 Luck |
26389 Luck (Enchantment/Charm) Level: 2 Range: 15 ft. Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to <PRO_HISHER> Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. |
26390 Luck |
26391 Resist Fear |
26392 Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. |
26393 Melf's Acid Arrow |
26394 Melf's Acid Arrow (Conjuration/Summoning) Level: 2 Range: 60 ft. Duration: 1 round/3 levels Casting Time: 2 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. |
26395 Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of <PRO_HIMHER>self to come into being around <PRO_HIMHER>. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attackâ€â€magical or otherwiseâ€â€it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. |
26396 Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from <PRO_HISHER> position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects. |
26397 Agannazar's Scorcher (Evocation) Level: 2 Range: 15 ft. Duration: 1 round Casting Time: 3 Area of Effect: 2-ft. by 15-ft. jet Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage. |
26398 Ghoul Touch |
26399 Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses <PRO_HISHER> hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds. |
26400 Vocalize |
26401 Vocalize (Alteration) Level: 2 Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speechâ€â€it simply removes a spell's verbal component. |
26402 Vocalized |
26403 Power Word, Sleep |
26404 Power Word, Sleep (Conjuration/Summoning) Level: 2 Range: 90 ft. Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, <PRO_HESHE> causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points. |
26405 Ray of Enfeeblement |
26406 Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual range of the caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance. |
26407 Enfeebled |
26408 Deafness |
26409 Deafness (Illusion/Phantasm) Level: 2 Range: 180 ft. Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell. |
26410 Glitterdust |
26411 Glitterdust (Conjuration/Summoning) Level: 2 Range: 30 ft. Duration: 4 rounds Casting Time: 2 Area of Effect: 30 ft. Saving Throw: Neg. This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds. |
26412 Contingency: Mirror Image |
26413 Summon Cow |
26414 Summon Cow (Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! |
26415 Clairvoyance |
26416 Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in <PRO_HISHER> mind the geographical features and buildings of the region <PRO_HESHE> is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. |
26417 Remove Magic |
26418 Flame Arrow |
26419 Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. |
26420 Hold Person (Enchantment/Charm) Level: 3 Range: 35 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 1 creature and any enemy within 7.5 ft. Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 7.5 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
26421 Invisibility, 10' Radius |
26422 Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 120 ft. Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. |
26423 Non-Detection |
26424 Non-detected |
26425 Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. |
26426 Skull Trap |
26427 Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 30-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. |
26428 Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charm effects simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. |
26429 Ghost Armor |
26430 Ghost Armor (Conjuration/Summoning) Level: 3 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires. |
26431 Protection From Fire (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources. |
26432 Protection From Cold |
26433 Protection From Cold (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources. |
26434 Protection From Cold |
26435 Spell Thrust |
26436 Spell Thrust (Abjuration) Level: 3 Range: 25 ft. Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell. |
26437 Spell Protections Removed |
26438 Detect Illusion |
26439 Detect Illusion (Divination) Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 30-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell. |
26440 Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 10 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 10 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. |
26441 Melf's Minute Meteors |
26442 Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of <PRO_HISHER> usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round. |
26443 Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. |
26444 Confusion (Enchantment/Charm) Level: 4 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Neg. This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster. |
26445 Dimension Door |
26446 Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds <PRO_HIMHER>self at <PRO_HISHER> chosen destination. |
26447 Ice Storm |
26448 Minor Globe of Invulnerability |
26449 Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. |
26450 Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. |
26451 Contagion |
26452 Contagion (Necromancy) Level: 4 Range: 90 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell. |
26453 Stricken by a foul disease |
26454 Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. |
26455 Emotion: Hopelessness |
26456 Emotion: Hopelessness (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 9 rounds + 1 round/level after 7th Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around <PRO_HIMHER>. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore <PRO_HISHER> morale, as well as prevent the above from creeping forth into <PRO_HISHER> psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things. |
26457 Greater Malison |
26458 Saving Throws Lowered |
26459 Spirit Armor |
26460 Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 2 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if <PRO_HESHE> were wearing full plate. Also, due to the magical nature of the spell, <PRO_HESHE> will also receive a +3 bonus to Save vs. Spell. There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell. |
26461 Polymorph Self |
26462 Polymorph Self (Alteration) Level: 4 Range: 0 Duration: 1 turn + 3 rounds/level Casting Time: 4 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. For the duration of the spell, the caster may transform into any of the new forms at any time, and as many times as <PRO_HESHE> wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, but all the physical attributes are obtained from the new form. Also, any natural protections that the new form offers are conferred to the wizard, such as the resistance to missile and crushing weapons possessed by the slime form. The possible forms given by Polymorph Self are: Flind: wields a magical halberd (+1 fire damage and strikes as a +3 weapon) Mustard Jelly: capable of poisoning or slowing opponents (if they fail a Save vs. Death when hit) Ogre: capable of causing massive damage with its fists Spider: causes poison damage when it hits an opponent In addition, the caster may choose the form of brown bear, black bear, or wolf. |
26463 You have already cast a polymorph type spell on yourself. |
26464 Polymorph abilities have been added to your Special Abilities menu. |
26465 Enchanted Weapon |
26466 Enchanted Weapon (Enchantment/Charm) Level: 4 Range: 0 Duration: 5 rounds/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit. |
26467 Secret Word |
26468 Secret Word (Abjuration) Level: 4 Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell. |
26469 Minor Sequencer |
26470 Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from <PRO_HISHER> Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells <PRO_HESHE> intends to store in it (a Sorcerer can store spells of any level for which <PRO_HESHE> still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those <PRO_HESHE> has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters. |
26471 Spell Sequencer |
26472 Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from <PRO_HISHER> Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells <PRO_HESHE> intends to store in it (a Sorcerer can store spells of any level for which <PRO_HESHE> still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those <PRO_HESHE> has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters. |
26473 Teleport Field |
26474 Teleport Field (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating <PRO_HISHER> defenses. |
26475 Spider Spawn |
26476 Spider Spawn (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires. |
26477 Wizard Eye |
26478 Wizard Eye (Divination, Alteration) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends <PRO_HIMHER> visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell. |
26479 You may only have one explorer active at a time. |
26480 Morning Star |
26481 Quarterstaff |
26482 Long Sword |
26483 Short Sword |
26484 Axe |
26485 Mace |
26486 Shapeshift: Flind |
26487 Shapeshift: Ogre |
26488 Shapeshift: Mustard Jelly |
26489 Animate Dead |
26490 Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. |
26491 Cloudkill (Evocation) Level: 5 Range: 40 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. |
26492 Cone of Cold |
26493 Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 35-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 35 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. |
26494 Monster Summoning III |
26495 Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. |
26496 Shadow Door |
26497 Shadow Door (Illusion/Phantasm) Level: 5 Range: 0 Duration: 9 rounds + 1 round/level after 9th Casting Time: 2 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, <PRO_HESHE> has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard. |
26498 Domination (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. |
26499 Hold Monster |
26500 Hold Monster (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 7.5 ft. Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 7.5 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison. |
26501 Feeblemind |
26502 Feeblemind (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon <PRO_HIMHER>. |
26503 Spell Immunity |
26504 Spell Immunity (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 5 Area of Effect: The caster Saving Throw: None Casting this spell grants the wizard protection from one spell school of <PRO_HISHER> choice. After the spell is cast, the wizard must choose the school <PRO_HESHE> wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster. |
26505 Protection From Normal Weapons |
26506 Protection From Normal Weapons (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. |
26507 Protected from Normal Weapons |
26508 SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style an adventurer can maximize the benefits received. One slot spent gives a -2 bonus to AC against missile weapons. Another slot increases the bonus to a total of -4. NOTE: Despite the name of this style, any one-handed weapon in combination with a shield will receive the aforementioned bonuses. |
26509 Cannot cast Protection From Magical Weapons when already protected from normal weapons. |
26510 Protection From Electricity |
26511 Protection From Electricity (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled. |
26512 Protection From Electricity |
26513 Breach |
26514 Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. |
26515 Lower Resistance (Abjuration) Level: 5 Range: 40 ft. Duration: 9 rounds + 1 round/level after 9th Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. |
26516 Magic Resistance Lowered by 19% |
26517 Magic Resistance Lowered by 20% |
26518 Magic Resistance Lowered by 21% |
26519 Magic Resistance Lowered by 22% |
26520 Magic Resistance Lowered by 23% |
26521 Magic Resistance Lowered by 24% |
26522 Magic Resistance Lowered by 25% |
26523 Magic Resistance Lowered by 26% |
26524 Magic Resistance Lowered by 27% |
26525 Magic Resistance Lowered by 28% |
26526 Magic Resistance Lowered by 29% |
26527 Magic Resistance Lowered by 30% |
26528 Oracle |
26529 Oracle (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 235-ft. radius Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 235-ft. radius around the caster. |
26530 Conjure Lesser Fire Elemental |
26531 Conjure Lesser Fire Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26532 Protection From Acid |
26533 Protection From Acid (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled. |
26534 Protection From Acid |
26535 Phantom Blade |
26536 Phantom Blade (Evocation) Level: 5 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at <PRO_HISHER> normal THAC0. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in <PRO_HISHER> hand for the duration of the spell or until dispelled. |
26537 Spell Shield |
26538 Spell Shield (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against <PRO_HIMHER>. The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration. |
26539 Protected by Spell Shield |
26540 Conjure Lesser Air Elemental |
26541 Conjure Lesser Air Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26542 Conjure Lesser Earth Elemental |
26543 Conjure Lesser Earth Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26544 Minor Spell Turning (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levelsâ€â€including spells cast from scrolls and innate spell-like abilitiesâ€â€but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either. |
26545 Protected by Minor Spell Turning |
26546 Sunfire |
26547 Sunfire (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 A Sunfire is like a Fireballâ€â€an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with <PRO_HISHER> hand, and the entire area around <PRO_HIMHER> erupts in flames, striking everyone except the caster <PRO_HIMHER>self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage. |
26548 Immunity: Abjuration |
26549 Immunity: Conjuration |
26550 Immunity: Divination |
26551 Immunity: Enchantment |
26552 Immunity: Illusion |
26553 Immunity: Evocation |
26554 Immunity: Necromancy |
26555 Immunity: Alteration |
26556 Invisible Stalker |
26557 Invisible Stalker (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 9 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killedâ€â€at which point it will return to its native plane, only slightly annoyed at having to serve a mortal. |
26558 Globe of Invulnerability |
26559 Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. |
26560 Tenser's Transformation |
26561 Tenser's Transformation (Alteration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, <PRO_HESHE> undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and <PRO_HESHE> becomes a formidable fighting machine. The spell causes the caster to become a berserk Fighter: <PRO_HISHER> Hit Points double, and all damage <PRO_HESHE> sustains is first detracted from this magically-gained life; <PRO_HISHER> Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all <PRO_HISHER> attacks are made as though <PRO_HESHE> were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. |
26562 Death Spell |
26563 Death Spell (Necromancy) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 30-ft. radius Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell. |
26564 Protection From Magic Energy |
26565 Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. |
26566 Protection From Magic Energy |
26567 Mislead |
26568 Mislead (Illusion/Phantasm) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from <PRO_HISHER> original position. Meanwhile, an exact image of the caster is created where <PRO_HESHE> used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight. |
26569 Misled |
26570 Pierce Magic |
26571 Pierce Magic (Abjuration) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster. |
26572 Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. |
26573 Improved Haste |
26574 Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. |
26575 Death Fog |
26576 Death Fog (Evocation) Level: 6 Range: 30 ft. Duration: 1 turn Casting Time: 6 Area of Effect: 30-ft. radius Saving Throw: None The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities. |
26577 Contingency |
26578 Contingency (Evocation) Level: 6 Range: Visual range of the caster Duration: Permanent until triggered Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard is allowed to choose a spell out of <PRO_HISHER> repertoire of known spells. One spell level every 3 levels of the caster is allowedâ€â€up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of <PRO_HISHER> Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically. For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of <PRO_HISHER> Hit Points." Once the wizard is reduced to 50% of <PRO_HISHER> Hit Points or below, Stoneskin would be immediately cast upon <PRO_HIMHER>. This requires no action by the wizard, but happens automatically and instantaneously. A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members. |
26579 Wyvern Call |
26580 Wyvern Call (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to <PRO_HISHER> aid. The creature will live and die at <PRO_HISHER> command until the spell's duration expires. |
26581 Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26582 Conjure Air Elemental |
26583 Conjure Air Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26584 Conjure Earth Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
26585 Carrion Summons |
26586 Carrion Summons (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 7 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one. |
26587 Summon Nishruu |
26588 Summon Nishruu (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires. |
26589 Stone to Flesh |
26590 Stone to Flesh (Alteration) Level: 6 Range: 50 ft. Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. |
26591 Spell Turning |
26592 Spell Turning (Abjuration) Level: 7 Range: 0 Duration: 3 rounds/level Casting Time: 7 Area of Effect: The caster Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levelsâ€â€including spells cast from scrolls and innate spell-like abilitiesâ€â€but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either. |
26593 Protected by Spell Turning |
26594 Protection From The Elements |
26595 Protection From The Elements (Abjuration) Level: 7 Range: Touch Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacksâ€â€such as fire, cold, and electricity, whether magical or non magicalâ€â€from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled. |
26596 Protection From The Elements |
26597 Project Image (Illusion/Phantasm) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out of <PRO_HISHER> body. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only <PRO_HISHER> projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight. |
26598 Ruby Ray Of Reversal (Alteration) Level: 7 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. |
26599 Khelben's Warding Whip |
26600 Khelben's Warding Whip (Abjuration) Level: 7 Range: 30 ft. Duration: 3 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. |
26601 Cacofiend |
26602 Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. |
26603 Mantle |
26604 Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. |
26605 Protected by Mantle |
26606 Spell Sequencer |
26607 Sphere of Chaos |
26608 Sphere of Chaos (Alteration) Level: 7 Range: 40 ft. Duration: 1 turn Casting Time: 7 Area of Effect: 30-ft. radius Saving Throw: Special All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target confused – target bursts into flames – target is paralyzed – target is disintegrated – target is healed 20 Hit Points – target is randomly teleported – target is rendered unconscious – target is hasted |
26609 Delayed Blast Fireball |
26610 Delayed Blast Fireball (Invocation/Evocation) Level: 7 Range: 40 ft. Duration: Special Casting Time: 7 Area of Effect: 12-ft. radius Saving Throw: 1/2 This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Save vs. Spell for half damage. |
26611 Prismatic Spray |
26612 Prismatic Spray (Conjuration/Summoning) Level: 7 Range: 60 ft. Duration: Instant Casting Time: 7 Area of Effect: 70-ft.-long cone Saving Throw: Special When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from <PRO_HISHER> hand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose: Red  Inflicts 20 points of damage; Save vs. Spell for half. Orange  Inflicts 40 points of damage; Save vs. Spell for half. Yellow  Inflicts 80 points of damage; Save vs. Spell for half. Green  Save vs. Poison or die; survivors take 20 points of poison damage. Blue  Save vs. Petrification or be turned to stone. Indigo  Save vs. Wand or be feebleminded. Violet  Save vs. Spell or be disintegrated. |
26613 Mordenkainen's Sword |
26614 Mordenkainen's Sword (Evocation) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration. |
26615 Summon Efreeti |
26616 Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole an efreetiâ€â€a massive genie with powerful abilitiesâ€â€to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking <PRO_HISHER> enemies. |
26617 Summon Djinni |
26618 Summon Djinni (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole a djinniâ€â€a massive genie with powerful abilitiesâ€â€to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking <PRO_HISHER> enemies. |
26619 Summon Hakeashar |
26620 Summon Hakeashar (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires. |
26621 Control Undead |
26622 Control Undead (Necromancy) Level: 7 Range: 40 ft. Duration: 6 rounds + 1 round/level Casting Time: 7 Area of Effect: 1-4 creatures Saving Throw: Special The Control Undead spell allows the caster to take control of 1-4 undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic. |
26623 Mass Invisibility |
26624 Mass Invisibility (Illusion/Phantasm) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: 30-ft. radius Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made <PRO_HISHER> presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. |
26625 Limited Wish |
26626 Limited Wish (Conjuration/Summoning, Invocation/Evocation) Level: 7 Range: Unlimited Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that <PRO_HESHE> will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. |
26627 Protection From Energy |
26628 Protection From Energy (Abjuration) Level: 8 Range: Touch Duration: 1 round/level Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacksâ€â€such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sourcesâ€â€such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled. |
26629 Protection From Energy |
26630 Simulacrum |
26631 Simulacrum (Illusion/Phantasm) Level: 8 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under <PRO_HISHER> control. |
26632 You may have only one simulacrum at a time. You must wait until the duration of the first spell is over. |
26633 Pierce Shield |
26634 Pierce Shield (Abjuration) Level: 8 Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. |
26635 Summon Fiend |
26636 Summon Fiend (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 15 rounds Casting Time: 9 Area of Effect: None Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell. |
26637 Improved Mantle |
26638 Improved Mantle (Abjuration) Level: 8 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. |
26639 Protected by Improved Mantle |
26640 Spell Trigger |
26641 Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. |
26642 Incendiary Cloud |
26643 Incendiary Cloud (Evocation) Level: 8 Range: Visual range of the caster Duration: 1 turn Casting Time: 8 Area of Effect: 30-ft. radius cloud Saving Throw: 1/2 This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half. |
26644 Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. |
26645 Abi-Dalzim's Horrid Wilting |
26646 Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 30-ft. radius Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. |
26647 Power Word, Blind |
26648 Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 10-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 10-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. |
26649 Symbol, Stun (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. |
26650 Symbol, Death (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. |
26651 Bigby's Clenched Fist |
26652 Bigby's Clenched Fist (Evocation) Level: 8 Range: 35 ft. Duration: 4 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell. |
26653 Spell Trap |
26654 Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trapâ€â€making the caster recall a previously cast spell. For example, if a wizard shields <PRO_HIMHER>self with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), <PRO_HESHE> gets three spell levels backâ€â€<PRO_HESHE> will regain one spell up to 3rd level in power. The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine. |
26655 Protected by Spell Trap |
26656 Spellstrike |
26657 Spellstrike (Abjuration) Level: 9 Range: 80 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell. |
26658 Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer planar creatureâ€â€the pit fiendâ€â€to attack <PRO_HISHER> foes as well as <PRO_HIMHER>self, if <PRO_HESHE>'s not careful. The caster must use a Protection From Evil spell on <PRO_HIMHER>self (and comrades) to keep the devil from noticing <PRO_HIMHER>. If the caster fails to protect <PRO_HIMHER>self in this manner, the pit fiend will tear the caster and <PRO_HISHER> companions apart piece by piece, then feast on the remains. |
26659 Absolute Immunity |
26660 Absolute Immunity (Abjuration) Level: 9 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled. |
26661 Protected by Absolute Immunity |
26662 Chain Contingency |
26663 Chain Contingency (Evocation) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: The caster Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency. |
26664 Time Stop |
26665 Power Word, Kill (Conjuration/Summoning) Level: 9 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. |
26666 Energy Drain |
26667 Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining <PRO_HIMHER> of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell. |
26668 Black Blade of Disaster |
26669 Black Blade of Disaster (Evocation) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 4 Area of Effect: Special Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points. |
26670 Shapechange |
26671 Shapechange (Alteration) Level: 9 Range: 0 Duration: 1 hour Casting Time: 9 Area of Effect: The caster Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature <PRO_HESHE> wishes and has almost all of its abilities. Thus, <PRO_HESHE> can change into a mind flayer to stun <PRO_HISHER> opponents and then become an earth elemental to crush <PRO_HISHER> foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred. |
26672 Shapechange abilities have been added to your Special Abilities menu. |
26673 Freedom |
26674 Freedom (Abjuration) Level: 9 Range: Special Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, <PRO_HESHE> is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where <PRO_HESHE> was imprisoned, it will instantly free <PRO_HIMHER> and <PRO_HESHE> will reappear exactly where <PRO_HESHE> was standing when <PRO_HESHE> was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes. |
26675 Bigby's Crushing Hand |
26676 Bigby's Crushing Hand (Evocation) Level: 9 Range: 35 ft. Duration: 3 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears. |
26677 Wish |
26678 Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that <PRO_HESHE> will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. |
26679 Energy Blades (Any School) Level: 10 Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. |
26680 Summon Dark Planetar |
26681 Summon Dark Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. |
26682 Comet |
26683 Comet (Any School) Level: 10 Range: 270 ft. Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: Special This spell is a more powerful and specialized version of Meteor Swarm. A huge meteor or comet strikes the earth, damaging all enemies in its path and sending out a powerful shockwave that knocks away all foes in the area of effect. Those knocked down must save vs. Paralysis or be stunned for 1d4 rounds. The comet itself does 10d10 damage with no save. This spell will not harm party members. |
26684 Ethereal |
26685 Teleport Without Error |
26686 Lightning |
26687 Selûne's Blade |
26688 Selûne's Curse |
26689 Selûne's Blessing |
26690 Symbol, Pain |
26691 Fireball |
26692 Power Word, Blind |
26693 Antichickenator |
26694 Repulsion |
26695 Repulsion, caster |
26696 Squirrels |
26697 Gold Vanishes! |
26698 Dizzy! |
26699 Quarterstaff +2 |
26700 The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature. STATISTICS: THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
26701 Lesser Air Elemental |
26702 Lesser Air Elemental |
26703 Lesser Earth Elemental |
26704 Lesser Earth Elemental |
26705 Lesser Fire Elemental |
26706 Lesser Fire Elemental |
26707 Scimitar |
26708 Rashad's Talon +2 |
26709 The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 10 Strength Weight: 4 |
26710 Named for Prince Rashad, former ruler of a minor principality to the east, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon. STATISTICS: THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 10 Strength Weight: 3 |
26711 Katana |
26712 Katana |
26713 The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process that is more art form than anything else. This blade is an important facet of Kara-Turan culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai. STATISTICS: Damage: 1d10 (slashing) Speed Factor: 4 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 6 |
26714 Katana +1 |
26715 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 5 |
26716 Wakizashi |
26717 Wakizashi |
26718 The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between twelve and twenty-four inches, is a dangerous weapon in the hands of a skilled user. STATISTICS: Damage: 1d8 (piercing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 5 Strength Weight: 3 |
26719 Wakizashi +1 |
26720 The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it. STATISTICS: THAC0: +1 Damage: 1d8+1 (piercing) Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 5 Strength Weight: 2 |
26721 Ninjat� |
26722 Ninjat� |
26723 The sword of the ninja, the ninjat�, is of lower quality than other Kara-Turan blades such as the katana. The ninjat� is short with a straight blade, making it ideal for subterfuge. The ninjat� is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai use. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 6 Strength Weight: 5 |
26724 Ninjat� +1 |
26725 Saito Kagizu, or "Cat of the East" as the Thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjat� that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful Thieves in their own right. STATISTICS: THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjat� Type: One-handed Requires: 6 Strength Weight: 4 |
26726 Seeking Sword |
26727 Seeking Sword |
26728 Magical Sword |
26729 Magical Sword |
26730 Alu-Fiend |
26731 Alu-Fiend |
26732 Greater Fire Elemental |
26733 Greater Fire Elemental |
26734 Ice Salamander |
26735 Ice Salamander |
26736 Flesh Golem |
26737 Flesh Golem |
26738 Clay Golem |
26739 Clay Golem |
26740 Stone Golem |
26741 Stone Golem |
26742 Juggernaut Golem |
26743 Juggernaut Golem |
26744 Priestess of Lolth |
26745 Priestess of Lolth |
26746 All glory for the Dark Mother! |
26749 Lolth be praised, all victory is her doing! |
26750 Watch all about, warily, and the goddess may give you the gift of continued life! |
26751 If the Queen of the Demonweb Pits calls for your heart, you shall surrender it gladly! |
26752 Drow |
26753 Drow |
26754 Through destiny and might, we shall rule supreme! |
26755 In the name of Lolth, we fight! |
26758 At your command! |
26759 Victory for the Spider Queen! |
26760 The best surfacer is a dead surfacer. |
26761 Umber Hulk |
26762 Umber Hulk |
26763 Greater Werewolf |
26764 Greater Werewolf |
26765 Werewolf |
26766 Werewolf |
26767 Dao |
26768 Dao |
26769 Kiaaaa! |
26770 Die, cattle! |
26773 Hoo ha ha ha ha ha. |
26774 You shall die for your impudence... |
26775 Wizard Eye |
26776 Wizard Eye |
26779 Wolfwere |
26780 Wolfwere |
26781 Winter Wolf |
26782 Winter Wolf |
26783 Wyvern |
26784 Wyvern |
26785 Damn it! I knew there was someplace I was supposed to be. |
26786 Very well. I shall return in a few days. |
26787 On second thought, I am desperately in need of the armor now. I happen to get stabbed a lot. How about I give you 6,000 gp to have it done tomorrow? |
26788 I'd like to sell you more ankheg shells. |
26789 As ye wish. |
26790 We had an earlier... encounter... in the temple of Umberlee. It may prove impossible to reverse the geas. |
26791 What?! How could you! But... maybe... I am dead... |
26792 ...and so fate catches up. Here, take my half of the antidote. Marek has the other. You'll find him at the Blushing Mermaid inn. I must go. I need to see her... need to say goodbye... |
26793 Marek and Lothander Even though we couldn't help Lothander, he gave me half the antidote and sent me to the Blushing Mermaid inn to collect the other half from Marek. |
26794 I should help the weak. |
26795 Perhaps caution will win the day. |
26796 Time to be aggressive! |
26797 Gives a potion |
26798 Receives a potion |
26799 You cannot cast this spell until the current casting has run out. |
26800 Arkion's Bloodstone Amulet |
26801 Nemphre's Onyx Ring |
26802 Angel the Cat's Angel Skin Ring |
26803 Ulcaster's Dusty History Book |
26804 Lothander's Potion of Antidote |
26805 Lothander's potion appears to have no normal use, but we will hopefully learn its true effect once combined with Marek's half of the antidote. It is very possible that this is just discolored water. STATISTICS: Weight: 1 |
26806 The Captive Nymph Ragefast thinks that Ramazith has evil plans in store for the nymph Abela. |
26807 The Captive Nymph Abela is free from her confinement at last. |
26808 The Captive Nymph A woman by the name of Lady Hannah informs me that Ragefast the Mage has enslaved a nymph within his quarters, in the northwest corner of the city. I will find him and listen to his defense, but rest assured, I will not give him the benefit of the doubt in a travesty such as this! |
26809 The Captive Nymph A mage named Ragefast holds a nymph prisoner, and we have agreed to liberate her for the mage Ramazith. Ragefast awaits us at his home, just northeast of the Hall of Wonders. |
26810 The Captive Nymph I had hoped to eke out a bit more value from the enslaved nymph Abela, but it was not to be. |
26811 Rising Tensions with Amn It is good to know that not everyone in this city has fallen in love with the hardliner Sarevok. Frightened by the prospect of the looming war, a noblewoman by the name of Addy has begged me to reinvestigate the Iron Throne tower in the hopes that I might find something there to stem this maddened tide. |
26812 The Rise of Sarevok Baldur's Gate is nearly a jail in these times. The entire city is on edge, and every member of the Flaming Fist is out for blood. Scar, their second-in-command, was killed recently, and Duke Entar Silvershield was assassinated. Angelo Dosan is now effectively in control of the Flaming Fist, though no one seems to trust him. He's got powerful friends, though, and I hear that he takes orders straight from Sarevok. Duke Eltan, the real head of the Flaming Fist, is barely clinging to life. No one seems to be able to help him, even though he is attended at all times by a healer named Rashad. With Entar dead and Eltan ill, the other Dukes have called an emergency election. Sarevok is the frontrunner, and his stand against Amn is very popular. Confronting him directly will have to wait until I have concrete proof to present, since no one would take my word over his. Perhaps I might have more luck investigating Angelo at the Flaming Fist headquarters. |
26813 Alatos and the Thieves' Guild I was offered a job by Alatos Thuibuld of the Thieves' Guild. The windbag dared to threaten me, so I told him where to stick his offer. I've made a few new enemies, but I care not. |
26814 Alatos and the Thieves' Guild The leader of the Thieves' Guild attacked me when I refused his deal. I don't like this Alatos Thuibuld. |
26815 Alatos and the Thieves' Guild I have been hired by Alatos Thuibuld to do a bit of burglary. I am to sneak into Oberan's estate and there steal several magical components from the three daughters of Shandalar. The components in question are the necessary ingredients for creating a Halruaan flying ship, and the Halruaans want their secret preserved and the items stolen. Alatos suggested that I either "persuade" the daughters to release the items or spirit them out from under their noses. The items are as follows: a spellbook that outlines the rituals needed, a statuette of indeterminate origin, and a fragment of some powerful artifact. I am to return to the Thieves' Guild once the items are in my possession. |
26816 Albert and His Dog I have met a child named Albert who wished me to find his dog. I have no time for such paltry pursuits. |
26817 Albert and His Dog A boy named Albert has lost his dog, Rufie, outside of Nashkel. With Rufie's chew toy in hand, I may be able to lure the dog back to his master. |
26818 Albert and His Dog I, um... rescued "little" Rufie and returned him to the... child... named Albert. I do not wish to know where they went. With luck, I will never find out. |
26819 Albert and His Dog I killed the missing "dog" named Rufie, and have made an enemy of its owner. I really do not wish to know where "little" Albert was from, and I hope never to meet him again. |
26820 Aldeth Sashenstar I have agreed to help Aldeth Sashenstar, a noble from Baldur's Gate, to fight off a band of savages. |
26821 Aldeth Sashenstar Aldeth Sashenstar was so grateful that I fended off the druids that he invited me to visit him at his house in Baldur's Gate. |
26822 Investigating the Merchants' League Estate Aldeth Sashenstar has asked me to investigate the unusual events at the Merchants' League Estate. Aldeth awaits my report on the second floor. |
26823 Investigating the Merchants' League Estate A man named Brandilar commands the guards of the Merchants' League Estate. |
26824 Investigating the Merchants' League Estate Brandilar, the commander of the Merchants' League Estate's guards, is suspicious of Zorl and Irlentree, two of the organization's leaders. |
26825 Investigating the Merchants' League Estate I should report any suspicious findings about Zorl and Irlentree to Brandilar. |
26826 Investigating the Merchants' League Estate According to a merchant, I should check out Zorl's office on the second floor. |
26827 Investigating the Merchants' League Estate Irlentree, one of the owners of the Merchants' League, invited us to Aldeth's anniversary party on the third floor. |
26828 Investigating the Merchants' League Estate After dealing with the doppelgangers, I reported to Aldeth Sashenstar, who gave me a sword baneful to shapeshifters. Perhaps he should have given it to me BEFORE I faced the doppelgangers! |
26829 A Hidden Base in the Cloakwood The Iron Throne base lies north and then east of the druid grove. |
26830 The Tale of Captain Brage Brage, the captain of the guard in Nashkel, apparently changed greatly after acquiring his new sword. |
26831 The Tale of Captain Brage There is a large reward for the head of Brage! His former comrades seem unwilling to try to collect it, however. |
26832 The Tale of Captain Brage A large force of men from Nashkel went to reclaim Brage a week ago. None have returned. |
26833 The Tale of Captain Brage The change in Captain Brage astonishes everyone. The people of Nashkel liked and respected him before his rampage. |
26834 The Tale of Captain Brage Some believe Brage to be under an evil enchantment. It's certainly possible. |
26835 Troubles in the Region The soldiers are rapidly wearing out their old weapons and cannot re-equip themselves because of the scarcity and price of iron-forged tools and weapons. |
26836 Troubles in the Region The problem in the Nashkel mines goes unchecked because the guards are needed to combat a rash of banditry in the north. |
26837 Oublek the Bounty Officer Oublek offers bounties and rewards outside the Nashkel garrison. |
26838 The Tale of Captain Brage Even if Captain Brage were to be captured alive, he would most assuredly be put to death for his crimes. |
26839 Investigating the Nashkel Mines The guards at the mine entrance told me that I have to see a man named Emerson before they will let me into the mines. |
26840 Investigating the Nashkel Mines I charmed a guard who said that "dog people" were attacking miners in the lower levels. |
26841 Afoul of the Law For some reason Duke Eltan is no longer the commander of the Flaming Fist. A man named Angelo now claims that position. |
26842 Afoul of the Law Angelo has sentenced us to die by hanging. |
26843 Afoul of the Law I charmed a member of the Flaming Fist and learned that their new commander, Angelo Dosan, has condemned me to death, though they think his motives are tainted. It is likely that the Flaming Fist will persist in attacking me; for my part, I should refrain from killing them if at all possible. The public would only see me as a murderer of guards, and the fates would undoubtedly frown on my killing innocents, regardless of their intent to harm me. |
26844 Afoul of the Law I have surrendered myself to the Flaming Fist and must go before Angelo Dosan for judgment. I doubt I shall be treated fairly by this Angelo, but I had little choice. If I were to fight the Flaming Fist, I would surely be known as a murderer of guards. They are only following the orders of their new commander and are innocent of any wrongdoing, regardless of their attacks on me. If I am ever faced with the same unfortunate choice in the future, I had best entangle the guards somehow and make my escape without harming them. The fates would not look kindly on my killing innocents, regardless of their intent. |
26845 Afoul of the Law I have made the choice to fight the Flaming Fist, though it appears they are only following the command of this Angelo person. It does not matter. If I kill one of them in my escape, I shall be known as a murderer of guards. If they are only doing their job, then I shall be angering the fates as well. It would be best to entangle them somehow and run. |
26846 Afoul of the Law Once Angelo locked me up, I learned from a criminal called Neb that Duke Eltan is sick and Scar has died. |
26847 Afoul of the Law It would seem that Shar-Teel is the daughter of commander Angelo Dosan. He has released us because of this, though I fear that this will be the only time he does us a favor. We will have to be careful not to be caught again. |
26848 Arcand the Mad I encountered an old sage who goes by the entirely justified name of Mad Arcand. Through the froth of his insanity, some interesting clues have surfaced, however. He claims there is a ship along the shoreline containing something of value. He has asked, in his way, that I return this mysterious item to him, making sure not to use it in the interim. For all his apparent madness, however, I cannot help but be suspicious of this strange man. |
26849 Arcand the Mad Oh Mad, Mad Arcand with your crumbling mind, your dizzying ditties are more cryptic than kind. But thanks for this bottle, whate'er it might be. Oh I'm tempted, so tempted to look in and see... but you've warned me against it and to your words I'll stay true, at least so long as I'm wanting to. |
26850 Tazok and the Bandits It would seem that the Chill were hired by Tazok at the request of the Iron Throne! The rumors of a Zhentish threat would seem to be unfounded in light of this information. |
26851 A Child in the Lighthouse I cannot write for long, for I am faced with a pressing emergency: Worgs have surrounded an abandoned lighthouse to the west, and poor Ardrouine's son is trapped within. May Tymora bless the peasants of this land, for their lives are never easy. |
26852 A Child in the Lighthouse I feel ashamed to take it, but Ardrouine has thrust her last 60 gold pieces into my hands. At least her son is safe, though nightmares will surely keep him from that old abandoned lighthouse for years to come. Alas, but there flees a child's innocence, shamed and broken by the dark. |
26853 A Corpse for Arkion A necromancer named Arkion is in need of corpses and has singled me out for the task of finding one. According to him, the sewers are the best place for that sort of thing. If I were to decide to procure one for him, I can find him again in his house just south of the Elfsong Tavern. |
26854 A Corpse for Arkion Arkion the necromancer has his corpse, and I have some more gold. |
26855 The Four Warders A strange apparition appeared to me. This is what it had to say: I am the warrior's curse I steal his future I mar his past The more he has, the less it seems He becomes a slave Of glittering things Yet I hunger... Feed me that which glitters beyond all else. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What glittering thing could this warder wish from me? Gold? A gem? I must solve this riddle in order to pass. |
26856 Tazok and the Bandits Someone named Tazok seems to be the commander of the bandits. |
26857 Tazok and the Bandits The low level grunts of the Blacktalon mercenaries believe that they've been hired by the Zhentarim to stir up trouble along the Coast Way. |
26858 Tazok and the Bandits I've learned the location of the main bandit base and noted it on my map. |
26859 Tazok and the Bandits It seems that the bandit group known as the "Chill" does not get along with the bandit group called the "Blacktalons." |
26860 Tazok and the Bandits The hobgoblin called Ardenor Crush is rumored to be surrounded by strange magic. |
26861 Tazok and the Bandits Though Tazok does lead the bandits, I have heard rumors that he has at least one superior. |
26862 Tazok and the Bandits I have heard rumors that Tazok gets his orders from the Zhentarim. Of this I'm not so sure. |
26863 Troubles in the Region Apparently the iron coming out of the Nashkel mines is "rotten" and there are "demons" in the lower levels. Furthermore, a member of the guard named Brage went on a murderous rampage and is still loose. Nashkel is a troubled city indeed. |
26864 Troubles in the Region It's amazing how much the iron shortage affects everyone with the higher prices and lower availability of everything from plowshares to plate mail. Everywhere I go, people are short tempered and frightened about what will happen next. |
26865 Bassilus the Murderer The evil priest Bassilus seems to be insane. He believes that the undead that he controls are the living members of his family. He also believes that I am his parent. |
26866 Bassilus the Murderer When I charmed Bassilus, I learned that he is from Zhentil Keep. It would seem that his family was slaughtered when the city was destroyed. This event caused him to lose his mind. |
26867 Therella's Missing Son Inside Durlag's Tower I met Bayard, a fellow adventurer. One of his companions was Dalton, the lad I came to rescue. |
26868 Durlag's Tower I had just begun exploring Durlag's Tower when I met a man by the name of Bayard. He seemed calm, though this place had frightened him and he was choosing to leave. Apparently his party is still within, having decided to go on without him. He wished them well, but would not follow. The traps and "tests" left by Durlag are beyond his ability, or so he seemed to think. Some are extremely lethal, offering no second chance to a trespasser. This place is not meant to hinder, but to kill. He is also afraid of the creature that has taken up residence here. It is apparently a demon knight, some type of fell servant from the lower planes that is supposedly extremely powerful. Bayard feels that attacking such a creature directly is tantamount to suicide. Perhaps his fear will serve him well, but I must go onward. I shall keep an eye out for these "wardstones" that he mentioned as well. They must be keys of a sort. |
26869 Troubles in the Region That beggar I met used to be a merchant until the iron shortage put him out of business. He can't be the only one suffering from this strange phenomenon. |
26870 Phandalyn Bellamy, a decidedly mysterious halfling bard, has warned me to steer clear of a paladin lurking behind one of the dockside taverns here in Baldur's Gate. His name is Phandalyn, and, from the sound of it, my reputation has preceded me. |
26871 The Rise of Sarevok Sarevok has been elected the new Grand Duke of Baldur's Gate. This does not bode well for anyone. |
26872 Tandem in Extremis After learning that Sarevok has teleported to the Thieves' Guild, Liia suggests I follow him there. He will never leave me in peace, so I have no choice but to confront him. |
26873 Return to Candlekeep My old friend Bendalis has noticed something peculiar about recent visitors to Candlekeep. In particular he noticed "un-merchant-like merchants" and a sage named Koveras who arrived at about the same time. |
26874 Return to Candlekeep My old friend Bendalis is suspicious about the new arrival Koveras. He also thinks Shistal has been acting oddly. |
26875 Troubles in the Region Bentley, the owner of the Friendly Arm Inn, told us that the iron trade has slowed greatly over the past few weeks. |
26876 Troubles in the Region Bentley told us that there has been some sort of trouble in the south. Perhaps we should go to Nashkel. |
26877 Troubles in the Region The Mayor of Nashkel, Berrun Ghastkill, has asked for my help. I am to go to the mines southeast of Nashkel and find out why the miners have been going missing. Something has also been tainting the ore, causing items made from it to be easily broken. Finding out what is down there is the first step in slowing the effects of the iron shortage. |
26878 Troubles in the Region I successfully cleared the Nashkel mines and was rewarded handsomely for my efforts: 900 gold from Berrun Ghastkill and the thanks of the entire town. Iron will slowly filter back to the coast now, though transporting it is still a treacherous business. The bandits on the roads will have to be dealt with. |
26879 Petrine's Cat I visited Bheren of Baldur's Gate in his house today. A loitering cat was annoying him, and he mentioned someone named Petrine. |
26880 Petrine's Cat I visited Bheren of Baldur's Gate in his house today. He has offered me the proverbial cloak off his back in exchange for the death of a rather bothersome cat... |
26881 Petrine's Cat Petrine, one of Baldur's Gate's many orphans, has lost Angel, her cat. I might find Angel at the house of Petrine's Uncle Bheren, where Petrine is reluctant to go. If I can bring her the ring that Angel uses as a toy, the cat may return to Petrine. |
26882 Petrine's Cat I showed Bheren that I definitely know one way to skin a cat. He's glad to be rid of that pesky Angel. |
26883 Half-ogres Near Beregost Bjornin, a paladin currently healing from his wounds in Beregost's Jovial Juggler Inn, has asked me to uproot a band of half-ogres. According to his report, they have been fortifying themselves in the mountains south-southwest of town. |
26884 Half-ogres Near Beregost Bjornin is as generous as he is brave. For my efforts against the half-ogres, he gave me his splendid shield. |
26885 Investigating the Nashkel Mines A dragon in the mines? Inconceivable! |
26886 Investigating the Nashkel Mines The mines are shipping barely any ore at all, what with the shortage of people. |
26887 The Tale of Captain Brage I have had to kill the berserking Brage, and I need but return his body to Nashkel for my reward. I must decide whether to return it to the garrison or to the temple. |
26888 The Tale of Captain Brage I have captured the supposedly murderous Brage. Now I need but return him to Nashkel, to either the garrison or the temple. If he is delivered to the garrison he will surely be killed, but I know not what the temple intends. |
26889 Branwen Rescued I rescued a priest who had been turned to stone, but I did not let her join our party. |
26890 Branwen Rescued I have rescued a priest named Branwen. She was apparently turned to stone by a mage named Tranzig. |
26891 Branwen Rescued When we charmed Branwen, we learned that she had been a prisoner in stone for many weeks, after she had confronted an adventuring group that was preying upon merchants. A mage named Tranzig was the one who entrapped her. |
26892 The Rise of Sarevok It seems Sarevok is vying for the title of Grand Duke. His connection to the Iron Throne has made him popular with the masses, as many now equate the high quality of their iron with the surety of success in the coming war with Amn. |
26893 Larceny at the Hall of Wonders We have agreed to steal a "telescope" for a gnome named Brevlik. The telescope is located at the Hall of Wonders. Brevlik will be waiting for us at the Elfsong. |
26894 Larceny at the Hall of Wonders It was no trouble fetching Brevlik's telescope to him at the Elfsong, turning it over for a reward. |
26895 Larceny at the Hall of Wonders Brevlik didn't like the way I got his telescope back and refused to honor our deal. What a waste of my time. |
26896 Larceny at the Hall of Wonders Brevlik didn't like the way I got his telescope back and refused to honor our deal. I didn't take no for an answer. |
26897 Coran's affair Our companion Coran used to be the lover of a woman named Brielbara, who happened to be married at the time. Coran also has a daughter that he did not know about. |
26898 Brielbara's Baby We've accepted a quest from a woman named Brielbara, who wants us to find a man named Yago. Yago has cursed Brielbara's daughter to die, and we are to help Brielbara undo this curse by obtaining Yago's spellbook. We can find Yago at the Low Lantern; we are to meet Brielbara at the Splurging Sturgeon when we are done. |
26899 Brielbara's Baby Brielbara's daughter was cursed by a man named Yago. He did this to punish her for adultery. |
26900 Brielbara's Baby Brielbara will be waiting at the Splurging Sturgeon inn. She wants us to bring her Yago's spellbook. |
26901 Brielbara's Baby When we charmed Brielbara, we learned that her daughter had been cursed to die. She had also heard many rumors about the Iron Throne, but nothing specific. |
26902 Brielbara's Baby Brielbara now has Yago's spellbook and can lift the curse on her baby. |
26903 Return to Candlekeep When we charmed Brunos, we learned a lot of information about the Iron Throne. They want to become the dominant trading cartel along the Sword Coast. To do this, they have been using a misinformation campaign to raise tensions between the nations of Baldur's Gate and Amn. They have disrupted the flow of iron into Baldur's Gate by sabotaging the Nashkel mines and using the Chill and Blacktalons to cut off all trade along the Sword Coast. The only iron source in the Sword Coast will be the Iron Throne base in Cloakwood. With Baldur's Gate anticipating a war with Amn, they will be forced to go to the Iron Throne for the most precious of wartime materials. When this occurs, the Iron Throne will be able to make any demands that they wish. |
26904 Cadderly Today I met a man named Cadderly who thought I looked familiar, but I don't remember him. |
26905 Cadderly Another visitor to Candlekeep mentioned that he knew Gorion. He said his name was Cadderly. |
26906 Cadderly I met an old friend of Gorion's today. Cadderly was his name, and he recognized me from his previous visits to Candlekeep. He did not appear to be much older than I am, but he seemed possessed of an understanding that defies his years. I wish I'd had the time to speak with him further. |
26907 The Reclusive Scholar Mendas says he came to Ulgoth's Beard from Waterdeep, but Calahan says he doesn't have a Waterdhavian accent. Mendas must be from somewhere else. |
26908 The Reclusive Scholar A salty sea-dog by the name of Calahan tells us that Mendas, the scholar from Waterdeep, keeps to himself and is away several days a month on business. |
26909 Centeol's Sad Story When we charmed the huge bloated creature that called herself Centeol, we were told an interesting story. It seems she was cursed to her current shape by a powerful mage named Jon Irenicus. Hah! Only a fool would run afoul of a mage like that. |
26910 Return to Candlekeep From the Chanter I hear that two representatives of the Iron Throne are meeting with two Knights of the Shield on the third floor. Also, there is a stranger named Koveras who has been studying the prophecies of Alaundo on the second floor. Odd that they should all arrive near the same time... |
26911 Return to Candlekeep Candlekeep holds many secrets, but I have discovered one of them at last. The Chanter says crypts lie beneath the keep, holding the remains of Alaundo the Seer and who knows who else. Unfortunately, the Chanter could tell me nothing of the dangers in the crypts, instead imploring me not to enter them. |
26912 Troubles in the Region Something is killing men in the mines. The Amnian guards are unable to stop it. |
26913 Officer Vai A girl named Chloe told us that someone named Officer Vai is waiting to speak with us at the Jovial Juggler in Beregost. |
26914 Durlag's Tower I met some waif cowering in the depths of Durlag's Tower. She was a member of another party of adventurers, but they were apparently wiped out by whatever is down here. I have heard the term "demon knight" bandied about, but if such a creature exists, I am sure I will dispatch it without too much difficulty. |
26915 Durlag's Tower I met a woman in the lower portion of Durlag's Tower. She was apparently part of another group of adventurers that was wiped out. She says it was a demon knight, a hellishly powerful form of undead, that killed them. She also said it employed a strange magic to defeat her friends, something involving a "Mirror of Opposition," or a related type of device. Evidently it created duplicates of each of the members of their party, forcing them to kill likenesses of themselves. That is appropriate, I suppose, considering the way Durlag's Tower originally fell. She suggested that I try to turn the mirror on the demon knight itself, though this would assuredly expose the rest of the room as well. Since the creature may be too powerful to assault directly, I will give this much thought. |
26916 Durlag's Tower Clair seemed rather amazed that I defeated the demon knight. I suppose I am as well. It is a pity her friends could not have been saved... a harsh lesson about knowing one's boundaries. |
26917 Durlag's Tower While she could hardly believe I defeated the demon knight, Clair was relieved that at least one of her friends survived. |
26918 Coran, Hunter of Wyverns We have decided to join up with an elf named Coran in hunting down a wyvern. There has been a substantial reward offered for the head of the beast. We can collect the reward just east of Beregost at the temple of Lathander. That is where the mayor of Beregost is to be found, as he is also the head of the temple. |
26919 Cordyr and the Sirines A fisherman named Cordyr tells of a pair of sirines in his fishing grounds, near where the Cloud Peaks meet the sea. |
26920 Cordyr and the Sirines Glad that I dealt with the sirines encroaching on Cordyr's fishing grounds, the fisherman rewarded me with a magic scroll. |
26921 Investigating the Nashkel Mines Something is killing the miners in the Nashkel mines. |
26922 Investigating the Nashkel Mines The miners talk of evil creatures in the lower levels. |
26923 Recovering "Soultaker" I was attacked by a group of strange men after having returned to Ulgoth's Beard from Durlag's Tower. They wished a dagger I had found, and when I would not turn it over, they attacked me and stole it. I shall have to look into this. |
26924 Recovering "Soultaker" Odd... someone I had never met approached me after I returned to Ulgoth's Beard from Durlag's Tower. They demanded the dagger I took from Durlag's death chamber. I gave him the item as requested, though he seemed none too grateful. What he wanted with such a trinket, I do not know. |
26925 On the Trail of Sarevok Cythandria told us we could find Sarevok at the Undercellar, a brothel accessible through the sewers of Baldur's Gate. |
26926 Dabron's revenge A man named Dabron tried to kill me in revenge for the death of his brother, Aldeth, who I fought in the Cloakwood. |
26927 Investigating the Iron Throne Once charmed, Dabron Sashenstar confessed that he suspects the Iron Throne is up to something sinister in Baldur's Gate. |
26928 Dalton Rescued I have rescued a young man from the very clutches of Durlag's Tower. He will live, but not without some lasting effects, I am sure. He had to kill his own double and came very close to death himself. But he is young... he will survive. |
26929 Flooding the Cloakwood Mine When we charmed Davaeorn, we learned a lot about the Cloakwood mine. He told us how to destroy it! A magical plug exists on the first level. If the plug were released, using a key owned by Davaeorn, we could flood the entire mine! He told us that his key is in a chest in his bedroom. |
26930 Durlag's Tower Some hellish creature has apparently taken control of Durlag's Tower! It was a skeletal figure in armor, and it cast fireballs as though they were second nature. It was very powerful, whatever it was. |
26931 The Helm of Balduran A wizard called Degrodel wants me to find the Helm of Balduran, which I should be able to find on the petrified bodies of a group of adventurers currently held by an art dealer on an estate just west of the fairgrounds. Once I have the helm, I can find Degrodel in his estate in the northwest part of town. |
26932 The Helm of Balduran From Vail the elf I've received a scroll that is supposed to reveal the location of the Helm of Balduran. |
26933 The Helm of Balduran Quenash could tell me little about the location of the Helm. She said Vail "could not have found a better location to hide both the cloak and the helm, and that the building was practically named for the purpose." |
26934 The Helm of Balduran Degrodel gave me a nice reward for the Helm of Balduran, but he didn't want me hanging around afterwards. |
26935 The Mysterious Island A woman by the name of Kaishas can smooth my way with the local villagers. |
26936 Delainy's Task I have met the village historian, a woman by the name of Delainy. She seemed rather nice, actually. I agreed to help her with a small problem she is having. It seems that an important relic of her village, a cloak, blew away from the chieftain's hut during a recent storm. It is probably outside the village walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. Perhaps I should ask Delainy to tell me more about her people when I get back... I'm sure she wouldn't mind. |
26937 Delainy's Task I have met the village historian, a woman by the name of Delainy. I found her company tedious, but I have agreed to help her with a small problem she is having. It seems that an important relic of her village, a cloak, blew away from the chieftain's hut during a recent storm. It is probably outside the village walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. |
26938 Delainy's Task One Delainy asked me to run some errands for her, but I had no time for that. |
26939 Delainy's Task I returned the village cloak to that Delainy person. She was grateful enough, though I don't think she likes me all that much. |
26940 The Mysterious Island The villagers came to this island from somewhere in the far west, brought here by a group they call "the explorers." When it appeared they might be thrown overboard, they fought back. Those who survived made their homes here. |
26941 The Mysterious Island The villagers here say of themselves that "they belong." Apparently outsiders do not, at least not until they perform some sort of ritual. |
26942 The Mysterious Island One of the "explorers" was named Balduran. Rather than allow the ship to continue, he insisted on scuttling the vessel. |
26943 The Mysterious Island No one in this village can tell me precisely what happened on the ship that brought them here. All they know is that they were once bound but now they are free. |
26944 Delainy's Task I seem to have made Delainy mad at me, though I think she is just touchy and unused to my kind of person. She said I was more animal than civilized, and that their pack was strong without me. As if I would want to stay here with them anyway. Delainy did have a nice manner, though. Ahh well, there are plenty more fish in the sea. |
26945 Delainy's Task After our latest talk, Delainy seemed to warm to me. |
26946 Delainy's Task Delainy seems disappointed in me, perhaps assuming I had a different interest in her than I do. Maybe it's time to move on. |
26947 Flowers for Delainy I have agreed to fetch some flowers for Delainy. 'Tis hardly what I would call work... I might have brought them to her anyway. I think I am growing rather fond of the woman; she's not put off by my status as an "outsider." The flowers she wishes grow outside the village walls, so I will search there for them. |
26948 Flowers for Delainy I delivered flowers to Delainy with a smile, and she rewarded me with a kiss. Despite her affections, Delainy was quite rattled that I asked her to accompany me elsewhere... not so much because I asked, I think, but because she considered it. Different worlds, as the poets say. She will remain my friend among strangers. |
26949 Flowers for Delainy I played that naive Delainy like a cheap viola. To think that she had intentions beyond conducting our business. Now she knows how we do things on the mainland. |
26950 Flowers for Delainy I thought that Delainy was interested in more than friendship, but she seems a little shy. Perhaps I should take her away from here and show her the sights on the mainland. She is rather nice... |
26951 The Mysterious Island I knew that Delainy woman was trouble! She turned on me, just like everyone else did! |
26952 The Mysterious Island It seems Delainy has strong feelings for me after all. She is willing to help me escape her people, and has offered to show me a secret route to safety. I knew she would prove special. A pity we did not meet elsewhere... |
26953 The Mysterious Island Delainy led me to the entrance to a secret path in the chieftain's hut. The path leads to a ship that the werewolves built. They needed the sea charts to escape. The secret door has always been in the north of the hut, but it was magically sealed. Now that Kaishas has gone through, so can I. Delainy has stayed behind to fight for me. |
26954 A Curious Business Proposal I met an annoying gnome named Delsvirftanyon. It seems he wants out of the curio business, so he wanted to sell the lot of his junk to me. I have no room for extra trappings. |
26955 A Curious Business Proposal A gnome named Delsvirftanyon offered me the contents of his entire store. Seems he wants out of the business. I refused because his asking price was too high. |
26956 A Curious Business Proposal I have bought Delsvirftanyon's entire stock if only to get him to shut up. Hopefully there will be a few useful items in the jumble. |
26957 A Curious Business Proposal Some annoying gnome offered me the entire stock of his store, but I have no need of such encumbrances. |
26958 Investigating the Iron Throne We have agreed to go on a mission for Duke Eltan. We are to infiltrate the Iron Throne headquarters here in Baldur's Gate. |
26959 Duke Eltan's Illness Duke Eltan wants me to deliver him to the Harbor Master's building on the east side of the harbor. |
26960 Slythe and Krystin We must travel to the Undercellar and find Slythe and Krystin, two of Sarevok's assassins. Eltan thinks that Sarevok may want to murder the Grand Dukes Belt and Liia. We must make sure that this doesn't happen. |
26961 Delthyr the Harper tells me that Duke Eltan is dying of illness and that Scar, his second-in-command, has been slain. The Flaming Fist believes we killed the former leaders of the Iron Throne, and the new leader, Sarevok, offers a bounty for our heads. All the while, tensions continue to mount between Baldur's Gate and Amn. |
26962 The Rise of Sarevok The Harper Delthyr says that the Iron Throne is ready to seize power in Baldur's Gate. He suggests we infiltrate the Iron Throne citadel to search for evidence of their schemes. |
26963 Duke Eltan's Illness Delthyr has suggested that we investigate Rashad, Duke Eltan's healer. |
26964 Once charmed, Delthyr revealed that the Harpers have been keeping an eye on me because they believe I am the child of Bhaal, god of murder. |
26965 Investigating the Iron Throne It seems the Iron Throne is negotiating a treaty with the city's Grand Dukes. Is this simple treaty the key to ending all the unrest of the past season, or is it just another link in the long chain of motivations? Will money satisfy the Throne's greed, or is there something more behind it all? I have so many questions. While I feel close to finding answers, I somehow doubt that they will be quite as fulfilling as I hope... |
26966 The Sea Charts I have acquired a bottle of Baalor Ale for Captain Kieres, but it cost me 900 gold to settle his tab. I hope he appreciates the favor. |
26967 The Rise of Sarevok Sarevok is using Iron Throne resources to fund his rise to power in Baldur's Gate. He has also installed one of his lackeys as the new commander of the Flaming Fist, replacing the suddenly deceased Scar. Sarevok's near-term goal must be to become a Grand Duke, though there's no telling what his long-term goals are. |
26968 Return to Candlekeep Duke Eltan believes I can find critical information on the Iron Throne leaders in Candlekeep. The duke gave me a book for the Keeper of the Portal. The gift should allow me entry. |
26969 Return to Candlekeep One of the Candlekeep readers told me that the Iron Throne leaders have been receiving mysterious visitors on the third floor. |
26970 Return to Candlekeep According to my old tutor, Karan, a visitor named Koveras has demonstrated more than passing familiarity with the prophecies of Alaundo the Seer. Perhaps I should refresh my own memories of the prophecies. Afterward, I would like to question this Koveras. |
26971 Return to Candlekeep Koveras surprised me by suggesting I kill the leaders of the Iron Throne while they're here at Candlekeep. I don't know whether that's the right course, but it certainly would be convenient. |
26972 Return to Candlekeep When we charmed Rieltar, we learned a lot of information about the Iron Throne. They want to become the dominant trading cartel along the Sword Coast. To do this, they have been using a misinformation campaign to raise tensions between the nations of Baldur's Gate and Amn. They have disrupted the flow of iron into Baldur's Gate by sabotaging the Nashkel mines and using the Chill and Blacktalons to cut off all trade along the Sword Coast. The only iron source in the Sword Coast will be the Iron Throne base in Cloakwood. With Baldur's Gate anticipating a war with Amn, they will be forced to go to the Iron Throne for the most precious of wartime materials. When this occurs, the Iron Throne will be able to make any demands that they wish. |
26973 Return to Candlekeep Shistal gave me a cold welcome back. He seemed preoccupied, and almost did not recognize me. Very strange, but I let him go on his way. |
26974 Return to Candlekeep A doppelganger stole Shistal's appearance. Fortunately, I forced the monster to reveal its true identity. Unfortunately, there must be more of the creatures disguised as others I know and trust. |
26975 Return to Candlekeep The Gatewarden of Candlekeep explained the rules of the library. I am not to take books from the rooms they are in, and I am allowed to stay for only ten days. |
26976 Return to Candlekeep Someone has gone to a lot of trouble to ensure that Ulraunt thinks we murdered the leaders of the Iron Throne. Who would want the Iron Throne leaders dead... other than us, that is? |
26977 Return to Candlekeep Outside the Candlekeep crypts, a man named Diarmid mistook our group for one led by someone called Prat. That was my good fortune, since Diarmid revealed Sarevok's scheme to use doppelgangers to frame me for the murders of the Iron Throne leaders. Better still, Sarevok thinks I'm out of the way. While he has returned to Baldur's Gate, it's time for me to investigate his base and discover why he wants war with Amn. |
26978 Investigating the Nashkel Mines Other adventurers have apparently tried to clear out the mines, with little success. |
26979 Kylee's Dagger I am to return a dagger to Kylee, a miner in the lower levels of the Nashkel mines. |
26980 A Seer's Vision In Baldur's Gate, a seer told me that the leader of the Iron Throne is Rieltar Anchev. |
26981 A Seer's Vision In Baldur's Gate, a seer told me that the leader of the Iron Throne is Sarevok Anchev. |
26982 Marek and Lothander According to the seer I consulted, only Jalantha Mistmyr can lift the geas on Lothander. I can find her at the Water Queen's House, as they call the temple of Umberlee. |
26983 A Seer's Vision In Baldur's Gate, a seer told me that the wealthy Entar Silvershield hides his treasure in his bedchamber at his estate. |
26984 Duke Eltan's Illness According to the seer, Duke Eltan's healer is really the one making him ill. |
26985 A Seer's Vision If I can believe the seer in Baldur's Gate, Sarevok Anchev framed me for the murders at Candlekeep. |
26986 The Seven Suns A frightened merchant inside the Seven Suns building says the Seven Suns has been infiltrated by shapeshifters! |
26987 Dradeel's Spellbook Dradeel says that Balduran's crew stopped at this island to replenish their supplies as they returned from a disastrous voyage to Anchorome. Some of the crew members had been infected with lycanthropy and attacked the others. Dradeel managed to escape and has been holed up in an ancient hut ever since. |
26988 Dradeel's Spellbook We have met an elven mage named Dradeel who seems to be a bit insane. He claims to be Balduran's friend and to have been the navigator on the hero's final voyage. He also claims that this island is infested by lycanthropes. Dradeel asked us to retrieve his spellbook from the wreck of Balduran's ship. The book supposedly lies in a chest near Balduran's cabin. |
26989 Dradeel's Spellbook We have met an elven mage named Dradeel who seems to be a bit insane. He claims to be Balduran's friend, and to have been the navigator on the hero's final voyage. He also claims that this island is infested by lycanthropes. |
26990 Dradeel's Spellbook Once he received his spellbook, Dradeel left without a word of thanks. |
26991 Investigating the Iron Throne Something is rotten in the Iron Throne tower, something that is cancerous and malignant and... and growing. Dra'tan, one of the tower guards, has informed me of something most dire. It seems that the Throne has been inviting their competitors in the Seven Suns and the Merchants' League to the tower's fifth floor and then doing something horrible to them. Are they being turned into zombies of a sort; are they being poisoned with a powerful drug; are they being replaced somehow? I don't know. Regardless, the implications are staggering and, to be honest, terrifying. I must steel myself and continue my ascent, however, for I know not what else to do... |
26992 Dreppin's Cow Nessa the Cow is feeling a bit under the weather today. Dreppin's asked me to get a potion of antidote from Hull, who's been posted to the gate this morning. It appears that Hull has been using them to avoid his morning hangovers... |
26993 Dreppin's Cow Well, I found that potion for Dreppin's cow. I just hope it's what he thinks it is and not a potion of firebreath or something... |
26994 Drienne's Cat Through her tears, the dear child Drienne has asked me to rescue her cat from a waterfall. Although I haven't the heart to tell her so, I fear the worst. |
26995 Drienne's Cat Okay, this is getting ridiculous! Little Drienne claims that I have killed her cat, Pixie! What am I supposed to do, bring her a gibberling instead?! |
26996 Drienne's Cat Receiving 23 gold for dragging a dead cat back to its owner seems at once too much and too little reward for such a task. |
26997 Drienne's Cat From the sound of it, this isn't the first time Drienne's cat has died... Nine lives, my arse. Give me my own personal necromancer, and I'll do the same! She has given me one of her father's scrolls, however. Whatever it is, it should prove interesting. |
26998 Troubles in the Region While exploring the coast I met a strange looking elf by the name of Drizzt Do'Urden. He asked for my help in killing some gnolls, but it was not worth my effort. He seemed capable enough anyway, and I have no time to be making friends. |
26999 Troubles in the Region Today I met Drizzt Do'Urden, and helped him rout some gnolls that were causing him trouble. He was grateful enough and offered some advice regarding the bandits in the area. He said the hobgoblin bandits resembled the Chill, and that the human bandits fought like the Blacktalons, both of which are mercenary groups. He suggested I infiltrate their ranks instead of fighting them directly, and I shall look into this if the opportunity arises. |
27000 Troubles in the Region I helped a dark elf by the name of Drizzt Do'Urden dispatch some troublesome gnolls. In return, he shared some intelligence about the local mercenary groups, the Chill and the Blacktalons. I may take his suggestion to infiltrate the groups rather than fighting them directly. |
27001 Troubles in the Region I helped a dark elf by the name of Drizzt Do'Urden dispatch some troublesome gnolls. While he would not join me, he shared some intelligence about the local mercenary groups, the Chill and the Blacktalons. I may take his suggestion to infiltrate the groups rather than fighting them directly. |
27002 The dark elf named Drizzt Do'Urden seems a deadly sort of fellow. I'll be glad never to get on the wrong side of his blades. |
27003 This Drizzt Do'Urden should use his swords more than his mouth. I didn't need the lecture he offered me. Why does he even bother when he could kill practically anyone who disagrees with him? |
27004 Drizzt Do'Urden doesn't live up to his reputation. A few threatening words were all it took for me to put him in his place. |
27005 Dryad of the Cloud Peaks While traveling the Cloud Peaks I met a dryad. She asked that I help protect her tree. How could I refuse such a request? |
27006 Dryad of the Cloud Peaks I have angered a dryad near the Cloud Peaks and have been warned out of "her" wood. It's of little concern. She also directed me to look into a wolf cave just to the south, where a treasure cache is hidden. |
27007 Dryad of the Cloud Peaks I have curried the favor of a dryad in the Cloud Peak mountains. Pleasing such spirits of nature will bring me no end of luck. |
27008 The Seven Suns I met Dun the ex-merchant in the city streets today. He has some interesting suspicions about the Seven Suns and the Merchants' League, two mercantile groups here in Baldur's Gate. He is apparently quite in their debt financially, but, for some unknown reason, they have stopped pressuring him for repayment. Indeed, they seem almost frightened whenever he approaches them and tries to catch their eye. I cannot yet fathom the relevance of this to my investigation. Still, this whole affair has been motivated by greed, business, and money from the start. If merchant groups in the largest city in the region are acting suspicious, I had best take note... |
27009 Durlag's Tower I have encountered a phantom, presumably of Durlag himself. It said that the true spirit of Durlag passed long ago, but his hatred and fear, which built the tower, still maintain it. It said I must understand three of the "paths" that led to this place. After that, "the way" will become clear. It seems to want something as well. It said there was a new evil here, something not a part of the tower, that must be expelled. I don't fancy being this creature's lackey, but I may have no choice... unless I just leave. |
27010 Durlag's Tower I must seek direction and understand the three paths in order to "return" and progress. |
27011 Durlag's Tower Durlag's phantom says I have yet to understand all of the paths before me. |
27012 Durlyle's Task I have met the village historian, a man by the name of Durlyle. He seemed rather nice, actually. I agreed to help him with a small problem he is having. It seems that an important relic of his village, a cloak, blew away from the chieftain's hut during a recent storm. It is probably outside the village walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. Perhaps I should ask Durlyle to tell me more about his people when I get back... I'm sure he wouldn't mind. |
27013 Durlyle's Task I have met the village historian, a man by the name of Durlyle. I found his company tedious, but I have agreed to help him with a small problem he is having. It seems that an important relic of his village, a cloak, blew away from the chieftain's hut during a recent storm. It is probably outside the village walls, so I shall have to watch out for the "beasts" that the locals keep mentioning. Hopefully this will not take too much time. |
27014 Durlyle's Task One Durlyle wanted me to perform some task, but I had no time for him. |
27015 Durlyle's Task I returned the village cloak to that Durlyle person. He was grateful enough, though I don't think he likes me all that much. |
27016 Durlyle's Task I seem to have made Durlyle mad at me, though I think he is just touchy and unused to my kind of person. He said I was more animal than civilized, and that their pack was strong without me. As if I would want to stay here with them anyway. Durlyle did have a nice manner, though. Ahh well, there are plenty more fish in the sea. |
27017 Durlyle's Task I rather enjoyed talking to Durlyle. He seemed... to like me. I call him friend with no hesitation. |
27018 Durlyle's Task I think I have disappointed Durlyle somehow. Foolish man, perhaps he thought I was interested in him. He seemed nice enough, but I will not stay here longer than is necessary. |
27019 Flowers for Durlyle I have agreed to fetch some flowers for Durlyle. 'Tis hardly what I would call work... I might have brought them to him anyway. I think I am growing rather fond of the man; he's not put off by my status as an "outsider." The flowers he wishes grow outside the village walls, so I will search there for them. |
27020 Flowers for Durlyle I delivered flowers to Durlyle with a smile, and he rewarded me with a kiss. Despite his affections, Durlyle was quite rattled that I asked him to accompany me elsewhere... not so much because I asked, I think, but because he considered it. Different worlds, as the poets say. He will remain my friend among strangers. |
27021 Flowers for Durlyle I played that naive Durlyle like a cheap viola. To think that he had intentions beyond conducting our business. Now he knows how we do things on the mainland. |
27022 Flowers for Durlyle I thought that Durlyle was interested in more than friendship, but he seems a little shy. Perhaps I should take him away from here and show him the sights on the mainland. He is rather nice... |
27023 The Mysterious Island I knew that Durlyle person was trouble! He turned on me, just like everyone else did! |
27024 The Mysterious Island It seems Durlyle has strong feelings for me after all. He is willing to help me escape his people, and has offered to show me a secret route to safety. I knew he would prove special. A pity we did not meet elsewhere... |
27025 The Mysterious Island Durlyle led me to the entrance to a secret path in the chieftain's hut. The path leads to a ship that the werewolves built; evidently, they needed the sea charts to escape safely. The secret door is in the north of the hut. It was always there, but was magically sealed. Kaishas has gone through, so now it is accessible. Durlyle has stayed behind to fight for me. He has proven to be a friend and an ally... I wish... |
27026 Durlag's Tower It seems that by causing the sword to glow I have completed some sort of task. |
27027 Balduran's Final Voyage A gnomish woman named Dushai claims to have knowledge of Balduran's final voyage. She will share it with us for a "research fee." |
27028 Balduran's Final Voyage The gnome Dushai tells us that Balduran sailed for Anchorome and never returned. No one knows his final fate for certain. However, it is odd that he did not return to the city which he founded and loved. |
27029 Rescuing Dynaheir I freed Dynaheir from the gnolls and sent her on her way. |
27030 Rescuing Dynaheir After freeing Dynaheir from the gnolls, I invited her to join my group. A mage is always a useful ally. |
27031 Edwin and Dynaheir I have agreed to kill a witch named Dynaheir for Edwin, for a price yet to be determined. She is in a gnoll stronghold somewhere to the west of Nashkel. |
27032 Edwin and Dynaheir Near Nashkel I met a fellow called Edwin. He wanted me to slay a witch named Dynaheir, but I declined. |
27033 Edwin and Dynaheir Dynaheir is dead, as Edwin wished her to be. Success of a sort, I suppose. |
27034 Edwin and Dynaheir I have severed my alliance with Edwin, as I do not wish his kind of influence within my party. |
27035 Eldoth and Skie We've agreed to help Eldoth with an extortion plan. He wants us to kidnap a young girl named Skie who happens to be the daughter of Grand Duke Entar Silvershield. Eldoth has told us that Skie wants to escape home and would be a willing partner in the scheme. Once we have her, Eldoth will blackmail Entar. |
27036 Eldoth and Skie We rescued Skie all right, but when we refused to let her join the group, Eldoth left in a huff with her. |
27037 I met that strange man again, though he now identifies himself as Elminster! All who walk the realms know of this man, though what he should find of interest in me I do not know. He said that the bandits I seek make a habit of traveling in the northeast. Again, I must wonder why my concerns are worth his attention. |
27038 Another Encounter with Elminster Once again I have run into Elminster, and once again he expressed an interest in my well-being that I find puzzling. He seemed to suggest that my most vengeful enemies would be as close as my own heart, though what he meant I do not know. Who knows the mind of Elminster? |
27039 Another Encounter with Elminster Once again I have run into Elminster, and once again he expressed an interest in my well-being that I find puzzling. He made a cryptic remark about making powerful enemies within myself. Like all wizards, he speaks in riddles. At least he confirmed that the masters of the bandits likely keep their base in the Cloakwood. |
27040 Another Encounter with Elminster Again Elminster has made an appearance, though he was a little more forthcoming with information this time. He apparently knew Gorion well and thought him a good man to care for me. He also spoke of bad blood, and a taint that will consume me if care is not taken. What this means, I am not sure. I will heed his warning, though I have little time to dwell on it. He did give me some names, though, of people he feels are trustworthy: Scar of the Flaming Fist, and Duke Eltan. I suppose I can believe them if Elminster himself does so recommend. |
27041 Investigating the Nashkel Mines Emerson seemed quite happy about being able to get back to work, though there is still the problem of bandits attacking caravans. Oh, he also said to go see the mayor for a reward. |
27042 Investigating the Nashkel Mines Emerson has allowed me to search the Nashkel mines. He does not know what lies below, though. |
27043 Investigating the Nashkel Mines Emerson has given me a day to conduct a search of the Nashkel mines. I doubt he would turn the guards on me for taking longer, though. There are apparently more dangerous things to worry about down there. |
27044 Investigating the Nashkel Mines I charmed the foreman of the Nashkel mines. He claimed there were "dog-like" creatures causing trouble below. |
27045 Investigating the Iron Throne My chance meeting with the Grand Dukes' chief negotiator, Emissary Tar, has provided me with new clues. The Merchants' League and the Seven Suns have temporarily relinquished their mines to the Iron Throne in support of the coming war effort. They may find the "temporary" loan becomes all too permanent. |
27046 A Hidden Base in the Cloakwood Things grow darker here, darker than I thought possible. In Tazok's tent, I came across a prisoner named Ender Sai. If he speaks true, and I suspect the documents in Tazok's chest that he mentioned will show he does, the bandits are being played as pawns by a power group called, tellingly enough, the Iron Throne. Tazok's orders are coming from some base of theirs within the Cloakwood, and I have little doubt that it is there that I must journey next if I wish to peel back the next layer of this mystery. Something still seems very wrong in this. It haunts me, dancing endlessly along the periphery of my thoughts. What it is, however, I know not. |
27047 A Hidden Base in the Cloakwood Things grow darker here, darker than I thought possible. In Tazok's tent, I came across a prisoner named Ender Sai. If he speaks true, and I suspect the documents in Tazok's chest that he mentioned will show he does, the bandits are being played as pawns by a power group called, tellingly enough, the Iron Throne. They meddle in the affairs of nations as if they were gods, pushing Amn and Baldur's Gate to the brink of war in order to line their pockets. They apparently maintain a base within the Cloakwood, and I have little doubt that it is there that I must journey next if I wish to peel back the next layer of this mystery. Something still seems very wrong in this, however. It haunts me, dancing endlessly in the shadows, never coming into the light. What it is, however, I know not. |
27048 I have forged a dark path for myself, and all who oppose me shall tremble at my growing power. |
27049 The Harpers have had their eye on me. Khalid and Jaheira are even members of their organization. Another Harper, Entillis Fulsum, seems to know quite a bit about my interest in the Iron Throne. He suggests I turn to Scar and Duke Eltan for help, both associated with the Flaming Fist. |
27050 Entillis Fulsom, who appears acquainted with Elminster, seems well informed about my investigations into the Iron Throne. He suggests I seek help from Scar and Duke Eltan, both associated with the Flaming Fist. |
27051 Nadine and Euric Euric accepted Nadine's amulet but didn't seem too happy about it. He asked me to return to her with a message that he misses her. |
27052 The Mysterious Island The villagers here all suggest that I talk to their headwoman before wandering about. |
27053 The Mysterious Island I met a villager by the name of Evalt, but I don't think I left a very good impression. Bah! He and his fellows are of no concern. |
27054 Evalt's Missing Brother Evalt has asked me to search for his brother Evan, who he believes was taken by a "blue witch." He has heard this witch singing along the island's west coast and suggests I might find Evan to the north. |
27055 Evalt's Missing Brother The village fisherman, Evalt, has asked us to find his brother Evan. Evan followed the song of a "blue witch" to the west side of the island. |
27056 Fahrington's Scroll Fahrington, a strange priest in the Wood of Sharp Teeth, has had his scroll of wisdom stolen by a tasloi heading east. I felt sorry for the poor man, as he does seem to be in desperate need of it. |
27057 Fahrington's Scroll Fahrington, a strange priest in the Wood of Sharp Teeth, has had his scroll of wisdom stolen. He appears to know the area well, and suspects that it has fallen into the claws of an ettercap to the east. |
27058 Fahrington's Scroll Fahrington gave me the very scroll he asked me to retrieve. |
27059 A Hidden Base in the Cloakwood A girl named Faldorn has told me that the Iron Throne's base is located to the east. |
27060 A Hidden Base in the Cloakwood We have agreed to help Faldorn against the people who have been polluting the Cloakwood forest. These people, apparently agents of the Iron Throne, dwell in a fort to the east. |
27061 Faldorn and the Shadow Druids When we charmed Faldorn, she told us that she was a member of the Shadow Druids, a sect of druids who believe in the destruction of human civilization. |
27062 A Farmer's Tales Bandits are stealing local cattle, according to one of the farmers. |
27063 A Farmer's Tales A farmer told us about an accident at sea, where a dozen men lost their lives when their boat was swamped. The Water Queen Umberlee's work, I wonder? |
27064 A Farmer's Tales According to a farmer we talked with, the Firewine Bridge ruin hides a lot of treasure. |
27065 Farmer Brun's Missing Son An old man was begging for help on his farm north of the Friendly Arm. Something about his son disappearing. 'Twas not worth my time. |
27066 Farmer Brun's Missing Son I was north of the Friendly Arm when a farmer named Brun asked me to help find his son, Nathan. He is worried that bandits may have waylaid the boy. I shall start looking to the west of their farm, as Brun said he saw some strange tracks in that direction. |
27067 Giant Insects? The local farmers complain of a giant insect infestation. |
27068 Farmer Brun's Missing Son Farmer Brun was understandably upset to receive the body of his son, Nathan. |
27069 Farmer Brun's Missing Son We gave Farmer Brun some gold, though we didn't want him to think it was charity. He's a very proud man. |
27070 Farthing's Dolly If I spot a dolly anywhere on the island, I should bring it back to Farthing. |
27071 Farthing's Dolly Farthing was delighted by the return of her doll. |
27072 The Mysterious Island Farthing seemed quite happy that I killed Karoug and his lot. She was quite calm about it, though I don't know how she could be so accustomed to violence, living in this peaceful place. |
27073 The Four Warders A strange apparition appeared to me. This is what it had to say: I am the warrior's bane I live in the darkness of his soul I bring him to his knees, Trembling and weeping Unable to lift a hand in his own defense Yet I sleep... Awaken me. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What will awaken this warder? Perhaps a loud noise like a drum or a gong. Perhaps something else. I must solve this riddle in order to pass. |
27074 Fenrus Boulon I met some fop named Fenrus Boulon. His babble was not worth my time. |
27075 Durlag's Tower Fenrus Boulon has told us that Durlag's Tower was built by a famous dwarven hero name Durlag Trollkiller. The wealth that he amassed was coveted by a group of mindflayers, who used doppelgangers to kill and replace Durlag's family. The hero killed the beasts but was driven mad in the process. He entrapped the Tower and disappeared within its depths. |
27076 Ankheg Culling In west Baldur's Gate, a sturdy old dwarf by the name of Fenten informed me that there have been some troubles with ankhegs south of the city and across the river. I'm to find a woman named Gerde for further instructions. |
27077 Ankheg Culling In west Baldur's Gate, a sturdy old dwarf by the name of Fenten has promised to buy some ankheg scales from me. Apparently there's a swarm of them to the south of the city, across the river. I'm to find a woman named Gerde for further instructions. |
27078 Ankheg Culling Fenten handed over the cash we agreed on for the ankheg scales I brought him. |
27079 A Ring for a Lady If I find an angel skin ring, I could help Fergus, a Flaming Fist soldier, with his romantic problem. |
27080 Firebead's Scroll Firebead Elvenhair, an old mage who makes the occasional visit here from Beregost, has left an identify scroll with Tethtoril, in the inner grounds. I swear, without me to run its endless errands, this keep would crumble into the very dust from which it sprang. |
27081 Firebead's Scroll Old Firebead was grateful for my help. He cast a spell on me and said it would protect me from any evil I might meet tonight... I don't know what's out there beyond these walls but I guess I'll find out soon enough. |
27082 A Book for Firebead I have met an old friend in Beregost! Firebead Elvenhair, an elderly mage who visited the library at Candlekeep on occasion, has asked me to check out the stores in the area and purchase a copy of "The History of the Fateful Coin" for him, should I ever set eyes on it. Confining as its walls could be, there are days when I miss Candlekeep with every bone and every ounce of flesh in my body. This, I guess, is just going to be one of those days. |
27083 A Book for Firebead Old Firebead was grateful for my locating his book and rewarded me. |
27084 Murder Most Foul When I charmed a member of the Flaming Fist, he explained that his unit was hunting a drow elf who had murdered a family. |
27085 Samuel the Deserter A man named Samuel deserted his post, and now the Flaming Fist is offering 50 gold for his capture. |
27086 Samuel and Lena We have promised the woman Lena that we will take Samuel to the Temple of Wisdom at the Friendly Arm Inn. |
27087 Samuel the Deserter After delivering Samuel the deserter to the Flaming Fist soldier, we've collected our reward. |
27088 Rising Tensions with Amn I charmed a member of the Flaming Fist, and he told me that there were tensions between Baldur's Gate and the nation of Amn. He also said that the Flaming Fist is desperately in need of iron. |
27089 The guards at the Flaming Fist compound think I'm a murderer. |
27090 Bassilus the Murderer Poor, young Footy is as tragically mad as everyone else in this dreadful place. He has been watching the foul Bassilus, trying to spot his own family amongst the animated corpses, laughing at their antics as he does so... Guilt and innocence are so malleable in this affair. All I know is that I cannot bear to let this depravity continue any longer. |
27091 The Rise of Sarevok Sarevok seems to be a popular choice to replace the deceased Entar Silvershield. |
27092 Rising Tensions with Amn Tension seems to be building between Baldur's Gate and Amn. |
27093 The Rise of Sarevok After the death of Duke Entar Silvershield and the illness of Duke Eltan, there's little to stop Sarevok from assuming a position of rule. |
27094 The Rise of Sarevok Something is wrong in the Iron Throne building. People say that their members are acting strangely. I can't help but wonder if such behavior isn't linked to Sarevok's scheming. |
27095 The Rise of Sarevok I am still wanted for the murders of the Iron Throne leaders. The fact that I haven't been captured is adding to the tensions in Baldur's Gate and increasing popular support for Sarevok and his promises to restore order to the region. |
27096 The Rise of Sarevok Once Sarevok takes control, there's nothing to stop all-out war with Amn. |
27097 Bassilus the Murderer The townsfolk of Beregost talk of a "monster" named Bassilus who has murdered many innocent folk. |
27098 Troubles in the Region The villagers at the Friendly Arm speak of the iron from Nashkel being as weak as tissue. |
27099 Troubles in the Region The villagers of the Friendly Arm speak of bandits who make the roads unsafe to travel. |
27100 Troubles in the Region A local woman says her husband vanished into the Nashkel mines. |
27101 Joseph's Wife We told a young woman in Nashkel that we'd try to find her husband, who has disappeared in the city's adjoining mines. His name is Joseph, and he wears a greenstone ring. |
27102 Joseph's Wife While we could not save Joseph, we told his wife that we had found his corpse. |
27103 Troubles in the Region People are afraid of the mines, but they are not sure what is there. |
27104 Prism the Sculptor A Nashkel sculptor has apparently absconded with a large amount of an investor's money. I shall keep a lookout, and perhaps there will be a reward for his retrieval. |
27105 The Tale of Captain Brage The captain of the guard in Nashkel has apparently committed a number of violent murders. It's as though his whole personality has changed. |
27106 A Tour of Durlag's Tower Someone named Ike is giving tours of Durlag's Tower. I would assume that they only take people through rooms that have been cleared of traps, but perhaps I should ask someone who has taken the tour. There is a man named Fenrus who has done so. I can find him near the docks. |
27107 The Reclusive Scholar There is another newcomer in town besides me. A man named Mendas moved in just recently. Apparently he's not all that friendly. |
27108 Balduran's Final Voyage I hear rumors that someone has located Balduran's ship. Balduran was the founder of Baldur's Gate and an explorer of great note. No mention was made of where the ship is located, though. |
27109 An Errand for Fuller Fuller is recovering from last night's mead-fest in the barracks. After a little pestering, he agreed to give me a little bit of change if I fetch crossbow bolts from the innkeeper, Winthrop. |
27110 An Errand for Fuller Fuller was in a generous mood today. After I fetched the bolts from Winthrop, he gave me his dad's old dagger. It killed a hobgoblin in a single blow once... if Fuller isn't just pulling my leg again, that is. |
27111 An Errand for Fuller Fuller gave me a lousy 10 gold for running his errands. I bet I'd get at least 15 for being an errand runner in Baldur's Gate! |
27112 Galken's Wares I met some roustabout named Galken. He said he had something for sale, but I'll wager it's just a bunch of garbage. He seemed like a bit of a scoundrel to me. |
27113 Galken's Wardstone I bought a ward token from that scoundrel Galken, and I should have guessed there would be strings attached. He said it truly is a key for some door or another deep in the tower, but the former owner might be looking for it, too. With my luck he stole it from Durlag himself, or from some other powerful being. |
27114 Firewine Bridge and Gullykin Gandolar Luckyfoot says there is a secret entrance to the Firewine Bridge ruins in one of the halfling burrows of Gullykin. |
27115 The Firewine Ruins There are kobolds in the Firewine ruins. |
27116 The Firewine Ruins The Firewine Bridge is all that is left of an elven trading town that was destroyed over two hundred years ago. |
27117 The Firewine Ruins There are kobolds in the Firewine ruins, but they seem more organized than is typical of their race. |
27118 The Firewine Ruins A hunter we met suggested that we search out the Firewine Bridge ruins for adventure. |
27119 The Firewine Ruins Gandolar was pleased that I dispatched the ogre mage that sent kobolds to harass the people of Gullykin. |
27120 Garrick the Bard I met a man named Garrick who appears to be a bard. |
27121 G'axir the Seer His sentences overwrought with emphatic hesitations, G'axir the Seer has informed me that my future is hemmed in darkness. His predictions are less than surprising... In any event, he has asked me to bring him a sphene gem. G'axir can be found at the Blade and Stars. |
27122 G'axir the Seer I gave G'axir the Seer the sphene gem he wanted, and all he said was that my future lies beyond "the muck and mire" of Baldur's Gate. |
27123 Samuel and Lena As Lena asked, we brought Samuel to the Temple of Wisdom and turned him over to Gellana Mirrorshade. |
27124 Samuel and Lena Sadly, we did not bring Samuel to the Temple of Wisdom in time. Gellana Mirrorshade could not save him, and he died. |
27125 Ankheg Culling I am assisting the ranger, Gerde, in her attempt to manage the ankheg population on the plains south of Baldur's Gate. From where I stand at her side, I can see them swarming, coming to the surface roughly fifty yards to our left. On Gerde's instructions, however, I am not to exceed my quota of four kills. |
27126 Ankheg Culling Ankhegs are tough to kill, but Gerde's reward of 75 gold pieces is welcome. |
27127 Laerta and Louise Old Gervisse, who claims to be watching over a pair of young twins in Baldur's Gate, has asked me to seek out and kill a druid named Voltine. According to Gervisse, she is apparently polymorphing herself in an attempt to slip past his nightly defenses and abduct the twins. There is still something that disturbs me about all of this, but I'm not sure what... |
27128 Ghorak the Diseased When I offered to cure Ghorak the diseased, he asked me to fetch his brother's skull from its hiding place behind a painting in the Three Old Kegs. Then Ghorak wants me to present Kereph's skull to Agnasia in The Lady's Hall. I can't wait to hear what she has to say about that. |
27129 Ghorak the Diseased Now that the skull of Kereph is in the hands of a follower of Tymora, Ghorak's curse should be lifted. I should check on him soon. |
27130 Ghorak the Cured! As expected, returning Kereph's skull to a follower of Tymora lifted the wasting curse from Ghorak. At last, both brothers have found peace. |
27131 Inside of Durlag's Tower I encountered a ghoul of great power named Grael. He offered a warning about something called a tanar'ri, and the horrible "death-gaze" it wields. A "gaze that is not a gaze." It sounds more insidious than even the gaze of the basilisk. I wonder if the traditional precautions will even function against it? I shall keep this in mind, though I doubt I will meet such a creature. It has been ages since Grael's battle took place. |
27132 The Rise of Sarevok I have met Gregor, the son of Brunos, one of the murdered Iron Throne leaders. He is positive that Sarevok orchestrated the whole assassination in order to assume control of the Iron Throne. Sarevok has apparently used the Throne's best plots to inflame the region, instead of to secure wealth and power. He now campaigns to become a Grand Duke on the premise that he will fight the chaos he himself created. What he hopes to accomplish once he is a Grand Duke, no one seems to know. The region is perilously close to war. |
27133 Gurke's Cloak Gurke, a crusty old dwarf in Beregost, has had his supposedly famous cloak stolen from him by a batch of tasloi in the Cloakwood. After our brief encounter, I have come to the conclusion that I'd do almost anything to rid him of that sour mood! |
27134 Gurke's Cloak Gurke seems slightly cheered to have his cloak back. I'm slightly cheered to have more gold. |
27135 Gurke's Cloak I have traveled to the Cloakwood, returned with Gurke's cloak, and all for naught! It appears that his misadventures have turned him into a minor folk hero here in Beregost. People toss coins at his feet to hear his embellished prattle, but I swear I shall have none of it. Fie on him and the cloak he left with me, too! |
27136 Investigating the Iron Throne According to the Harbor Master, the Iron Throne has been shipping iron into the city via its merchant fleet. |
27137 Duke Eltan's Illness A smuggler we charmed told us that Duke Eltan is sick with some sort of disease and that his second-in-command, Scar, is dead. |
27138 Duke Eltan's Illness Rumor has it that recent tragedies involving Entar Silvershield and Scar are connected to Duke Eltan's sudden illness. |
27139 Duke Eltan's Illness Duke Eltan is the most beloved and respected of the Grand Dukes of Baldur's Gate. His death would leave an immense hole in the leadership of the region. |
27140 Duke Eltan's Illness Despite the constant presence of a healer, Duke Eltan continues to decline. I wonder whether he needs a better healer than this Rashad. |
27141 Duke Eltan's Illness Duke Eltan, the leader of the Flaming Fist, is gravely ill; Scar, the second-in-command, is dead; and Grand Duke Entar Silvershield has been assassinated. The key is to learn who is behind these events. The people of Baldur's Gate believe Sarevok when he says Amn is to blame, but I think the answer is closer than anyone yet understands. |
27142 Duke Eltan's Illness I have learned that Duke Eltan, commander of the Flaming Fist, lies sick in bed at the Flaming Fist compound, tended to by his cleric Rashad. A man named Angelo seems to be acting in his stead, and, from all accounts, seems to be closely connected to Sarevok. I find myself overwhelmed with a sense of unease about this all. Sick or not, perhaps Duke Eltan has some answers for me. |
27143 Duke Eltan's Illness Kolvar tells us that Duke Eltan has been stricken by a mysterious disease and Scar has been assassinated. |
27144 Duke Eltan's Illness Kolvar is suspicious as to why Rashad, Eltan's priest, hasn't healed the Grand Duke yet. |
27145 Duke Eltan's Illness The recent trouble has one of the former guards planning to desert the Flaming Fist. According to Kent, Eltan's healer Rashad frequents a brothel called the Undercellar. The place is so foul that the entrance lies through the city sewers. |
27146 Duke Eltan's Illness I took the defenseless Duke Eltan to the Harbor Master, who promised to keep him safe. |
27147 Investigating the Iron Throne When we charmed the Harbor Master, he told us that there were quite a few Iron Throne merchant ships coming into port these past few weeks. He thinks that the ships were carrying iron. |
27148 Rising Tensions with Amn According to the message I intercepted, the forces of Amn are massing along the border. War seems inevitable now. |
27149 Hull's Sword Hull, one of the ever-present Watchers here in Candlekeep, forgot his sword in the barracks this morning. He has asked me to fetch the weapon from its resting place in the chest against the right wall. |
27150 Hull's Sword The Gatewarden sure must have been in a surly mood today, because Hull paid a full 20 gp for that sword of his! |
27151 Hull's Sword Hull gave me 10 gp for bringing him his own dumb sword. I should have charged him extra for the tongue-lashing he gave me, though. |
27152 Xvart Raids It appears that xvarts have been making regular raids on the livestock around Nashkel. They must be operating from a base nearby, but where, exactly, I cannot be sure. |
27153 Hurgan's Offer A dwarf named Hurgan Stoneblade has an employment opportunity for us if we wish to hear about it. He is staying at the Ulgoth's Beard inn. |
27154 Recovering "Soultaker" Hurgan Stoneblade has asked me to enter Durlag's Tower and retrieve an enchanted dagger called "Soultaker," a family heirloom. |
27155 Recovering "Soultaker" Hurgan hadn't told us everything when he sent us to retrieve the dagger. It appears that the dagger contains the soul of an evil demon that killed Hurgan's grandfather. The people that ambushed us are members of the cult that worships the beast. Hurgan believes that they wish to bring the demon back to life within their house in Ulgoth's Beard. Hurgan has asked us to stop them. |
27156 Recovering "Soultaker" After I dealt with the demon and its strange cult, Hurgan left Ulgoth's Beard, his business done. |
27157 Investigating the Iron Throne It might have been the drink talking, but a man named Husam had nothing good to say about his former employer, the Iron Throne. |
27158 Investigating the Iron Throne Husam says that the leaders of the Iron Throne are Brunos, Thaldorn, and Rieltar. |
27159 Investigating the Iron Throne The drunk Husam told us that the Iron Throne leaders have gone to Candlekeep; for what purpose we do not know. |
27160 Investigating the Iron Throne According to Husam, a secret passage from the home of Krammach Arkhstaff leads all the way to the Iron Throne base. |
27161 Investigating the Iron Throne Husam told us that we can find him at the Elfsong Tavern. Though he is a blubbering drunk, he seems to know a great deal. |
27162 Slythe and Krystin Husam wants us to kill two assassins named Slythe and Krystin. They are in the employ of Sarevok, and we might find valuable information in their possession. The two killers are staying at an underground brothel known as the Undercellar. |
27163 Slythe and Krystin When I told Husam what I'd learned about Slythe and Krystin's plans, he encouraged me to get inside the palace as soon as possible. Sarevok could seize control of the city at any moment. |
27164 A Tour of Durlag's Tower I met a blustering lout offering tours of Durlag's Tower. It seems he aims to make a tourist attraction out of the deathtrap. I decided not to take him up on his offer, but he will be available if I change my mind. |
27165 A Tour of Durlag's Tower I met a huckster by the name of Ike who was offering tours of Durlag's Tower. It seems the venerable deathtrap has become a bit of a tourist attraction. I agreed to the tour, so I should meet Ike by the tower as soon as possible. I'm sure it will be safe... they wouldn't walk people through if there was still a danger. |
27166 Durlag's Tower The tower and the labyrinth below were built ages ago by the dwarven hero Durlag "Thunderaxe," for no less worthy a purpose than to be a home for him and his kin. His enormous fortune occupied entire rooms and was rumored to be waist-deep on a man. The wealth Durlag accumulated was to be the backbone of his clan. |
27167 Durlag's Tower The stories of Durlag's opulence spread across the land, and the most unsavory of creatures sought to make the tower theirs. All of Durlag's kin and friends were replaced by doppelgangers, and thus Durlag found himself killing likenesses of those that he cared for the most, just to save himself. In the end, he succeeded in driving the invaders from his home and vowed that none would infiltrate his tower again! |
27168 Durlag's Tower Durlag installed magical locks on the entrances to his inner sanctum, locks which required ward tokens to pass. Evidently some of these tokens still exist but are likely expensive and rare. |
27169 Durlag's Tower Even those who eluded Durlag's wards had to face traps set over every floor and wall, each releasing its own horrible effects. |
27170 Durlag's Tower Using Ike's ward token, I mean to explore some of the lower chambers of Durlag's Tower. |
27171 Prisoner of the Gnolls A woman is being held captive in the gnoll fortress to the west! It seems likely that she is still alive as her captors apparently banished the gnoll, Ingot, upon well-founded suspicions that he might eat her. |
27172 Flooding the Cloakwood Mine An Iron Throne guard told us that we could find Davaeorn on the fourth floor of the Cloakwood mine. |
27173 A Hidden Base in the Cloakwood One of the Iron Throne soldiers told us that the entrance to the mine was in the bailey to the east. |
27174 Investigating the Iron Throne The offices of the Iron Throne leaders are on the fifth floor of the building. |
27175 Investigating the Iron Throne I've learned that one of the Iron Throne leaders is on the fourth floor of the Iron Throne citadel. |
27176 Investigating the Iron Throne A merchant told us that Brunos and Rieltar, two of the Iron Throne leaders, have traveled to Candlekeep. |
27177 Scar's Death In his corner of the Blushing Mermaid Tavern, Ivanne charges 10 gold pieces for the chance to hear his morbid tale. Scar has been murdered in my absence, it seems, and should I ever wish to hear the details of his death, they like as not shall come from Ivanne's mouth. It would be good to return here when I have more time to listen. |
27178 Scar's Death Sugar, one of the ladies of the night about these parts, tells me that Scar is dead. He was a good man, and I almost curse myself for having left his side, but I suppose I had other tasks more pressing. Sugar directed me to a certain Ivanne in the Blushing Mermaid, who claims to have been witness to the dirty deed. Perhaps I should pay him a visit. |
27179 Scar's Death I have listened to the tale of Ivanne, sole witness to Scar's death save his killer. Judging by Ivanne's telling, Scar was lured to his horrific death by yet another doppelganger, no doubt in the hire of the Iron Throne, though Ivanne pointed out that Angelo had much to gain from his death as well. Scar's passing was mercifully brief, at least, though more for reasons of stealth than of compassion. Aye, I have seen so many of these foul mirrorkin of late, but I pray I never become accustomed to their cursed, shifting faces. |
27180 The Friendly Arm Inn My foster father Gorion is dead, killed while defending me from a mysterious armored man and his cohorts. Someday I will have my vengeance upon this man, but for now it would be best to follow Gorion's last instructions and go to the Friendly Arm Inn. There, I'm supposed to meet two people named Khalid and Jaheira. |
27181 The Friendly Arm Inn I have arrived safely at the Friendly Arm Inn. Here I contacted Khalid and Jaheira. |
27182 Jaheira and Khalid Jaheira and Khalid would have me accompany them to Nashkel. |
27183 Marek and Lothander Jalantha Mistmyr has agreed to help cure Lothander if we retrieve a holy book from the Temple of Tymora, known as The Lady's Hall. |
27184 Jared and the Bear I have just met Jared, a lone and frightened merchant, in the wilds of these mountains. He has just fled a bear which has apparently laid claim to the other side of this bridge... |
27185 Jared and the Bear I told Jared that I slew the bear. He did not linger after receiving the news. |
27186 The Seven Suns We've learned from Jhasso that a group of shapeshifting creatures has taken over the Seven Suns trading coster. |
27187 Rising Tensions with Amn Rumors are flying about town that we're Amnian spies. |
27188 Joia's Flamedance Ring I am to return a ring to Joia in the Friendly Arm Inn. It is a flamedance ring, stolen by some hobgoblins just north of the inn. |
27189 Joia's Flamedance Ring I returned a flamedance ring to Joia in the Friendly Arm Inn. She was very appreciative, even if she had no gold to give me. |
27190 The Rise of Sarevok Angelo has ordered the Flaming Fist to prepare for war, buying up all the weapons and armor available from the Iron Throne. Angelo has close ties to Sarevok. A search of the barracks might turn up proof of a conspiracy between them and reveal the truth behind Sarevok's scheme. |
27191 The Mysterious Island The gruff Jorin didn't seem too impressed with me. I suppose that's to be expected from one of the village protectors, who must be suspicious of any outsider. |
27192 The Rise of Sarevok After gaining control of the Iron Throne, Sarevok has begun to exploit its resources to the fullest. Even with their former leaders dead, the remaining members cannot stand such wanton looting for long. What does Sarevok have in mind? |
27193 Entar's Son Entar Silvershield's son was killed. |
27194 Entar's Son We've joined up with Kagain, a dwarf who wants to find a missing noble. The missing noble is the son of Entar Silvershield, and so he's really desperate to find the kid. |
27195 The Mysterious Island I spoke with the current leader of the village, Kaishas Gan, and she asked me to help rid the island of "the beasts." I refused, though I may have to reconsider if I want any help leaving this place. |
27196 The Mysterious Island I have agreed to help Kaishas Gan rid this isle of the "beasts," a group of monsters that have apparently been harassing her village for years. They live beyond the village wall, and she said their leader's name is Karoug. He is more wolf than man, I think she said. |
27197 The Mysterious Island Werewolves! They descended from the original crew of Balduran's ship, but they are all werewolves. That's why their ship was scuttled in the first place! They infected me with lycanthropy as a "gift" so that I might "belong" with them. I'm sure we could have resolved things, but other members of their village would not have it. I must fight my way through them now and escape as best I can. |
27198 The Mysterious Island Kaishas left me no choice but to fight. Now I must watch my back against someone named Selaad, the missing chieftain. |
27199 The Mysterious Island I have exterminated Kaishas and as many of her kind as I could find. I shall have to keep an eye out, however, as she mentioned someone named Selaad, who may still be at large. |
27200 The Mysterious Island I offered her a chance to live, but Kaishas insisted on fighting to the last. She mentioned that her people might have a second chance if Selaad returned, so I shall keep watch for him as well. |
27201 The Rise of Sarevok I have met Kalessia, an emissary supposedly from a far-off headquarters of the Iron Throne. She seemed surprised that Sarevok had taken control of this regional base. He is thought of as an upstart who does not have the interests of the Iron Throne at heart. |
27202 Karoug and the Wolfweres Speaking with this lout Karoug has proven ineffective; combat is my only recourse. It seems to be all he understands. So be it. Likely the island will be better off without him. It shall be my favor to the other inhabitants. |
27203 Bassilus the Murderer I heard in Beregost that a reward is currently being offered for the head of Bassilus, a murdering priest who apparently controls the undead. |
27204 Bassilus the Murderer Kelddath Ormlyr told us that there is a price on the head of a man named Bassilus. His holy symbol should be worth a substantial reward. |
27205 Bassilus the Murderer Kelddath Ormlyr is offering a bounty of 5,000 gold on a man named Bassilus. I should be able to find Kelddath in the temple of Lathander just east of Beregost. |
27206 Bassilus the Murderer I have been well rewarded for dispatching the foul Bassilus. No doubt this 5,000 gold shall come in quite handy. |
27207 The Sea Charts I may have located the sea charts, but I need to appease Captain Tollar Kieres before I can get a good look around. He wants some swill from a man named De'Tranion, who can be found at the Blushing Mermaid tavern in Baldur's Gate. |
27208 The Sea Charts I tried to talk my way past Captain Tollar Kieres so I could find those blasted sea charts, but he would have none of it. Ahh well, either sneaking or fighting I'll leave no witnesses. |
27209 The Sea Charts I have found where to acquire a bottle of Baalor Ale for Captain Kieres, but I will have to pay his outstanding tab in order to get it. How does anyone accumulate a 900 gold bar tab and live? |
27210 The Sea Charts I outwitted old Captain Tollar Kieres, though I can't say it was all that difficult. He spends a lot more time in a bottle than on the seas, I'll wager. |
27211 Madness Most Fowl Kissiq seems obsessed by his supposed encounter with a talking chicken. While I doubt his sanity, he claimed that the chicken lay to the east of him. If he's right, I need to hear this chicken for myself. |
27212 Kivan and Tazok Kivan hunts after an ogre named Tazok. He has told us that Tazok killed someone close to him. |
27213 Ghostly Knights in Firewine Some odd ghostly knights in the Firewine ruins said something about not being able to leave until "all are one." Perhaps one of their number went missing ages ago? |
27214 Poe's Tale of Firewine I encountered a wandering bard who spewed forth the most painful poem I have ever encountered. Some tripe about knights in a dungeon and a missing thief. |
27215 Poe's Tale of Firewine Near the Firewine Bridge ruins I met a bard who told a rousing tale of swordsmen, one of whom betrayed the others, whose spirits will not rest until they find him again. |
27216 Ghostly Knights in Firewine The ghostly knights were pleased to have the ancient suit of armor. From what they said, I suspect they are free at last from an age-old curse. |
27217 Tazok and the Bandits Loyalty in this camp runs about as strong as the iron they're stealing. With a little "encouragement," I was able to get one of the bandits to disclose that Tazok's tent lies in the northeast part of the encampment. If I'm to learn anything in this infernal place, I can only hope it will be there. |
27218 Tazok and the Bandits Loyalty in this camp runs about as strong as the iron they're stealing. With a little "encouragement," I was able to get one of the bandits to disclose that Tazok's tent lies in the northeast part of the encampment. That guards lie within is no surprise, but the fact that there be a prisoner too... aye, that may yet be of use. But I should not tarry here, pen in hand, lest my tunic become stained not with ink but with my own heart's blood. |
27219 Rising Tensions with Amn According to Kolvar, the Zhents are unhappy to be associated with the rising conflict between Baldur's Gate and Amn. |
27220 Rising Tensions with Amn Kolvar is of the opinion that Shadow Thieves from Amn are the ones who killed Scar. |
27221 Jondal's Murder I have met a woman who claims that someone named Jondal has been ambushed and killed by wolf-men. I will give chase and see that justice is served! |
27222 Jondal's Murder I can't believe I fell for such a trick! Jondal is one of them. She led me into an ambush. |
27223 Kylee's Dagger Kylee has his dagger once more and seems much less nervous. |
27224 Kobolds are what have been killing the miners, though they seldom work alone. |
27225 Laerta and Louise The young twins, Laerta and Louise, claim that a "bogeyman" watches them through their window every night. Now I don't believe in bogeymen, but I've seen enough in my travels to believe that there's something out there, and I don't like the sound of it... |
27226 Laerta and Louise Voltine, a shape-changing druid, claims that Gervisse is a malevolent voyeur. While I got off to a bad start with Voltine, I sense she is the one telling the truth. |
27227 Laerta and Louise The "bogeyman" won't bother those girls anymore. |
27228 The Mysterious Island An old farmer named Lahl asked that I kill some of the beasts outside the village to avenge his wife. That seems like something he should do on his own. I don't have time to help. |
27229 The Mysterious Island An old farmer named Lahl asked that I kill some of the beasts outside the village to avenge his wife. It is the least I can do. Perhaps I can also arrange for these people to be able to venture out beyond their village walls once again. |
27230 The Mysterious Island Lahl was grateful for my defeat of Karoug. I have made a lot of friends here. He said I would make a good addition to the village. |
27231 Landrin's Possessions Landrin, a gnome at the Friendly Arm Inn, appears to think I am her lowly errand runner. Apparently too lazy to walk down the stairs and purchase one from the barkeep, she insists that I fetch her precious wine bottle from the cellar of her house in Beregost... To be honest, at 75 gp, the thought is almost tempting. The house, should I ever seek it out, lies just west of the Jovial Juggler Inn in Beregost. She said something about stepping on spiders and her husband's old boots, but I didn't listen too intently. |
27232 Landrin's Possessions Landrin, a gnome at the Friendly Arm Inn, has apparently fled her home due to a recent spider infestation in her cellar. The house, she informs me, lies just west of the Jovial Juggler Inn in Beregost. Much as I would rather not have them in my pack, she insists on seeing the bodies of the spiders before I am to receive any payment. She hinted at an extra bit of reward if I bring her husband's old boots and her bottle of wine as well. |
27233 Landrin's Possessions Landrin, a gnome at the Friendly Arm Inn, has apparently fled her home due to a recent spider infestation in her cellar. The house, she informs me, lies just west of the Jovial Juggler Inn in Beregost. She wants to see her husband's boots when I claim my reward, and she hinted she'd pay extra for her bottle of wine and one of the spider bodies. |
27234 Landrin's Wine 75 gold for Landrin's wine, must have been a good vintage... or a vicious home-brew. |
27235 Landrin and the Spiders Landrin has paid a pretty penny for the body of the biggest spider in her house. 100 gold pieces, and, to be honest, I earned every piece. |
27236 Landrin's Husband's Old Boots 120 pieces of hard gold currency for an old pair of boots. A good deal by any measure, despite the creatures guarding them. |
27237 The Gibberling Hordes At the invitation of a paladin named Laurel, I am to assist in this region's ongoing battle against the gibberling hordes. |
27238 The Gibberling Hordes At the invitation of a paladin named Laurel, I am to assist in this region's ongoing battle against the gibberling hordes. At her suggestion, I will prepare as much fire magic as possible, as it is said the beasts fear flames above all else. |
27239 The Gibberling Hordes Laurel has introduced us to a most fascinating sport: gibberling hunting. We'll have to rest up and rearm, but I daresay we shall visit her again. |
27240 Marek and Lothander The Iron Throne assassin Lothander told me that his partner Marek has poisoned us. We'll die in a week or two without the antidote. Lothander offers to give it to us if we help him. |
27241 Marek and Lothander We have agreed to help Lothander escape his geas in exchange for the antidote to the poison Marek used on us. We are to visit a diviner in the marketplace. |
27242 Marek and Lothander I can find Lothander at the Blade and Stars Inn after I've learned how to remove his curse. |
27243 Marek and Lothander Lothander gave me half the antidote and sent me to the Blushing Mermaid inn to collect the other half from Marek. |
27244 The Four Warders A strange apparition appeared to me. This is what it had to say: I am the warrior's madness I curse him with trust and respect I slow the blade in its course By stealing his passion for blood And offering a softer emotion in return Yet I thirst for more... Give me the sweet crimson drink of laughter and passion. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What does this warder thirst for? What drink is commonly associated with passion, and where on this level would it make sense to find or make such a drink? I must solve this riddle in order to pass. |
27245 The Four Warders A strange apparition appeared to me. This is what it had to say: I am the warrior's fate I raise him above his brethren I amplify his deeds He becomes scornful, where once he had respect He becomes a giant, where once he was a man Yet I lack the proper honorâ€â€raise me up in glory Through the chronicles of my deeds, pride shall be honored Through the passing of knowledge, my sword shall display my glory Then you shall know that I am well pleased. I must pass these four warders to descend to the lower level. I assume that one of them will have the wardstone required to operate this lift that they are guarding. What would honor this warder? What will cause his sword, his Pride, to show his glory? He mentions chronicles of deeds. Obviously, I must find and read these chronicles. The trick is in finding them. What could Durlag have intended with this puzzle? I must solve it in order to pass. |
27246 The Four Warders I have finally completed the riddles of the four warders. The last one, Love, carried the wardstone in its possession. With the stone, the lift operates and can take me to the lower levels. |
27247 Shlimes and Oozshes I gafe 100 gold pieshesh to Lushelyn, my paaaaal atshuh Splurgin' Sturgeon, for shafe keepin'... Heh, hee... 'E shaysh dat dere'sh shlimes and oozshes shomewheresh inshuh tavern here, and I can dubble them gold pieshesh jusht fer killin' them off... Ohhh, my brain hurtsh... |
27248 Shlimes and Oozshes Fer shlaying shlimes, Lushelln shelled out only shum golde pieshesh. |
27249 Maralee's Child A village woman sobbed about her missing child, which she thinks the creatures outside have taken. I can't be bothered with something like that. |
27250 Maralee's Child The villager Maralee has asked me to rescue her child, who was captured by wolf creatures. |
27251 Maralee's Child Young Maralee has her child back, and I have another friend here. Hopefully they will be more careful in the future. |
27252 The Mysterious Island Maralee has told me of a secret way to get off the island. In the chieftain's hut, there is a hidden door that leads to "their homes below the ground." There is apparently an exit from there that leads to a ship they have built. |
27253 Marek and Lothander Marek thought he could refuse to hand me the antidote that would save my life from the poison. He should have had an antidote to save his own life from me. |
27254 Marl's Loss A man named Marl tried to pick a fight with me at Feldepost's Inn, but I was able to calm him down. Marl lost a son named Kennair Nethalin. |
27255 Marl's Loss When I charmed Marl, I learned that his son used to be an adventurer, and that he died in battle with monsters. |
27256 Melicamp the Chicken I have met an unfortunate wizard in the shape of a chicken. I am to take him to see Thalantyr, just to the west of Beregost. |
27257 Melicamp the Chicken I must bring a skull back to Thalantyr so he can try to restore Melicamp to a human form. |
27258 Melicamp Restored Thalantyr has successfully transformed Melicamp. Hopefully the young mage has learned his lesson. |
27259 The Reclusive Scholar Some old dodder named Mendas wanted to hire me for an errand. He'll wait 'til I'm ready, and he'll like it. |
27260 The Reclusive Scholar Mendas has sent us to the Merchants' League Counting House in the city of Baldur's Gate. We are to "obtain" their sea charts for him. The Counting House should be located in the northeastern quadrant of the city. |
27261 The Reclusive Scholar We have agreed to travel the Trackless Sea for Mendas and fetch him the logbook from Balduran's final voyage. Mendas will hire a boat and meet us at the docks in Ulgoth's Beard. |
27262 The Reclusive Scholar Mendas copied sea charts and hired a boat for us. He awaits our arrival at the docks in Ulgoth's Beard. |
27263 The Reclusive Scholar The mystery of Mendas and the island has become clear. Mendas/Selaad sent us to the island under the pretense of retrieving evidence from what was believed to be Balduran's shipwreck. It was indeed the adventurer's ship, though his personal fate yet remains a mystery. Balduran's crew were infected with lycanthropy sometime during that fateful voyage. The ship was beached and wrecked, leaving the two strains of lycanthropes, werewolves and wolfweres, to fight amongst themselves for survival. The more organized werewolves built the village near which we recently shipwrecked on our own fateful voyage. The chaotic wolfweres took residence in the ruins of Balduran's ship, and both packs survived in uneasy coexistence since then. Mendas/Selaad eventually took the risk of sailing for the mainland. Somehow he made it and, upon discovering that someone had finally found the island, made up a plausible tale in order to have us first steal the sea charts and later travel to the island to put them in his werewolf mate's hands. She had us kill the wolfweres and then infected the party with lycanthropy, intending us to join the pack or die fighting. We killed her, took the charts and sailed home to discover finally the truth of Mendas's duplicity. Fate seems to enjoy toying with me. |
27264 Troubles in the Region When I charmed a merchant, he said some vague things about iron shortages, bandits, and war. |
27265 The Mysterious Island I have met Meym, one of the "beasts" that have plagued this isle. He gave the impression that Kaishas and her people were not so different from he and his. We shall see. |
27266 The Mysterious Island I have been attacked by Meym, one of the so-called "beasts" that plague this isle. He seemed to think that Kaishas was no less trouble than his own ilk and that I was foolish to help her. We shall see. |
27267 Flooding the Cloakwood Mine An enslaved miner has told us that there's a way to destroy the Iron Throne mine in the Cloakwood. A steel plug blocks the flow of an underground river. If the plug were released, the water would flood the entire mine. Only the master of the mine has the key to the plug. |
27268 Flooding the Cloakwood Mine The dwarf Yeslick has told us a great deal about the Cloakwood mine. He and his clan used to work in the mine, but they dug into an underground river. In the ensuing flood, most of Yeslick's clan died. Yeslick later met the man known as Rieltar, an important figure in the Iron Throne. With Yeslick's help, Rieltar reopened the mine for the Iron Throne. Yeslick tells us that a mage called Davaeorn runs the mine from the fourth level. If we were to get a key from him, we could flood the entire mine site. |
27269 Flooding the Cloakwood Mine I have flooded the Cloakwood mine, killing anyone who remained inside. My party and I barely escaped the onrushing waters, and I have dealt a great blow to the Iron Throne. |
27270 Flooding the Cloakwood Mine A miner told us that the leader of the mine lives on the fourth level. |
27271 Investigating the Nashkel Mines Some say that "dog-headed imps" roam the lower reaches of the Nashkel mines. |
27272 Investigating the Nashkel Mines The ore in the lower levels of the Nashkel mines is tainted. People don't know what is causing it. |
27273 Investigating the Nashkel Mines There are apparently "dogs with swords" in the lower levels of the mines. They are starting to sound familiar. |
27274 Rescuing Dynaheir I have agreed to help Minsc rescue his friend. She is held captive at a gnoll stronghold, far west of Nashkel. |
27275 Rescuing Dynaheir Minsc is getting impatient, I must go to rescue his friend soon. He previously said that she was being held at a gnoll encampment to the west of Nashkel. |
27276 Mirianne's Husband I was moved by the pleas of Mirianne of Beregost today. Her husband, Roe, had to make a trip south to Amn, and she is understandably worried for his safety. I have sworn to keep my eyes open for any news of relevance I might encounter in my journeys down that road. |
27277 Mirianne's Letter After scaring off a band of ogres along the road to Amn, I found a letter sewn into the vest of their unfortunate victim, a halfling messenger. It is from someone named Roe and is addressed to Mirianne of Beregost. |
27278 Mirianne's Husband I have completed the task that a nameless halfling messenger, now dead and mourned, started deep in the heart of Amn. Mirianne has received her husband's letter by my hand, and I am glad to hear that it bears good tidings of his safety. I am humbled by her offer of a simple ring to keep me safe. Be it magic or superstition, I know not, but I will wear it, at least to remember her by. |
27279 The Wizard's School We charmed a man named Berden. He told us that there was an abandoned wizard school to the east, and that there was much treasure to be found there. |
27280 Troubles in the Region Merchants are afraid to put to the roads because of all the bandit activity. |
27281 Troubles in the Region The bandit raids have really put a scare into the people of Beregost. |
27282 Rising Tensions with Amn The citizens of Baldur's Gate are paranoid of a possible war against Amn. |
27283 The Rise of Sarevok Sarevok seems to be making quite the splash in the city of Baldur's Gate. |
27284 The Rise of Sarevok Sarevok has sworn that he will stand firm against Amn, even pursuing war if that is what they wish. If he becomes a Grand Duke, he will have all the influence he needs to launch an attack. The people of Baldur's Gate don't seem to realize that the only person confirming Amn's intentions is Sarevok himself. |
27285 The Rise of Sarevok Scar was killed, possibly murdered, and Duke Eltan is still too sick to lead the Flaming Fist. Angelo Dosan has stepped up to fill the role, but he seems to be in Sarevok's back pocket. Their association seems to be widely known, but Sarevok is so popular that people don't seem to mind. |
27286 The Rise of Sarevok Some members of the Iron Throne have started acting strangely in the wake of Sarevok's recent actions. |
27287 The Rise of Sarevok Scar is dead, and his replacement Angelo is supposedly a puppet for Sarevok. |
27288 The Wizard's School We've heard rumors of an ancient wizard school with all sorts of treasures. |
27289 Troubles in the Region There are many rumors around Beregost about the scarcity of iron. |
27290 Rising Tensions with Amn There are some rumors in Beregost about hostilities between Amn and Baldur's Gate. |
27291 Troubles in the Region Iron in this region seems to deteriorate for no known reason. |
27292 The Tale of Captain Brage Not even his own guards have been able to find Captain Brage. |
27293 The Reclusive Scholar The townsfolk are not fond of Mendas, a scholar who is considered a bit of a snob. |
27294 Balduran's Final Voyage I hear rumors that the remnants of Balduran's last expedition have been found, but I think tales of his return to rule may be a touch too optimistic. It has been several hundred years since his disappearance, after all. |
27295 The Reclusive Scholar There is another new face in town, a Waterdhavian who keeps to himself. |
27296 Investigating the Nashkel Mines When we charmed Mulahey, he told us that his kobolds had contaminated most of the iron in the mines and had killed several miners. |
27297 Troubles in the Region Today I have met a strange and very generous merchant in Nashkel. VERY eager to aid me he was. He also mentioned a problem with his iron items being brittle for some reason. |
27298 Troubles in the Region I crossed the path of a strange merchant in Nashkel today. Very eager to be generous. Perhaps a touch too eager for my liking. He also mentioned a problem with his iron items being quite brittle. |
27299 Basilisk on the Loose Some idiot let a basilisk get away from the ship carrying it. Now the monster is loose in a dockside warehouse, petrifying everyone it can see. If I can deal with it, Nadarin should reward me. |
27300 Basilisk on the Loose That escaped basilisk will terrorize no one else. Nadarin offered a nice reward for the deed. |
27301 Nadine and Euric Nadine of Baldur's Gate has asked me to deliver a good luck talisman to her son, Euric. He has run away again and will likely be playing somewhere in one of Baldur's Gate's many taverns. |
27302 Nadine and Euric After delivering her amulet to Euric, I told Nadine that her son was safe. She rewarded me with another amulet. |
27303 The Tale of Captain Brage Nalin at the Temple of Helm in Nashkel seems to think that Brage might be under the influence of some evil force. If I return Brage to the temple, he might not be killed for his crimes. |
27304 The Tale of Captain Brage The business with the Nashkel captain of the guard was certainly a tragic and confusing story. For better or worse, Brage has been dealt with. |
27305 Brage's Life Spared I have returned Brage to Nashkel, but to the temple of Helm instead of the garrison. Hopefully he can atone for his deeds and receive the help that he needs. |
27306 Narlen In the Thieves' Guild I met one Narlen, but I couldn't understand anything he said. |
27307 Narlen's Heist A THIEF from my party is to meet Narlen Darkwalk by the Splurging Sturgeon Inn. The rest of the party must wait out of sight, or Narlen will call the deal off. After we've met, we will go to the De'Mallonblade household, where he and his partner Rededge will go inside while I stand watch outside. If anything goes wrong, I am to call the alarm and run. No one is to be hurt, especially no city guards. If all goes well, we will meet back at the Thieves' Guild and plan another caper. |
27308 Narlen's Heist Narlen and Rededge successfully got away with the gold from the De'Mallonblade house, but I killed one of the city guard in our escape. The Flaming Fist will be extra watchful for the next few days, so Narlen has called off any future jobs. I've been fairly paid, but I don't think they like my style. |
27309 Narlen's Heist Narlen wasn't happy to see me at the Thieves' Guild. When I failed to call the alarm, a city guard killed Rededge. Narlen challenged me to a duel. No matter who wins, I'm sure I've burned my bridge with the Thieves' Guild. |
27310 Narlen's Heist I met Narlen and Rededge back at the Thieves' Guild after our run from the city guards. We successfully got away with the gold, but I don't wish to risk my neck in such a way again. |
27311 Narlen's Heist I met Narlen and Rededge back at the Thieves' Guild after we successfully fled from the city guards. We got the gold we went for, and have set our sights higher for tonight. A jewel fence named Gantolandan is our target, and we are to meet by the Blade and Stars to sort out the deed: the theft of a valuable rogue stone. Again, only a thief must be visible. All other party members must wait out of sight. |
27312 Narlen's Heist While Rededge keeps watch and Narlen covers my back, I'll be the one going in to do the job tonight. When it's finished, we'll all meet back a the Thieves' Guild. |
27313 Narlen's Heist I met Narlen back at the Thieves' Guild, and he was unhappy. Our first job went off fine, but this time I couldn't deliver the goods. It feels like all the other thieves are judging me. |
27314 Narlen's Heist I met Narlen back at the Thieves' Guild and he was understandably happy. We successfully stole the gems from Gantolandan and have split this rich treasure between us. I get the feeling that I have proved myself worthy of the guild's respect and am considered one of their own. Certainly this will help me in the future. |
27315 Alatos and the Thieves' Guild It would seem my escapades with Narlen and Rededge gained me more than a few gold coins or a handful of gems. Because I proved myself as a fellow thief worthy of the guild, Narlen stepped in to save my skin when I was threatened by the Halruaan, Resar. It seems Alatos originally hired me because I was expendable, and he knew Resar was going to kill whomever did the job. Narlen wouldn't stand for it, though, so he killed Resar before I was in any danger. Faced with the prospect of a number of mutinous thieves, Alatos quickly agreed to spare me. I have made some valuable friends through all of this. |
27316 Narlen's Heist I met Narlen and Rededge back at the Thieves' Guild, and they were well pleased with my efforts. I was paid fairly, but I don't wish to take any more such risks. I think I proved my worth to them, though. |
27317 Afoul of the Law A killer by the name of Neb helped us break out of the Flaming Fist prison. |
27318 Arkion's Bloodstone Amulet I have met a necromancer by the name of Nemphre here in Baldur's Gate... and I must admit, I think I am in a bit over my head. She has asked me to obtain a bloodstone amulet from a man named Arkion and return it to her. The only trouble is, Arkion sounds like a rather powerful mage, and I get the sense that he won't part with that amulet willingly... There is something about this city that scares me somehow. Nemphre can be found in a house just south of the Elfsong Tavern. |
27319 Arkion's Bloodstone Amulet There is a woman in Baldur's Gate who has been gifted with the... succulent... name of Nemphre. I must admit, I am torn between a certain sense of passion and a much less certain sense of foreboding. Arkion, an old lover of hers, has apparently kept an amulet of hers that she would like to have returned. Maybe if I could just talk to him... I found Nemphre in a house just south of the Elfsong Tavern. |
27320 Arkion and Nemphre The priest Ordulinian has passed on a strange warning regarding two necromancers engaged in a longstanding but petty feud. Their names are Arkion and Nemphre, and I have been advised to steer clear of their meddling while in Baldur's Gate. |
27321 Arkion and Nemphre Ordulinian has told me the tale of two of Baldur's Gate's greatest fools, necromancers, and ex-lovers, Nemphre and Arkion. He appears to have grown tired of their endless feuding, and has asked me to bring Arkion's bloodstone amulet and Nemphre's onyx ring to him so that their dispute might be settled once and for all. I can find Ordulinian at the Sorcerous Sundries. |
27322 Arkion's Bloodstone Amulet For returning Arkion's amulet to Nemphre, I have a nice new magical scroll. |
27323 Niklos's Master A youngster named Niklos approached me on the street and offered me 50 gold just to speak with his master. I declined. |
27324 Niklos's Master A youngster named Niklos gave me 50 gold to meet with his master. I am to follow him to a nondescript building. If I am asked for a password, "Fafhrd" should be my response. |
27325 Assassination Attempt Someone was hired to kill me and my companions, but I simply don't know why anyone would wish me dead! |
27326 Assassination Attempt When we charmed Nimbul, he told us stories about being hired out by a "house of iron." He was sent to kill us because this "house of iron" feared us for some reason. |
27327 The Rise of Sarevok There are many rumors going about at the party. Most people expect Sarevok to be the next Grand Duke. They also think that his first act as Duke will be to declare war on Amn. |
27328 Investigating the Iron Throne Sarevok, son of one of the Iron Throne's leaders, has become increasingly popular in Baldur's Gate. |
27329 The Rise of Sarevok Duke Eltan slips closer to death, and the government of Baldur's Gate is in shambles following Duke Entar Silvershield's death. Sarevok swears to make Amn pay, and his words sway the people despite all protestations from Amn. |
27330 The Rise of Sarevok The nobility is especially approving of Sarevok and Angelo Dosan being in control of the Flaming Fist. Sarevok has promised to restore order and is using this stance to further his goal of being appointed to the position of Grand Duke. |
27331 The Rise of Sarevok The whole city is on edge, and things are apparently really strange in the Iron Throne building. Sarevok has announced that he is assuming control and is going to use the resources of the Iron Throne to help reinforce the city against Amn. He's making a lot of friends and will likely be nominated to replace the murdered Entar as Grand Duke. |
27332 The Rise of Sarevok Duke Entar Silvershield has been assassinated, and with Duke Eltan on his deathbed, an election has been called to reassure the people of strong leadership. Sarevok is the most popular candidate so far. |
27333 The Rise of Sarevok Sarevok is petitioning to be the newest Grand Duke, and who could possibly refuse him? He brings with him the resources of the fallen Iron Throne and promises to prepare Baldur's Gate for war with Amn. No one questions him because he gives the people a sense of hope they have long lacked. |
27334 A Contract Killing My job is to kill a blackmailer named Cyrdemac, and I should find him at the Elfsong Tavern. |
27335 A Contract Killing When the noblewoman asked me to kill her blackmailer, one Cyrdemac, I turned her down flat. |
27336 A Contract Killing Cyrdemac is now a late blackmailer, and I've collected my pay from his noble victim. |
27337 A Contract Killing Cyrdemac was strictly small time. I killed him all right, but now the noblewoman who paid him will have to pay me instead. If she knows what's good for her, she'll turn up every two days to keep my purse full. |
27338 A Contract Killing Killing is an awful lot of work. How much easier it was to charm the woman who wanted me to kill Cyrdemac and simply ask her to reward me now. |
27339 The Rise of Sarevok With the murder of Grand Duke Entar Silvershield, Sarevok is poised to gain control. The people love him. |
27340 The Rise of Sarevok The nobility are especially welcoming of Sarevok and his hard stance against Amn. |
27341 Noralee's Gauntlets A half-elf called Noralee is searching for her new gauntlets, which she lost somewhere between the harbor and the warehouse where she works. |
27342 Noralee's Gauntlets Happy at the return of her lost gauntlets, Noralee gave us a nice little reward. |
27343 Arkion and Nemphre For Nemphre's onyx ring and Arkion's bloodstone amulet, Ordulinian of Sorcererous Sundries traded me a nice magical cloak. |
27344 Oublek the Bounty Officer A man in Nashkel named Oublek mistook me for a bounty hunter named Greywolf. I cost myself a little gold but prevented him from making an expensive mistake. Only good things can come of it. |
27345 Oublek the Bounty Officer Oublek mistook me for one of his bounty hunters. That mistake cost him and Greywolf both, but it enriched me. |
27346 Prism the Sculptor Prism's story was a sad tale indeed. A shame it could not have had a better ending. Ah well, I profit in the end: a gold bounty for the emeralds he stole. |
27347 Payment Denied! I have received no payment for my actions as a bounty hunter. The quick 200 I made from Oublek's mistake has now cost me a tidy sum. |
27348 Prism the Sculptor A local artist named Prism has stolen some emeralds. There is a large reward for the return of the gems. |
27349 Palin and the Monsters Villainy is afoot! I have agreed to help a young man rout some "monsters" before they can do any harm. He leads the way as I write! |
27350 Palin and the Monsters Ambushed! These creatures are cagey opponents! |
27351 The Rise of Sarevok Since the deaths of its former leaders, Sarevok has taken over the Iron Throne. |
27352 The Rise of Sarevok Sarevok has assumed control of the Iron Throne in the wake of its leaders' deaths. He seems uninterested in them, though, and is making decisions that will undoubtedly ruin the whole organization. He was also apparently ruling from the sidelines for some time now and used the iron shortage to inflame tensions instead of as a moneymaking opportunity. Whatever his motives, they are certainly not intended to benefit the Iron Throne. |
27353 Reader Parda I always suspected that Old Reader Parda had something of the sixth sense about him and now I know it to be true. He has found within him the very knowledge that it has taken me far over a month of travel to acquire: that something very wrong is happening here. Throughout the Sword Coast and in Baldur's Gate, especially. But right now, as I scribble this, I know as well as he that whatever it is that is so wrong is presently lurking here in Candlekeep and befouling the place with its very presence! I must uproot it and scorch the vicious weed before it spreads. |
27354 Perdue's Short Sword Feeling somewhat sheepish after treating him so poorly, I have agreed to retrieve the sword of poor Perdue the halfling from a band of gnolls apparently lurking in the plains west of Beregost, close to the High Hedge. |
27355 Perdue's Short Sword Against my better judgment, I have agreed to find and return a sword stolen from Perdue the halfling. If his directions are correct, I should find it amidst a band of gnolls apparently lurking in the plains west of Beregost, very close to the High Hedge. |
27356 Perdue's Short Sword No reward was worth that! Perdue has his sword, and I have what he calls his thanks and a reward, although neither was very generous. |
27357 It seems I have accidentally altered the course of future history by stumbling upon the thief, Permidion Stark, as he was planning, in his words, "the greatest heist of all time." A powerful mage apparently lives nearby, guarded by horrid flesh-beasts. Stark claimed they were too tough to kill but that there might be a way to lure them away from the action. His will and concentration broken, Stark has left me here to ponder the situation. |
27358 Petrine's Cat Petrine brightened at the sight of Angel's ring. Her happiness was reward enough, I suppose. |
27359 Phandalyn My party has been attacked by Phandalyn, an over-vigilant paladin loitering in one of Baldur's Gate's many seedy taverns. Mental note: when one depends on a party of evil, steer clear of muscle-bound paladins. |
27360 Algernon's Cloak The dwarf Pheirkas wants me to steal a cloak from an obese man named Algernon, who I can find at Feldepost's Inn in Beregost. Pheirkas awaits his cloak in the northwest section of Baldur's Gate. |
27361 Algernon's Cloak Pheirkas paid me well for my larceny. |
27362 Phlydia's Book Dear, absent-minded Phlydia has lost another of her books, "The History of Halruaa," this time. Last time she was at Candlekeep, she lost an entire four-volume set in the hay we keep for the cows. |
27363 Phlydia's Book Poor, absent-minded Phlydia gave me a gem for returning her lost book. Candlekeep, it seems, continues to defy all laws of economics: The more books it holds, the more valuable they become to those who read them. The greater the supply, the greater the demand... Bah, all this thinking is making my head hurt. Time to pawn this gem and get something useful for it. |
27364 Phlydia's Book In classic form, Phlydia almost seemed to have forgotten that she had sent me in search of her book in the first place. Oh well, I guess there's more to a favor than the reward at its end. |
27365 Piato's Welcome Piato greeted me warmly and welcomed me back to Candlekeep. He also said there may be some items left for me in Gorion's old room. |
27366 Piato's Welcome I ran into that Piato fool. He said that there were a few items in Gorion's old room for me. |
27367 Prism the Sculptor A Nashkel sculptor by the name of Prism is the talk of the town. Intensely driven they say. He has not been seen for nigh unto a month. |
27368 Prism the Sculptor Prism seemed changed after his trip to Evereska. |
27369 Prism the Sculptor No one could carve as fast as Prism produces new works. |
27370 Doppelganger Attack A doppelganger tried to kill me today, approaching in the disguise of one of the older priests. Where there's one, there must be others. I don't know which of my friends is real and which is an imposter. |
27371 Framed! We were set up! Sarevok sent a group of doppelgangers to murder Rieltar and Brunos while wearing our forms. |
27372 Prism the Sculptor Prism's tale turned out to be a sad one, but at least he finished what he felt he must. |
27373 Quayle I have met a man named Quayle near Baldur's Gate who requested he be allowed to join my party. It was the bum's rush I gave him, as he seemed a touch too smarmy for my liking. |
27374 The Cloak of Balduran Vail the elf gave the cloak of Balduran to his consort, Quenash. I can find her in the Undercellar. |
27375 The Cloak of Balduran Quenash turned over the Cloak of Balduran once I found her in the Undercellar. |
27376 Quinn's Friend A young gnome by the name of Quinn informs me that some ankhegs have been causing chaos upriver from Baldur's Gate, along the east bank, just north of the witch Tenya's home. His friend Nester has already met his fate in their midst, and Quinn has asked me to return there in the hopes of finding something for the burial. To be honest, I don't expect there'll be too much of Nester left... but the boy is grieving, so I will do as asked. Quinn can be found in the northwest section of the city. |
27377 Quinn's Friend For recovering the dagger with which Nester stabbed the ankheg before he died, Quinn gave me the gem he and Nester had planned to sell. |
27378 Tazok and the Bandits The bandits I fought today were happy to steal copper, silver, and gold, but the metal they really cared about was iron. |
27379 Tazok and the Bandits The local bandits have become awfully picky. They refused my offer to join their merry band. |
27380 Tazok and the Bandits I have managed to convince a group of bandits to let me join with them. I foresee no problem in finding their base now. |
27381 Tazok and the Bandits When I mentioned the name Tazok to a group of bandits, they attacked me at once. I guess not all bandits get along with each other. |
27382 Tazok and the Bandits While they didn't provide any useful information, I put an end to another group of bandits plaguing the Sword Coast today. |
27383 Tazok and the Bandits Raiken, one of the commanders of the Blacktalon mercenaries, has told us that his bandits have been raiding all of the iron caravans moving along the Coast Way. He has also told us that his camp lies to the north, most likely in the Wood of Sharp Teeth. |
27384 The Captive Nymph I have discovered that Ramazith plans to use the nymph Abela as a source of spell components. |
27385 The Captive Nymph What's the life of one captive nymph compared to more treasure for me? Ramazith has Abela, and I have his reward. |
27386 Rising Tensions with Amn The new commander of the Flaming Fist has been sending many soldiers south to Beregost. People fear a war might be brewing. |
27387 The Rise of Sarevok Sarevok is very popular with the nobility, and that may win him the ducal seat in Baldur's Gate. |
27388 Rising Tensions with Amn Sarevok has assumed command of the Iron Throne. I am still accused of the former leaders' murders, though it is thought I was an agent of Amn. Someone is intent upon pushing the region into war. |
27389 Investigating the Iron Throne Some whisper that strange happenings abound in the new home of the Iron Throne in southwestern Baldur's Gate. |
27390 Rising Tensions with Amn Tensions are growing in the region due to the supposed threat from Amn, though the evidence I've seen is somewhat confused. |
27391 Rising Tensions with Amn Rumors are spreading that Amn and the Zhentarim are in league. There exists only sketchy evidence to support this theory, however. |
27392 Rising Tensions with Amn People fear that the Shadow Thieves are scouting for an Amnian invasion, but such rumors are more prevalent than any evidence supporting them. |
27393 Investigating the Iron Throne The Iron Throne is quite powerful in Baldur's Gate, even though they only arrived there recently. Something may be disrupting the Merchants' League, reducing its ability to compete. |
27394 Rising Tensions with Amn It is believed that Shadow Thieves from Amn killed Entar Silvershield. People fear this event is the prelude to an invasion. |
27395 Troubles in the Region Iron continues to be scarce, driving prices of tools and weapons ever higher. |
27396 Troubles in the Region Iron from the Nashkel mines is nearly useless when smelted. People suspect that the denizens of Nashkel are doing it intentionally, as part of some grandiose plot in the service of Amn. |
27397 The Seven Suns The Seven Suns has been making foolish business decisions of late, allowing the Iron Throne to increase their own power. |
27398 I'm apparently worth 5,000 gold to any bounty hunter who brings me in for murder. I don't suppose any of them will believe me when I say I've been framed. |
27399 The Rise of Sarevok With the leaders of the Iron Throne out of the way, Sarevok took control. Now he is stepping into the leadership gap left by the death of Entar Silvershield. People between him and power tend to die young. |
27400 Troubles in the Region The Flaming Fist is in danger of losing its ability to protect the region. The condition of their weapons and armor is suffering, just as it is for everyone else. |
27401 Troubles in the Region There are rumors of something disrupting operations in the Nashkel mines, contributing to the iron shortage. |
27402 Troubles in the Region The bandits might be using the woods to screen their movements from the Flaming Fist. |
27403 Troubles in the Region People are angry that the Flaming Fist have been unable to stop the bandit attacks. Travel has slowed greatly. |
27404 Troubles in the Region The raiders include both humans and hobgoblins, groups of bandits that previously never worked together. Something has caused them to cooperate. |
27405 Confronting Tranzig A strange man named Tranzig makes frequent midnight trips out of Beregost. An odd occurrence when so many cannot travel safely even during the day. |
27406 There is a festival in Nashkel, though it may suffer poor attendance due to the problems in the region. |
27407 Troubles in the Region While they are happy to collect purses of gold, the bandits seem more interested in stealing iron-forged gear from their victims. |
27408 Rising Tensions with Amn Members of the Flaming Fist have been transferred to Beregost. Their presence is apparently of little comfort to the locals. |
27409 Rising Tensions with Amn Many people believe that Amn, the nation to the south, is behind the iron crisis. Tensions are building both there and in Baldur's Gate. |
27410 Troubles in the Region Bandits are killing and robbing people who dare to travel the Coast Way. |
27411 Reevor's Storehouse Reevor has once again pressed me into service in his storehouse. All reports suggest that our feline forces have turned traitor and that the rats are on the offensive. It appears that I am our last hope in the face of such an awesome display of power. Farewell, dear Journal... Farewell. |
27412 Reevor's Storehouse Mental note: Don't join the armed forces. They never inform you of the full danger when you enter, and they always pay you squat when you leave. Reevor gave me all of 5 gold pieces for putting my life on the line in there. Isn't there a Candlekeep People's Revolutionary Front I can join somewhere?! |
27413 Alatos and the Thieves' Guild I couldn't bring back all of the skyship components for Alatos and Resar, his Halruaan contact. The thieves want to cover up the whole affair and dispense with me permanently. |
27414 Alatos and the Thieves' Guild I successfully retrieved the skyship components for Alatos and Resar, his Halruaan contact. Unfortunately, they want to keep the whole affair as secret as possible, and I have been deemed expendable. It seems likely this was planned from the start. |
27415 A Bard's Request Rinnie, a bard and balladeer here in Baldur's Gate, has asked me to bring her a history of the Unicorn Run should I encounter one in my travels. Rinnie can be found in one of the houses located beside the palace. |
27416 A Bard's Request I didn't need it myself, so I gave "The History of the Unicorn Run" to Rinnie. |
27417 Troubles in the Region Nashkel is being blamed for the condition of the iron it is mining, though the citizens of the town claim there is something else wrong. |
27418 Safana's Treasure Hunt We have agreed to help Safana recover a treasure from the talons of some type of monster. She was most persuasive when requesting our help. The treasure cove is located somewhere along the coast, just south of Candlekeep. |
27419 Ogre Hunting Sarhedra, a rather muddled dwarven fighter, has warned me of an ogre encampment to the south. |
27420 Ogre Hunting I killed the ogres that Sarhedra mentioned. Upon reporting this to her, however, she got so flustered trying to think of something more I could do for her that she forgot to give me my reward. Ah well, a few dead ogres is reward enough, I suppose. |
27421 Scar If I need help from Scar, I can find him in the southwest, just outside the Flaming Fist compound. |
27422 The Seven Suns Scar has hired us to investigate strange goings-on in the Seven Suns compound in the southwest section of the city. Once we have completed our investigation, we are to report to him at the Flaming Fist barracks, which are located just west of the Seven Suns building. |
27423 The Seven Suns The Seven Suns compound is filthy with doppelgangers. Scar will pay double if I wipe them out. |
27424 Scar and the Iron Throne Scar wants a word with me, something to do with the Iron Throne. I can find him outside the Flaming Fist barracks. |
27425 The Seven Suns When we reported the doppelganger infiltration to Scar, he promised to double our reward if we returned to the Seven Suns compound to finish them off. We declined his generous offer. |
27426 The Seven Suns While we couldn't wipe them out, Scar still seemed grateful, if not particularly impressed with us, for our report about the doppelganger's infiltration of the Seven Suns trading coster. |
27427 The Seven Suns Scar was so impressed that we'd wiped out the doppelgangers in the Seven Suns compound that he gave us a hefty bonus. |
27428 Missing Citizens I should investigate the sewers on the east side of the city to find out why people have been disappearing there. Scar at the Flaming Fist barracks will want to know what I find out. |
27429 Missing Citizens We crushed the ogre mage behind the disappearances and told Scar the good news. |
27430 Aldeth Sashenstar Siding with the druids, I slew Aldeth Sashenstar. Seniyad was grateful for my help. |
27431 The Great Book of the Unknowing Shaella, a most interesting priestess of Leira, has sent me on a pilgrimage home to Candlekeep, wherein lies the Great Book of the Unknowing. To read from its pages, nay, even to touch it, confers upon a person the ignorance that only it can grant. I will speak with her again once I have found it. |
27432 The Great Book of the Unknowing Shaella says I found the "Great Book of the Unknowing" somewhere within Candlekeep, but I don't remember. |
27433 Winter Wolf Pelts In Nashkel I found a merchant eager to buy winter wolf pelts. |
27434 The Closing Fist Silence says the Flaming Fist has been coming down hard on guildmembers of late. |
27435 Eldoth and Skie After rescuing Skie, we invited her to join our group. |
27436 Flooding the Cloakwood Mine I have flooded the Iron Throne mine in the Cloakwood. Many of the slave miners drowned in the flood, but they were a necessary sacrifice. Hopefully the destruction of such a valuable resource will be a serious setback to whatever the Iron Throne has planned. |
27437 Everywhere we go in Baldur's Gate, I see my face on wanted posters accusing me of murdering the Iron Throne leaders. |
27438 The Mysterious Island There must be a settlement on this island, because I met a child far too young to have gotten here on her own. |
27439 The Fishermen and the Priestess I have agreed to aid the fishermen north of the Friendly Arm by getting rid of a priestess of Umberlee. They claim she has harassed and killed a number of them. She lives just east of the bridge to Baldur's Gate. |
27440 The Fishermen and the Priestess I have retrieved the bowl sought by the Sea Queen, though at the cost of displeasing the followers of Talos. Even so, it will certainly be worth the joy I bring to that troubled child. |
27441 The Fishermen and the Priestess This is odd. Though the fishermen north of the Friendly Arm claimed to be poor, they were most eager to increase the value of their offer. |
27442 The Fishermen and the Priestess The fishermen seek the guidance of the god Talos! Surely this lends extra weight to Tenya's story, as Talos is a deity of mindless destruction. The child shall take priority in this matter. |
27443 The Fishermen and the Priestess The fishermen are aligned with the god Talos! Talos is a dark god of destruction, though whether he is worse than Umberlee I do not know. It is of little concern. I shall walk the path that pays best. |
27444 The Fishermen and the Priestess The "priestess" I was sent to kill is no more than a child of perhaps twelve years. She says the fishermen who hired me killed her mother. I shall go confront them on her behalf. |
27445 The Fishermen and the Priestess The "priestess" of Umberlee is no more than a child. She claims the fishermen killed her mother. I do not trust either side in this matter. |
27446 The Fishermen and the Priestess I returned to Tenya without having carried out her wishes. She no longer seems quite the meek child. I feel it's best not to keep her waiting. |
27447 The Fishermen and the Priestess I have refused to aid the fishermen north of the Friendly Arm Inn. They claimed that a priestess of Umberlee was harassing them, but I do not trust them. |
27448 The Fishermen and the Priestess Talos, the god of destruction, is behind the actions of the fishermen! Umberlee is behind the young priestess Tenya! I cannot see a way to avoid displeasing one, and I do not truly wish the favor of the other. I will have nothing more to do with any of them. |
27449 After defeating the mage Davaeorn, I questioned his sniveling apprentice, Stephan Re'Cap. He confirmed much of what I already knew: The Iron Throne is the organization behind the iron crisis, though I think their name is just a coincidence. Mulahey was to destroy the effectiveness of the Nashkel mines while bandits stopped incoming caravans. The perceived threat of the shortage likely inflamed fears and exaggerated the problem. The Iron Throne was going to try to look like the saviors of the day, riding in with their stores of iron to equip the troops, or something like that. With the bandit raids and the rumors about Amn, the Iron Throne figured that the dukes of Baldur's Gate would think they needed arms and ore quickly in case of Amnian attack. They figured they could get exorbitant prices, or better yet, sanctions against competitors and an easing of trade laws for themselves only. In sum, a quick way to install themselves as an underground power on the coast while maintaining a veneer of respectability as a merchant consortium... unless they got caught, of course. The three regional leaders of the Iron Throne placed Davaeorn in charge of the mine. Stephan also said that Davaeorn was getting orders from someone else too, and that he complained about it a lot, but he never said a name. The main building for the Iron Throne is apparently in Baldur's Gate, somewhere in the southwest part of the city. |
27450 An Offer from Taerom Taerom "Thunderhammer" of Beregost will pay me 500 gold for every ankheg shell that I find. |
27451 A New Suit of Armor In just a day, Taerom "Thunderhammer" of Beregost should have my new ankheg-shell plate mail ready for me. I will look ferocious in it! |
27452 A Small Fortune! One lousy ankheg shell for 500 gold? I can't believe everyone isn't out hunting those giant bug monsters. |
27453 An Offer from Taerom For 4,000 gold, Taerom "Thunderhammer" can make me a new suit of plate mail from that ankheg shell I found. Also, he says there's a 5,000 gold bounty on a madman named Bassilus. Coincidence? I think not. |
27454 A New Suit of Armor Taerom "Thunderhammer" of Beregost has crafted a fine suit of plate mail out of my ankheg shell. It was expensive but well worth it! |
27455 A Hidden Base in the Cloakwood A druid named Takiyah has told me to find Faldorn. Faldorn is on a crusade against a group that "poisons" the forest. These people dwell to the east. |
27456 The Mysterious Island Taloun has warned us to trust no one on the island. He seemed to be serious. |
27457 The Mysterious Island We met a former sailor from Amn in the island village. He explained to us that Balduran's crew was attacked by savage wolfweres and holed up here where the village now stands. He believes that Balduran and his guide Dradeel died at the ship. He went on to say the husband of the headwoman attempted to make it to the mainland in order to effect the rescue of his clan and has not returned. |
27458 Tamah Rescued After we rescued her from basilisk petrification, Tamah offered me her lakeside house south of Beregost. Apparently it has stood empty for some time. |
27459 Tamah Rescued Young Tamah fell prey to a basilisk's petrifying gaze. I was happy to rescue her. |
27460 Tamah Rescued Young Tamah fell prey to a basilisk's petrifying gaze. Luckily for her I happened to come along. |
27461 Tamoko A mysterious woman named Tamoko has told me that Duke Eltan's healer is not to be trusted and is likely the cause of Eltan's sickness. She also spoke of me in a strange manner. She knows more than she is saying... I shall have to seek her out in the future. She said that she will be near the Flaming Fist headquarters if I wish to speak with her again. |
27462 Tamoko Tamoko wants me to promise to spare Sarevok's life. That is a promise I will never make. After all the trouble he has caused me, Sarevok will die by my hand. |
27463 Tamoko Tamoko asked me to spare Sarevok's life should I defeat him, and I promised her I shall. She hopes to reclaim the man he was from the god he hopes to become. Tamoko confirmed my suspicions about Slythe and Krystin, who murdered Duke Entar Silvershield. She told me I can find them in the Undercellar. She also mentioned a Cythandria associated with the Iron Throne. She also told me of my shared lineage with Sarevok and our father, Bhaal, the god of murder. Sarevok hopes to assume his divine mantle, but Tamoko doubts he can succeed. |
27464 Tamoko Tamoko stood between me and Sarevok, proving her true loyalties. I had no choice but to fight her. Time is running out, and Sarevok is ahead of me. |
27465 Tamoko I encountered Tamoko yet again, this time in the Undercity. This time she had come not to talk but to fight. Sarevok abandoned her for speaking with me before, so she hoped to regain his favor by slaying me. Try as I might, I could not persuade her to stand down, and so she fell. Sarevok awaits ahead with his most fanatical followers. He has yet another death to answer for! |
27466 Tamoko I encountered Tamoko yet again, this time in the Undercity. She no longer wished to speak; she was there to fight me. Sarevok had abandoned her for speaking with me previously, and she claimed she had to restore his faith in her. My unwillingness to fight proved that I was much different from Sarevok, and that perhaps it was more than his divine blood that made him the creature he is. She renounced him and bid me well. Sarevok waits ahead with the most fanatical of his followers. He has much to answer for! |
27467 Another Assassination Attempt Another stranger tried to kill me today, this time at the Friendly Arm Inn. Who keeps sending these assassins? |
27468 Tazok and the Bandits It would seem that the Blacktalons were hired by Tazok at the request of the Iron Throne! The rumors of a Zhentish threat would seem to be unfounded in light of this information. |
27469 Tazok and the Bandits Tazok has allowed us to stay in the bandit camp, but will be keeping a constant watch on us. |
27470 A Hidden Base? Tazok plans to visit the site of a mine, where he might be reporting to the real bandit leader. |
27471 The Fishermen and the Priestess I have been promised a future reward for my role in vanquishing the fishermen aligned with Talos. Strange, though... I do not feel as though I have helped a child, so much as I have been the pawn of a spiteful god. Deities are not to be trifled with... they trifle back. |
27472 The Fishermen and the Priestess I have refused to aid Tenya in her fanatical search for vengeance, though it appears she no longer wishes my help. I fear for the safety of all concerned, but I trust none of them. |
27473 Tazok and the Bandits I've learned something interesting from a hobgoblin stockboy, though I'm not sure what it all might mean. The bandit camp is apparently composed of two separate groups: the predominantly hobgoblin Chill and Blacktalons, the human faction. What could bring such different groups together, I don't yet know. Money is the obvious motivation, but how much and who's paying it? Whoever it is, they're obviously not short on coin. |
27474 Tazok and the Bandits I've learned something interesting from a hobgoblin stock boy in the bandit camp today. He wasn't quite sure who was funding this whole operation, but his guesses leaned toward either the Zhentarim or a new group, the Iron Throne. I don't know much about the latter, so I had best keep my eyes peeled and my ear to the ground. If I ever need leather armor, though, I know a hobgoblin stock boy who'd be only too eager to serve. |
27475 Gorion's Effects Gorion has left some items for me in his chambers. |
27476 Tazok and the Bandits When we charmed the bandit named Teven, we learned that he works for the Blacktalon mercenaries. The Blacktalons have been raiding the Coast Way. They have been ordered to target iron caravans. |
27477 Melicamp the Chicken I brought a skull back to Thalantyr as he requested, but his attempt to restore Melicamp was, unfortunately, a failure. Apparently the young man's body could not stand the shock of transformation again. Thalantyr said there was nothing we could have done in order to have changed the outcome: it was simply a matter of luck. Magic remains an uncertain force, and care must be taken with its use. |
27478 Melicamp the Chicken I brought a skull back to Thalantyr as he requested, and his attempt to restore Melicamp was a success. The young man's body withstood the strain of transformation again, and he seems eager to learn from his mistakes. Thalantyr cautioned that a tragic ending was just as likely, and that care should always be taken in the use of magic, no matter how benign it seems. |
27479 Investigating the Iron Throne When we threatened Thaldorn, he told us that Rieltar and Brunos, his business partners, are at Candlekeep. |
27480 Investigating the Iron Throne I charmed Thaldorn, who revealed much about the Iron Throne. To become the dominant trading cartel on the Sword Coast, they have launched a misinformation campaign to raise tensions between Amn and Baldur's Gate. They were behind both the mine disruptions and the bandit attacks, ensuring that they controlled the only remaining source of iron. With war imminent, they can charge any price they like for their iron. |
27481 Therella's Missing Son In Ulgoth's Beard, a woman named Therella asked us to look for her errant son in Durlag's Tower. The boy's name is Dalton. |
27482 Therella's Missing Son Dalton has been rescued, although his comrades died. Therella will be glad that her son survived. |
27483 Therella's Missing Son Therella was overjoyed to see her son again and even gave us a nice reward. |
27484 Therella's Missing Son Therella was distraught to hear of her son's death, as one might expect. |
27485 Tiax I have met and joined with a gnome named Tiax. I am to help him rule the world (though I quite think he is off his rocker). |
27486 Spiders in the Cloakwood We encountered a man named Tiber in the Cloakwood, and told him that we'd try to find his brother, Chelak. According to Tiber, his brother entered the Cloakwood in an attempt to destroy a spider infestation. |
27487 Spiders in the Cloakwood For recovering Chelak's corpse from Centeol's lair, Tiber gave us the sword known as Spider's Bane. |
27488 The Rise of Sarevok With the full support of the people, Sarevok is set to replace Entar Silvershield. I believe the lives of the remaining Grand Dukes are in great peril. Sarevok does not seem willing to share power nor, as yet, to reveal his true plan. |
27489 Confronting Tranzig From Mulahey's letters I see that he had a superior named Tazok to whom he communicated through an intermediary named Tranzig. I should be able to find this Tranzig at Feldepost's Inn in Beregost. |
27490 Confronting Tranzig Tranzig and I had it out at Feldepost's Inn in Beregost. Looking through Mulahey's letters, I see he was in cahoots with the bandits. He probably knows where they make their camp. |
27491 Confronting Tranzig Once he saw things my way, Tranzig confessed that he was a messenger for the bandits, delivering letters between one Tazok and the late, unlamented Mulahey. |
27492 Tazok and the Bandits After dealing with Tranzig, I learned where I might find Tazok. He was supposed to meet Tranzig in Peldvale or Larswood, both just east of the Friendly Arm Inn. |
27493 Tremain's Son I have promised Tremain Belde'ar that I will rescue the body of his son from the Temple of Umberlee near the docks. I can find Tremain in a house just north of the Hall of Wonders. |
27494 Investigating the Iron Throne The Iron Throne tower is apparently no place for the faint of heart. A very distraught merchant by the name of Triadore nearly bowled me over on his reckless charge for the exit. Luckily I was able to lure him into a frantic (and expensive) conversation. According to his hurried testimony, the tower's fifth floor is home to a small fanatical sect of some sort, acolytes of someone named Sarevok. It is becoming more and more apparent that there is more behind the Iron Throne than simple greed. Some secret agenda is afoot, and I must discover it. |
27495 Tomes of Magic The ghost of Ulcaster lingers in the ruins of his school, hoping someone will uncover some of the tomes buried beneath the rubble. Perhaps I can offer him some solace by finding them. |
27496 Ulcaster's Ghost When I presented the ghost of Ulcaster with one of his lost books, he seemed to regain some of his frayed sanity. |
27497 A Rogue Ogre According to a dwarven cleric by the name of Unshey, a rogue ogre with a belt fetish is making a name for himself just south of the Friendly Arm Inn. As Unshey claims to be an author, maybe she'd give me a copy of her book if I can get her girdle of piercing back... |
27498 Bathtime? Unshey isn't the most charismatic person I've ever met. She gave me 70 gold pieces for returning her girdle, but only after informing me that 60 of those were to go towards my bathing fund. |
27499 A Fair Reward One dead ogre equals 95 gold pieces. Unshey claims to be a writer, but it sure is hard to argue with her math. |
27500 A Practical Reward Unshey left the ogre's other girdle to us, but it seems to be cursed to transform its wearer into the opposite gender. Perhaps not everyone would consider that a curse, come to think of it. |
27501 Vai's Bounty Upon Bandits Officer Jessa Vai of the Flaming Fist is marooned in Beregost with her contingent. In her desperation to return to Baldur's Gate, she's offered me 50 gp for every bandit scalp I can bring her. She'll be waiting for me at the Jovial Juggler Inn. |
27502 Vai's Bounty Upon Bandits For taking care of those bandits, I think Officer Vai will put in a good word for me with her superiors in the Flaming Fist. |
27503 Tremain's Son I was too late to rescue Tremain's son, unfortunately. |
27504 Tremain's Son Tremain was delighted that we recovered Casson from the Temple of Umberlee in time to revive his life, but then he let the boy have it for his mischief. |
27505 Tandem in Extremis Evidently Sarevok has entered the thieves' maze, a warren of passageways built long ago that now serves as a decoy escape route to fool trespassers. It is maintained by undead and kept clean by jellies, likely enslaved by some long forgotten thief adept at magic. It leads to the Undercity, an old settlement that once stood where Baldur's Gate is now. Nothing but undead down there now, supposedly. |
27506 Troubles in the Region Rumor from Volo: The word is that all across the expansive Sword Coast, from the Cloud Peaks to Baldur's Gate, an ore shortage is severely crippling local trade. Banditsâ€â€purportedly both human AND demihumanâ€â€raid caravans, whilst ore reaching its destination becomes brittle and useless following smelting, strangely afflicted by an odd, iron-weakening plague. As though this were not cause for alarm in itself, production at the mines outside of Nashkel has fallen, with the substantially lower yields being blamed on nervous workers. Mysterious disappearances of several miners have set the whole area on edge, where something must shift the balance to one side or the other. |
27507 The Tale of Captain Brage Rumor from Volo: I hear that Commander Brage of the Amnian guard has been missing for some weeks now, following a strange alteration in his behavior. Where once he was a well-thought-of family man, he turned to senseless mayhem, effecting a rampage the likes of which I have never heard. His fellow soldiers noted nothing out of sorts that could trigger such a transformation, but one notable item seems relevant. If not for the iron shortage it would have gone unnoticed but, prior to his mad rage, the commander procured a new sword. The importance of this information, I have no way of verifying. |
27508 Rumor from Volo: Many a story have I collected from across this great realm, though sometimes I am at a loss whether to believe them or not, due to their extraordinary circumstance. Such a tale is this, wherein lies the story of a band of hearty adventurers moving amidst the shadows of the land, effecting change where it is needed. I was enjoying the simple fare of the celebrations in Nashkel, when the strangest news hit the town. It would seem the mines, long plagued by unexplained deaths, had been inundated by a horde of ill mannered kobolds, under the direction of a rather unscrupulous and hygienically suspect cleric of Cyric. Dispatching the villain with appropriate brevity, the heroes freed the mine and are the sole reason for the trickle of iron finally winding its way to the Gate now. None seem to recall their names, but the consensus agrees they were great of stature and cut an impressive figure across the plains. |
27509 Rumor from Volo: Stranger tales I have told, but none are as fresh in my mind as this one, which is fresh from the happening as well! It would seem that the orchestrators of the ever vexing iron shortage supplied themselves and their allies with ore mined from a secret location, and while the coast was in turmoil they built quite the power base at the aforementioned mine. A mysterious group of battle-veteran strangers, for I hesitate to call them heroes, lay siege to the encampment and ultimately flooded out the evil conspirators in a rushing torrent of water and justice, though every slave to the man was lost in the drenching. 'Twould seem they didn't wish to encumber themselves, though I imagine the weight of those dead souls must be nigh unto horrific. The question to pose is whether the devil you know is better than the devil you don't. We shall wait and see what comes of this. |
27510 Rumor from Volo: Some tales defy all logic or explanation when posed to the sane mind, and it is a story just so that I give to you now. Much of it is already known, due to the celebrity of those involved, though many may find it truly shocking how deep the seeds of destruction were sown. Beloved Sarevok, a man among men, set to all but rule the coast, was actually a core architect of the very iron shortage that so unraveled the economy of the land, and had a hand in the poisoning of Duke Eltan that directly led to his rise to power. We were but seconds away from the first step down that path when from the shadows again stepped the unknown group of my previous tales. None can say definitively what happened next, though it is certain that Sarevok was pursued to the very bottom of the Undercity, and from there he did not return. I'll wager many would just as soon have seen him chased to the ninth plane itself, as he hurt many of the folk of the land, both direct and indirect. |
27511 Zombie Infestation A zombie infestation has been terrorizing the few settlers unlucky enough to own land by the river. An old farmer by the name of Wenric has counted twenty of them and will pay me an impressive 150 gp if I can get rid of every last one. |
27512 Zombie Infestation A reward of 150 gold pieces for destroying 20 zombies seems a little low. Perhaps I should have bargained. |
27513 Tandem in Extremis Sarevok ordered his former mentor, Winski Perorate, to kill the Grand Dukes. Instead, Winski rescued Sarevok, who cast him aside in anger. At the entrance to the Undercity, Winski said he had expected my arrival because Sarevok and I share the same divine blood. He revealed that war was not the end but the means to Sarevok's goal: He wishes to cause enough slaughter to cause him to ascend to assume the divinity of our dead father, Bhaal, god of murder. It is up to me to stop him. Sarevok awaits in a temple in the Undercity. |
27514 The Rise of Sarevok It appears to some that Sarevok murdered the leaders of the Iron Throne simply to frame me. Does he believe I pose such a great threat to him? Now that he has gained control of the Iron Throne and the city of Baldur's Gate, he does not seem to need their support. I need proof of his deeds before I confront him. |
27515 Xan I rescued an elf named Xan from the mines in Nashkel. Quite a despondent fellow, actually. He was investigating the problems in the region just as I am. We probably could have worked together, but I did not like his manner. |
27516 Xan I rescued an elf named Xan from the mines in Nashkel. Quite a despondent fellow, actually. He was investigating the problems in the region just as I am, so I accepted his offer to join with me. |
27517 The Iron Throne While in the Nashkel mines, I rescued an elf named Xan. When charmed, he revealed that there is some sort of mercantile organization known as the Iron Throne that has been trying to cause turmoil along the Sword Coast. To what end, he could not say. |
27518 Xzar and Montaron Xzar and Montaron wish me to travel to Nashkel. |
27519 Zhurlong's Missing Boots A pesky thief named Zhurlong has been pickpocketing me every time I try to get a word in edgewise, but I'd rather not cause a scene. He did mention losing some boots to hobgoblins in the badlands south of the city. I get the sense that returning those boots to him may be the only way to make peace and have my money returned. Zhurlong can be found at the Burning Wizard tavern in Beregost. |
27520 Zhurlong's Missing Boots Well, Zhurlong is making progress in our ongoing joint therapy sessions. He has confessed his kleptomaniac tendencies and has even gone so far as to return the gold that he has stolen from me thus far. Most surprising, however, has been his offer of 100 gp above and beyond what was actually due. Sadly, he referred to it as a down payment on my pocket... Nevertheless, with time, I still hold out hope that he might be cured. |
27521 Edwin and Dynaheir Dynaheir is dead, as Edwin wished her to be. Success of a sort, I suppose. |
27522 Quinn's House |
27523 Degrodel's House |
27524 Tavern and Inn |
27525 Ramazith's Home |
27526 Ducal Palace |
27527 Shop |
27528 Wenric's House |
27529 Main Entrance |
27530 Entrance To Second Level |
27531 Oberan's Estate |
27532 Thieves' Guild Entrance |
27533 Thieves' Guild |
27534 Elfsong Tavern |
27535 Therella's Home |
27536 Shandalar's Home |
27537 Mendas's Home |
27538 Entrance to Dungeon |
27539 General Store |
27540 Potion Shop |
27541 Flaming Fist Castle |
27542 Warehouse |
27543 Harbor Master's Building |
27544 Water Queen's House |
27545 Iron Throne Headquarters |
27546 Inn and Tavern |
27547 Gantolandan's House |
27548 Fishermen |
27549 Ankheg's Nest |
27550 Dradeel's Cabin |
27551 Balduran's Ship |
27552 Kaishas |
27553 Tree House |
27554 Cave |
27555 Wyvern's Cave |
27556 Entrance to the Mine |
27557 Tazok's Tent |
27558 Chieftain's House |
27559 Spider's Den |
27560 Cabin |
27561 The Friendly Arm Inn |
27562 Bunkhouse |
27563 Clinic |
27564 Ambush Site |
27565 Raided Caravan |
27566 Druid Shrine |
27567 Grounded Pirate Ship |
27568 Kagain's Shop |
27569 Feldepost's Inn |
27570 Firebead Elvenhair's House |
27571 The Burning Wizard |
27572 The Jovial Juggler |
27573 Landrin's House |
27574 Lighthouse |
27575 Pirate's Cave |
27576 Dungeon Entrance |
27577 Jenkal's House |
27578 Temple and Winery |
27579 Ruins |
27580 Xvart Village |
27581 Entrance to the Mines |
27582 Wings |
27583 These soft and feathered wings seem to be fashioned in a celestial design. Upon closer inspection they turn out to be dummies worn on two satin ribbons attached to their base. Though not radiating a noticeable magical aura, the wings do seem to move with their bearer in a way that defies their supposed mechanism. STATISTICS: Type: Wings Requires: Wearer must be an elf Weight: 2 |
27584 Gorm's Arm +3 |
27585 This large shield of dwarven darksteel provides more protection than most suits of armor. It was forged and enchanted with one goal, and one goal only: to keep the wielder protected in combat. What might seem a redundant point to make becomes clear when one looks at the sacrifices that have been made towards this aim. Far heavier than most shields of its size and imbued with an antimagical aura, it is somewhat cumbersome to use in battle, and casting with it in hand is virtually impossible. STATISTICS: Equipped abilities: – Armor Class: +5 – Magic Resistance: +50% – Disables spellcasting Requires: 17 Strength Weight: 20 |
27586 High Quality Large Shield |
27587 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. This tower shield is of particularly fine craftsmanship, allowing it to be lighter and less cumbersome to wield in combat. STATISTICS: Equipped abilities: – Armor Class: +1, +2 vs. missile attacks Requires: 10 Strength Weight: 10 |
27588 High Quality Medium Shield |
27589 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using <PRO_HISHER> shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. This medium shield is of particularly refined craftsmanship, allowing it to be somewhat lighter and less cumbersome in battle. STATISTICS: Equipped abilities: – Armor Class: +1 Requires: 8 Strength Weight: 4 |
27590 Corvyr's Blessing |
27591 This shield was carried into battle by High Paladin Corvyr in an assault against a notorious undead fortress. Long after his comrades had fallen, for days he tore into their seemingly endless numbers before he was eventually overcome as well. As the tower was later cleared with the help of a certain magical cube, his shield was retrieved. A previously ordinary piece of equipment, it seems to have absorbed some of the resolve and determination of his final days. STATISTICS: Equipped abilities: – Constitution: +1 – Save vs. Death: 150% – Armor Class: +1 Requires: 12 Strength Weight: 6 |
27592 Redshield +1, +4 vs. monstrous |
27593 Little is known about this shield, other than the fact it was recovered from the Wealdath and seems to have been enchanted specifically to combat roving monsters. While its superior craftsmanship and enchantment by no means make it a bad piece of equipment in any given situation, its true power becomes evident only upon fighting the more monstrous inhabitants of Faerûn. STATISTICS: Equipped abilities: – Armor Class: +2 Special: – THAC0 +1 and AC +4 vs. monstrous enemies Requires: 12 Strength Weight: 6 |
27594 Sartessa's Vengeance +1 |
27595 This was the personal shield of Sartessa, a half-elven Ranger of the Wood of Sharp Teeth. Called to a quest by divine intervention at a young age, she traveled the long way to Luskan seeking to restore peace to the Sword Coast in troubled times. Betrayed near the end of her journey by her long time companion and forced to slay him in self-defense, she forged this shield, imbued with her grim determination to complete her quest despite knowing that alone, such attempt would likely end in death. Powerful enchantments were placed on this shield to stop it from falling into the wrong hands, and although they have faded somewhat with time, it would be foolhardy of anyone to try to wield it that does not resemble her both in spirit and body. STATISTICS: Equipped abilities: – Armor Class +2, +2 vs. missiles, humanoids, male opponents, and charmed or controlled creatures – Aura cleansing – Immunity to Backstab – Immunity to permanent death – Improved critical hit chance Requires: 3 Strength 12 Charisma Weight: 5 |
27596 Tarloc's Contingency +1 |
27597 Some say a positive mindset is key to victory. The creator of this shield, a dark elven sorcerer in life and feared lich in undeath, clearly had a different idea. Considering the comparative weakness of those concerned with the arcane arts and lack of suitable armour unacceptable, he set out to create the perfect piece of equipment if worst came to worstâ€â€a likely scenario for a wizard stuck in close range combat. Ever since, the powerful enchantments on this shield have frequently saved the lives of countless of owners in a pinch or allowed them to escape by the skin of their teeth, equally frequently at the cost of sacrificing their traveling companions. STATISTICS: Equipped abilities: – Armor Class: +2 – Casts Fireshield (Blue) on user in combat – 20% chance to recover spells when seriously injured – 5% chance to gain invisibility when hit – Encases user in Otiluke's Resilient Sphere if critically wounded or rendered helpless Requires: 10 Strength Weight: 6 |
27598 Shield of Devotion +1 |
27599 This shield can be traced to a line of Paladins of Velen, who carried shields like this one into battle on mounted expeditions to the Nelanther Isles under the blessing of Torm. Celebrated in lore for their memorable armour as the Red Riders, their ceaseless dedication and resilience was a vital force in establishing peace to the region. Although long since dispersed, their legacy is highly sought after as traces of their original blessing still infuse these sets of armour, granting the wearer divine favour and increased stamina. STATISTICS: Equipped abilities: – Armor Class: +2 – Hit Points: +10% – Grants an additional spell for spell levels 1-3 Requires: 10 Strength Weight: 6 |
27600 Circlet |
27601 Silver Circlet |
27602 A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. Circlets carrying low-level enchantments are commonly worn by mages across Faerûn. Weight: 1 |
27603 A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. This silver circlet is enchanted to bring the wearer luck in battle, slightly improving the chance of successful Saving Throws. STATISTICS: Equipped abilities: – Saving Throws: +1 Weight: 1 |
27604 Eilistraee's Boon +1 |
27605 This circlet is made of the purest silver and embedded with a green and shimmering jewel that seems to emit a faint glow when caught by moonlight. It was blessed by the Drow goddess Eilistraee, granting the wearer increased protection against harmful magic. STATISTICS: Equipped abilities: – Saving Throws: +1 – Magic Resistance: +10% Weight: 1 |
27606 Circlet of the Archmagi |
27607 This powerful circlet was enchanted to complement the robes customarily worn by archmages, building even further on their magical protection and benefits. Due to the nature of the enchantment, it can only be worn by Mages. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – Intelligence: +1 Weight: 1 |
27609 Viper's Edge +2 |
27610 This immensely powerful relic is just as strongly enchanted as it is cursed. Its blade shimmers in a slick, intoxicating tinge of green, likely literally as well as metaphorically. The sword's grip and hilt are lined by curved thorns which make it hard to see how this weapon could be effectively wielded in battle. Judging by the dried crusts around them, many have still tried, and you cannot deny feeling a tempting curiosity on your part. Said to be originally the weapon of a medusa queen of a long forgotten age bestowed to whom by the gods of old themselves, the exact origins of this blade have been lost to time. Whatever its provenance, it has since traveled through many hands (albeit the majority not of the living persuasion). The common thread running through all these encounters was that their eventual end was rarely of a voluntary nature and nothing good ever came from them. STATISTICS: Cursed: – Constitution: -1 (permanent) – Maximum Hit Points: -10% – Intolerance to common healing potions – Chance of poisoning the user through contact – User may become prone to blood rage – May cause passing wild magic spikes in magic users Passive abilities: – Dexterity: +2 – +1 attack per round – Improved Backstab damage – Temporary regeneration on critical health Active abilities: – Instantly annihilates weak undead – May petrify target on successful hit – May inflict knockback – May badly poison on successful hit – Poison may paralyze humanoid targets – Poison may overwhelm simpleminded creatures and temporarily make them pliable to suggestion STATISTICS: THAC0: +2 bonus Damage: 1d8 +2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
27611 The traveling adventurer could ask for no better a suit of armor in all the land. Specially commissioned by Bolhur "Thunderaxe" at GREAT expense, this suit was his most prized, even if not his most ornate. Eminently practical, Bolhur demanded armor that would offer superior protection while hampering him in the least. By "hampering" he did not just mean in movement or weight, though this suit is just over one-third the weight of normal plate mail: His ideal suit should also be able to withstand the rigors of his wanderings with little maintenance. This is not to say that Bolhur "Thunderaxe" neglected his armors (to say as such would get your ears boxed) but the regime of spit and polish required for a "gentleman's" suit was beyond his caring. Save the tassels and gilding of full plate for kings and heads of state; a working dwarf cares more for utility than looks. STATISTICS: Armor Class: 0 (-3 vs. slashing) Requires: 11 Strength Weight: 18 |
27612 Wizard's Staff |
27613 Narbucchad's Demise +5 |
27614 It does not take years of study in the arcane to be able to tell that this finely crafted staff is highly enchanted. In shape and construction, it seems almost more reminiscent of a wand than a staff used for striking. Its precise workings however are lost on you, rendering it little more than a decorative bauble. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
27615 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess, but the fact that it appears to be fully charged suggests a tale worthy of its own. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27616 Narbucchad's Demise +4 |
27617 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened slightly after having replaced the jewel. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +2 Damage: 1d6+3 (crushing) Damage type: Crushing Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27618 Narbucchad's Demise +3 |
27619 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened after having replaced the jewel. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27620 Narbucchad's Demise +2 |
27621 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Once again, the staff seems weaker after replacing the gem. Inopportune timing aside, you begin to see how the staff earned its name. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27622 Narbucchad's Demise +1 |
27623 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Some residual power remains in the orb. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +2 Damage: 1d6+1 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27624 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. A small trace of power remains in the gem, just barely allowing you to channel your own magic through it. STATISTICS: Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed) Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder. THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27625 Narbucchad's Demise |
27626 In shape and construction, this staff seems almost more reminiscent of a wand than a weapon used for striking. Apart from its elegant craftsmanship, it appears to be a perfectly ordinary staff. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
27627 This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly. However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 |
27628 Ranged, powered |
27629 Ranged, channeled |
27630 Ranged |
27631 Javelin |
27632 The javelin is a type of light spear designed for throwing, usually with a narrower tip. While this makes it less resilient and powerful in close quarter combat, it can be a deadly weapon if the advantage of its range is used to its fullest extent. STATISTICS: Damage: 1d6 (piercing) Speed Factor: 6 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 |
27633 Neera |
27634 Magreb |
27635 Rilsa |
27636 Meklin |
27637 Ekandor |
27638 Thayan Wizard |
27639 Adoy |
27640 Rogdok |
27641 Goblin |
27642 Thayan Bodyguard |
27643 Moose |
27644 Deer |
27645 Neera's Staff +1 |
27646 Thank Mystra someone has come for me at last! It's too bad you had to cut your way through. |
27647 I could not leave you in the clutches of these savages. |
27648 You look like a man grateful for rescue. Money is a terrific way to express gratitude. |
27649 I am looking for a wild mage named Adoy. |
27650 Thank Mystra someone has come to rescue me! And without unnecessary bloodshed! |
27651 I had a feeling you might not be enjoying the goblin hospitality. |
27652 Avoiding bloodshed costs extra, you know. |
27653 Adoy is me, and I am Adoy. Why have you sought me out? |
27654 Neera here has a little trouble with her spells. |
27655 Neera is a wild mage, too. She hoped you could teach her to control her magic. |
27656 Don't look at me. This was all Neera's idea. |
27657 Is that so? Well, I'm afraid I'm not the best example of learning to control wild magic. I'm not sure anyone can do that. Well, you can't govern chaos! Otherwise, it wouldn't be chaos, would it? |
27658 Of course not for nothing. You have just experienced the honor of meeting Bargrivyek, the goblin god of cooperation and territory. |
27659 You convinced the goblins you are their god? |
27660 That's funny, you don't look like a goblin. |
27661 What a great racket! How do I get in on it? |
27662 Not intentionally, I assure you. It was all a great misunderstanding. It all started when I was trying to make a nice pot of pease porridge. |
27663 I should hope not! Although one time I did transform myself into a goblin while making supper. |
27664 You wouldn't want to, believe me. |
27665 It's all part of the wonder of wild magic. You have to be ready for a little unexpected excitement at any moment. |
27666 The real trouble began when Rogdok came to find out where all the new goblins had come from. He didn't believe for a second that I was a god, but because the goblins did, he dared not attack me. Instead, he locked me up. As long as I remained in his care, he could control the goblins. |
27667 You will find that I do not submit meekly to tests, especially tests from Red Wizards. |
27668 Not if I can help it. Behold, the power of untamed magic! |
27669 Whew! What an inconvenient mix up. |
27670 No matter. We dealt with the Red Wizards. |
27671 It conveniently kept you out of combat with those Red Wizards, I noticed. |
27672 What do those Red Wizards want with wild mages, anyway? |
27673 And quite handily, I might add. Few can boast of defeating a Red Wizard of Thay, although they should have known better than to attack a wild mageâ€â€worse yet, two! |
27674 Oh, I would have preferred to fight beside you. Alas, as a practitioner of wild magic, I cannot always predict the outcome of my spells. |
27675 The Red Wizards pursue your friend Neera and me to study usâ€â€or perhaps just our brainsâ€â€to learn why we can wield the power of arcane chaos and they can't. |
27676 Of course, my dear. Now, as I was saying before we were so rudely interrupted... Wait, where was I? |
27677 Summoned goblins, worshipped as a god, captured by a hobgoblin. |
27678 How about some thanks? That's the second time in a row we've saved your life. |
27679 You were about to teach Neera how to control her magic. |
27680 Ah, yes, of course. Well, that about sums it up. The next thing I know, you've slain Rogdok and freed me from captivity. |
27681 Of course I thank you! Rogdok would not listen to reason, and I was reluctant to unleash the full power of my wild magic upon a tribe who saw me as a god. It's not every day that I'm worshipped. |
27682 That's the problem, you see. After all my years of casting wild magic, I still summon a tribe of goblins instead of pease porridge. No one can control wild magic. The best you can do is prepare yourself for the worst, because sooner or later, it will happen. |
27683 Not at all, my dear. The only secret is to accept the bad with the good. You don't complain when your fireball incinerates an entire tribe of trolls, do you? You just have to be ready to improvise when it showers them in flower petals instead. |
27684 Half the fun of our profession is that you never know what will happen next. Why, I'd have never discovered the joy of being a woman if that spell hadn't turned on me last summer! |
27685 Since you put it that way, maybe there is one thing I can give you. It isn't up my sleeve but around my waist. I constructed this belt for my occasional trips into town. |
27686 Accidentally shocking those who shake my hand can be chalked up to carelessness, but a giant spider with the voice of an old man running through town? Ugh! Forget about it! |
27687 I seldom visit settlements these days, so perhaps you'll get more use out of it than I doâ€â€and maybe a little peace of mind. |
27688 That's very generous. Thank you, Adoy. |
27689 Is that the best you can do, old man? |
27690 That's all very well for Neera. What are you going to do for me? |
27691 Oh, don't think I've forgotten you, <CHARNAME>. Watch as I conjure my fabulous treasure trove, all for you! |
27692 Wait, is that such a good idea for you to conjure� |
27693 This had better not be a trove of pease porridge. |
27694 I have a bad feeling about this... |
27695 So, you would try to hide from us behind this unfortunate fool? Your cowardice proves as deadly as your reckless magic. |
27696 Edwin! That girl is worth more to us than you can possibly imagine! Help us capture her, and I will overlook that you've fallen in with a group of barbaric ruffians. |
27697 I have no time for this, Edwin! I have pursued her kind for too long to be hindered by your foolish questions! Die with the rest of them for all I care, just get out of my way! |
27698 You there! Stand aside and give me the girl. Surely you won't risk your life for a stranger? |
27699 I won't let you harm her. By what right do you hunt this woman? |
27700 Looks like she's with me now. What can you offer to change that? |
27701 Take her for all I care. I have no idea who this woman is. |
27702 By my right as a wizard of Thay, we must study her anomalous powers... whether or not she comes willingly. |
27703 What anomalous powers are you talking about? |
27704 Let me guess: By "study" you mean "dissect"? |
27705 Back off before I see whether you're as red on the inside as on the outside. |
27706 What can I offer you? Why, only the most precious reward imaginable: your continued existence. |
27707 I see there's no reasoning with you. You can't have her. |
27708 That's a fair trade. She's all yours. |
27709 I shouldn't be surprised that one as uneducated as you cannot spot a wild mage when you see one. Her spells cause more harm than good. We must extract her secrets and, of course, prevent her from harming herself or others. I have said enough; hand her over. |
27710 No. She is with me. |
27711 All right, you've convinced me. Take her. She's yours. |
27712 You shall not be privy to my methods, <PRO_RACE>! It is none of your concern, and she is a danger to both herself and others. Hand her over now, or I shall cut you down. |
27713 Come and take her, if you dare. |
27714 If you wish to die for this wild mageling, so be it! |
27715 You should have surrendered her immediately. Now you will die for your insolence! |
27716 At last! Not only have we caught up with that slippery elf |
27717 Half-elf! You'll regret spoiling my grand entrance once we subdue you for examination. And what is this? Another wild mage? Perhaps I should thank you for leading us to yet another test subject. |
27718 Then prepare to die! |
27719 The time for negotiations has passed. Prepare to die! |
27720 Such buffoonery! This will be all too easy. |
27721 You! HEY, YOU! Yes, you. I don't see anybody else around here. A little help, please? |
27722 Of course, what do you need? |
27723 Keep your distance, woman! Who are you, and what is the problem here? |
27724 I would like no part of this. Stay where you are. |
27725 There's bandits! Vicious, magic bandits! And they must have gone to advanced bandit school or something. They're trying to capture me! |
27726 Very well, I shall defend you from these bandits. |
27727 A group of spellcasting bandits? This sounds like a tall tale. |
27728 Listen, I'd love to give you a really long and detailed explanation of what's going on butâ€â€oh, look! WE'RE OUT OF TIME. |
27729 My hero! Now, where are the rest of your men hiding? I'll be honest, I was betting on you having a legion of soldiers, because you'll need it, andâ€â€OH GOODNESS, THEY'RE HERE. |
27730 You're the one trying to capture me! And I still don't know what you want, so I'd rather not let it happen. Get out of here before me and my new friends decide to inject a fist into your mouth! |
27731 No use at all! Can't cook, can't clean, can't dance. You may as well just let me go. |
27732 Really? REALLY? That's just great. People like you really bolster my faith in strangers. |
27733 I am really, really, really, really, really sorry about what just happened. I didn't want to involve you, but if I hadn't run into you when I did, they'd be elbow deep in my brains right now. |
27734 What will you do now? Surely Ekandor will return at some point. |
27735 No apology is necessary. I was merely doing what any honorable person would do. |
27736 That's well and good, but custom dictates that you dump a load of gold into my hands. |
27737 Since you were kind enough to save me from those wizardly thugs, I was wondering if I could stay with you for a while. For your protection as well as mine. I swear, I'm quite a skilled spellcaster. I can hurl a fireball like you wouldn't believe! |
27738 Very well, your company would be appreciated. |
27739 I'm sorry, no. |
27740 Yeah, about that... I only had a little bit of gold that I borrowed from a friend a few weeks back, and I've spent most of it. But, I can offer you something much more useful! |
27741 And that would be? |
27742 Save it, I don't want to hear it. You're no use to me. |
27743 My talents! I'm an accomplished mage. I managed to send Ekandor... uh, somewhere. You saw! |
27744 I get the impression that you didn't really intend for that to happen. |
27745 Oh, since when has intent ever mattered outside of the courts? I got the job done! What do you say? I could really use some new friends. |
27746 You raise a good point. I would be glad to have you accompany me. |
27747 I would rather my companions be slightly more predictable. |
27748 Fantastic! Let me just get my... well, nothing. I'm ready to go now! |
27749 Well, that's disappointing. I was all worked up to go on an adventure, and now you've left me to DIE IN THE WILDERNESS. I guess I'll head back to the Friendly Arm Inn. Hopefully, we'll run into each other when you're feeling less heartless. |
27750 Well, I don't want to be a wedge, but I really don't want to stay on my own out here. Surely you're not going to leave me to be devoured by gibberlings?! |
27751 I'm sorry, Edwin, but Neera would be a valuable addition to the group. |
27752 I must side with Edwin. Perhaps we will meet again some time in the future, Neera. |
27753 All this traveling, all this adventure... how do you manage it? Until now I was barely able to keep my head above water. Yet here with you, it seems almost... easy! |
27754 Easy? We face our share of danger, Neera. |
27755 There is safety in numbers. |
27756 Few dare to cross my path. Now you know how it feels to travel with a powerful protector. |
27757 I don't have time for conversation right now, Neera. Another time, perhaps. |
27758 Oh, well, yes, there's obviously that. I just meant that ordinary things are easier. I'm not constantly worried where my next meal is coming from or whether a kobold will sneak up and slit my throat as I sleep. |
27759 And that was your life before we met? |
27760 Oh, now that seems like a lovely way for you to die. In your sleep, you don't see it coming. |
27761 Safety in numbers, eh? Fair enough. I guess I've just never really had a traveling companion before. My life on the road has been a solitary affair, full of cold nights and colder dreams. It's enough to make a girl want to head back to High Forest. |
27762 High Forest? Is that where you come from? |
27763 Oh, I'm sure the brilliant light of your ego keeps death away at night. Yeah, I'm starting to forget why I've thrown in with you. Maybe I should just abandon this whole trip and head back to High Forest. |
27764 Yes. Rocks for a pillow, eating clay, all that and more. My fortune seems to have come in waves. Has ever since High Forest. |
27765 It does! Until you wake up halfway through the sawing process. Perhaps I could demonstrate for you? I'll add you to the list of people I wouldn't mind practicing on. It stretches all the way from here to High Forest. |
27766 That's me, born and raised in the thicket. At least until my mistakes piled up high enough to come crashing down on me. |
27767 What drove you out of your home? |
27768 Mistakes can be corrected, I'm sure you weren't forced out. |
27769 Only a coward flees from her mistakes. |
27770 You know, this and that. I was never a very good student of magic, and part of that could be attributed to never studying. I ended up flubbing a few spells, and, uh... here I am! |
27771 Stop stalling, tell me what happened. |
27772 No, I guess nobody kicked me out. But they would have, if I'd stayed. |
27773 What exactly happened? |
27774 So call me a coward. I freely admit to fleeing with wild abandon, and Iâ€â€I know just how it looks. |
27775 A maiming or two, if you don't count the second-degree burns. Completely accidental, and everybody lived. At least, I'm pretty sure everybody lived. |
27776 Surely it wasn't your fault. What happened? |
27777 Accidents happen, even horrible ones. |
27778 I find most of the deaths around me are rarely accidental. These people crossed you, didn't they? |
27779 You really know how to get someone to open up. Why, yes, let me just share intimate details about my past, ha ha. You put me right at ease! |
27780 Take your time. Tell me when you're ready. |
27781 Hurry, then. I grow tired of your meandering tale. |
27782 During our magical training, we were supposed to summon a sphere of fire, and mine got away from me somehow. One moment I was concentrating, the next moment my classmates were rolling on the floor screaming. |
27783 A terrible turn of events, but you can't blame yourself. |
27784 Perhaps your poor teachers are the ones to blame. |
27785 Remind me to stand back when you cast a spell. |
27786 Of course I can blame myself! Accident or not, I should have been more careful. I could have taken responsibility or at least fetched a bucket of water. Instead, I ran away, terrified of what I'd done. |
27787 I can understand why you might panic in that situation. |
27788 That seems like the right time to scarper off, if you ask me. |
27789 You didn't even try to help? |
27790 No. I did it. It was my fault. Accident or not, I should have been more careful. I could have taken responsibility or fetched a bucket of water. Instead, I ran away, terrified of what I'd done. |
27791 Horrible, I know. I ran into the woods and couldn't bear to go back to face the consequences. I snuck back into the village now and then for food and once to leave a note for my parents, but eventually I had to leave. |
27792 I took to wandering High Forest, but I kept running into the wrong people and doing the wrong thing. Eventually, Turlang the treant grabbed me and said, "Take a hike." Well, maybe not in those words exactly. |
27793 And so you left on your journey. |
27794 An interesting tale. I would like to hear more sometime. |
27795 And by the gods, she has finished! I have become teary eyed. Say no more, or I'll collapse from dehydration. |
27796 And so I left High Forest. I've been wandering for a while now. I've got a few ideas for a destination, but I'm still considering them. Come, let us continue this journey together. |
27797 All right. Then I'll yank on your ear when I'm ready to gab some more. |
27798 I apologize if my tale of heartbreak and woe bores you, <CHARNAME>. Maybe next time I should embellish it with some courtesans and dragons to make it more exciting. |
27799 So, <CHARNAME>, after giving it some thought, I want to ask you a favor. |
27800 Certainly, Neera. What do you need? |
27801 Oh, here it comes. Will it be an arm or a leg? |
27802 Hold that thought. I don't want to hear it right now. |
27803 Even though I first ran away because I was scared, I've begun to think I should find a way to reduce the unfortunate side effects of my otherwise awesome spells. |
27804 That sounds wise. |
27805 Aren't "unfortunate side-effects" the main feature of wild magic? |
27806 What makes your magic so awesome? |
27807 It only seems that way because everyone forgets all the times my untamed magic made my spells more powerful. All anyone remembers is when I accidentally incinerated a classmate. |
27808 Even though there's a risk of things getting out of handâ€â€like that time I zapped poor Enith and all her hair fell outâ€â€there's just as much chance of my wild magic making a spell far stronger than normal. |
27809 Casting wild magic is like... playing a flute by ear. I just kinda... picked it up as I went along, doing what felt natural. In magical terms, I can play a pretty mean tune. But when I miss a note, the flute shoots fire at everyone. |
27810 Also, the flute sometimes turns me into a hamster. |
27811 <CHARNAME>, promise to keep him away from me if it does happen again! |
27812 You can count on me. |
27813 I can't make any promises. |
27814 No, it's been too long since we've had a good hamster cage match. |
27815 Anyway, wild mages tend to keep to themselves for obvious reasons, but I've heard about one nearby. They say he's very old and wise. |
27816 And you think he can help you? |
27817 I guess any wild mage would have to become wise to survive long enough to become old. |
27818 What would a young half-elf like you want with an old man? |
27819 Hey, you're smarter than you look. That's exactly right. Someone who's lived so long with wild magic must be able to teach me a thing or two. |
27820 Who is this wild mage, and where can we find him? |
27821 That's exactly what I was thinking. He must know a thing or two about living with wild magic. |
27822 What a dirty mind you have! It's nothing like that. I just want to know more about how to handle my wild magic. |
27823 His name is Adoy, and he was last spotted to the east of Firewine Bridge. |
27824 Then we'll look for him there at once. |
27825 If it's convenient, maybe we'll take a look. |
27826 That's too far out of our way. I can't be bothered. |
27827 Thanks, <CHARNAME>. You're more than a convenient escape from vicious Red Wizards. You're a real pal. |
27828 Gee, <CHARNAME>, I would have thought you'd be more concerned about avoiding sudden electrocution and permanent baldness. You do like to live dangerously. |
27829 I've been thinking about you, <CHARNAME>. |
27830 Good thoughts, I hope. |
27831 Uh, oh. That can't be good. |
27832 I'd rather you didn't. |
27833 Can't you see I'm busy? I don't have time for your nonsense. |
27834 Not bad ones, anyway. Mostly I can't figure you out. |
27835 Don't worry, I'm not throwing fireballs around or anything. I just can't figure you out. |
27836 What? Are you worried my magic will burst out of control or something? I just can't figure you out. |
27837 Well, if that's how you feel, I won't bother you. |
27838 For example, why did you help me escape the Red Wizards? |
27839 It seemed like the right thing to do. You needed help. |
27840 Rescuing damsels in distress is all part of the hero job. |
27841 I was hoping you would give me a handsome reward. I didn't know you were broke! |
27842 You didn't exactly give me much choice. |
27843 That sounds very noble, but is it the real reason? |
27844 Honestly, I stepped in because you needed help and I could give it. |
27845 Well, the truth is that your predicament intrigued me. I wanted to know more about you. |
27846 To tell the truth, I really was hoping for a reward. |
27847 Seriously, if you hadn't put me on the spot, I wouldn't have bothered. |
27848 You like to think of yourself as a hero, don't you? |
27849 No, I just try to treat others as I wish they would treat me. |
27850 Of course! Considering I saved your life, you of all people should agree. |
27851 The hero act got your attention, didn't it? |
27852 Ha! Did I ever fool you! Seriously though, was that the real reason? |
27853 I was just in the right place at the right time to be of help. |
27854 Gold is helpful, but meeting interesting new people is even better. I wanted to know more about you. |
27855 Seriously, the reward. I'm still hoping you can turn up some gold. |
27856 I didn't have much choice either. The Red Wizards were practically stepping on my heels... but what was the real reason? |
27857 You needed help, and I was handy. It's as simple as that. |
27858 A little remuneration is nice. I'm still hoping for that reward. |
27859 The truth is that your predicament intrigued me. I wanted to know more about you. |
27860 As simple as that, is it? Hm, I thought there might be more to you than meets the eye. |
27861 With me, what you see is what you get. |
27862 There IS more to me than meets the eye. I've got depths and... stuff. |
27863 Sorry to disappoint you. |
27864 What more could you want to know about me? |
27865 I'm curious why you chose to study wild magic. |
27866 I can't figure out whether you were brave or crazy to run away from home. |
27867 What did you do to rile up those Red Wizards? |
27868 That's enough for one day. I'm glad we had this little chat. Let's do it again sometime. Some other time. |
27869 All right, I see you're going to stick to that story no matter what I say. |
27870 That's because it's true. |
27871 Whatever. |
27872 Fine. |
27873 That's true, I suppose. I was hoping you'd taken more of a personal interest, but that last spell mishap must have left me confused. |
27874 If you need a cleric to check... |
27875 You do seem a little unstable. Volatile, even. |
27876 I'm sure you'll feel better after a good rest. |
27877 Really? Oh, that's a shame... if it's true. |
27878 Let's hope so. I suppose time will tell. |
27879 Fine. |
27880 ... |
27881 I don't need a cleric! |
27882 Are you sure? |
27883 All right. Is that all you wanted to talk about? |
27884 In that case, it's time to move on. |
27885 Yes. |
27886 Good. |
27887 Volatile! What do you mean by volatile? |
27888 I mean you're hard to predict. |
27889 I mean you're hot. Tempered. Hot-tempered, I mean. Not hot like a tomato. I mean, potato. Hot potato! |
27890 I didn't mean anything. I don't want to argue with you. |
27891 Well, I guess I'll take that as a compliment. It's not as if you really know me. |
27892 Maybe you should tell me more about yourself. |
27893 Does anyone really know anybody? |
27894 If I did know more about you, I'm sure I'd be just as bored as I am now. Yawn. |
27895 You think so? Sometimes I get the feeling you know exactly what I'm gonna do next. You'd probably find me completely predictable if you just knew me a little better. |
27896 Tell me something else about yourself. |
27897 I've learned enough for now. Let's talk again another time. |
27898 Ha! Sometimes I can't tell whether you're joking or just tongue-tied. |
27899 Just joking, of course. Maybe I'd make better jokes if I knew more about you. |
27900 Nwuh na muh wokeen, Neera. |
27901 All right, break's over. Let's chat some other time. |
27902 Very funny. Everybody loves a clown, I guess. Except for those carnivorous clowns that lurk under your bed, just waiting for you to have a peek. But enough about my childhood traumas. |
27903 I'd like to hear more about your childhood. |
27904 That's enough for now. Let's talk again another time. |
27905 Sometimes I wonder whether I chose wild magic or it chose me. Some of my teachers said it was a flaw in my character that came out through my magic. |
27906 Maybe your teachers simply didn't know you well. Tell me something else about yourself. |
27907 Well, if I were wild magic, I would choose you. |
27908 I don't see any flaws in you. Maybe I need a closer look. Come over here. |
27909 That makes sense. I've never known a more flawed character. |
27910 Aren't brave and crazy two sides of the same coin? I bet a lot of people think of you as crazy when you take on some of the enemies you've fought. |
27911 I'm sure you'd have done the same. |
27912 If I follow you, that means it's brave when I do it but crazy when you do it. Right? |
27913 I'm more interested in hearing about you than about what others think of me. |
27914 I didn't do a thing! They wanted to open me up and see what makes me a wild mage. They try to control everything they understand and destroy everything they don't. |
27915 Those monsters! They won't lay a hand on you as long as you're with me. |
27916 Considering how little they understand, they may end up trying to destroy everything. |
27917 That's enough talk for now. Let's talk again another time. |
27918 Ha ha ha! Flattery will get you... well, time will tell where flattery will get you. |
27919 While we wait for that time to arrive, tell me something else about you. |
27920 Well, enough about you. Let's get back to the business at hand. |
27921 You are bold when you want to be! I... well, I rather like this side of you. Still, your timing could use some work. |
27922 While I work on my timing, tell me something else about yourself. |
27923 In that case, we're out of time for talk. Time to get back to business. |
27924 That's why you need meâ€â€someone to challenge you for the title of "Most Flawed Hero." |
27925 What are some of your other flaws? |
27926 I've enjoyed our little chat, but it's time to get back to business. |
27927 Don't be too sure about that. When faced with the fight-or-flight impulse, I always choose the latter. |
27928 Tell me something else. |
27929 It's time to get moving. Thanks for the chat. |
27930 Ha! I'm sure there are many who would agree with you. |
27931 Ha! That's a good point. A good, scary point if you think about it. Let's not think about it. |
27932 Every once in a while, I forget I'm fleeing Red Wizards who want to open up my brain and study it, and I realize I'm having the time of my life. |
27933 I'm glad to hear that, Neera. |
27934 If your idea of fun is endless battles and looting bodies, I see your point. |
27935 Of course you are. You're with me! |
27936 That's fantastic. Now make me a sandwich. |
27937 That's it? That's all you have to say? I was hoping you enjoyed having me along as well. |
27938 Of course. You're a valuable member of my team. |
27939 You certainly are different from anyone else I've met. |
27940 What did you want me to say? |
27941 While the blood and pillaging is all very well for some girls, I was thinking more about how it's impossible to guess what will happen from one day to the next. |
27942 All part of the job. |
27943 That's my favorite part, too. I can't stand a predictable routine. |
27944 On the other hand, if you know what's coming next, you can prepare for it. |
27945 You sound awfully sure of yourself. |
27946 And why not? Don't forget who's leading this operation, honey. |
27947 Maybe so. I know I feel a lot more confident since you've been around. |
27948 Well, the truth is that it's all a front. More often than not, I'm terrified. |
27949 And already I have tired of your voice. |
27950 A valuable member of your team? Well, I guess I know where I stand! |
27951 Different how? |
27952 Well, you're prettier than any half-orc I've ever seen. |
27953 Everybody's different, Neera. That's just how people are. |
27954 It's your impulsive nature. Maybe "effervescent" is a better word. |
27955 If I have to tell you that... oh, never mind! |
27956 Job? You think of our adventures as a job? |
27957 Well, we do our work, we get paid. Sounds like a job to me. |
27958 Not just any job. An awesome job! |
27959 Speaking of jobs, we should stop yakking and get back to work. |
27960 That's just how I feel! It's not just a question of running and fighting for our lives. It's excitement! It's an adventure! |
27961 Yes, who knows what the future holds for you or me. Or both of us. |
27962 Where's the fun in that? If you want to predict the future, you may as well buy a crystal ball and join a circus. |
27963 Don't worry. If I ever forget, I'm sure you'll remind me. |
27964 Really? I feel the same way. Ever since we met on the road, I've begun feeling more and more like there's nothing I can't do. |
27965 You're right to feel that way. With or without wild magic, you're the kind of woman who can do anything she sets her mind to doing. |
27966 Don't worry, that feeling will pass. It's probably just a wild surge. |
27967 That's the spirit. Now let's get back to the matter at hand. |
27968 You had me thinking you were fearless. I'm sorry to hear it's just a front. |
27969 Prettier than a half-orc?! That's like saying "smarter than a goblin"! |
27970 There, there. I'm sure you're smarter than a goblin, too. |
27971 Don't underestimate those goblins. They're small, but they're crafty. |
27972 Even a goblin would be smart enough to escape this conversation. It's time to go to that place and do that thing. |
27973 What a stupid thing to say! Of course everybody's different. Otherwise we'd all be the same person. Maybe you should have a healer check that last blow to the head. |
27974 "Effervescent"? Ha! I like that. But let's leave it there for now. I draw the line at "effulgent." |
27975 You sure know how to suck all the romance out of a conversation. |
27976 That sounds better, but still, I'll stick with "adventure." |
27977 I like the sound of that. We should talk more about it... later. |
27978 Thanks for the vote of confidence. I'll keep it in mind the next time I'm deciding whether to fight or run for my life. |
27979 Hahaha! Somehow, I think this feeling will last longer than most of my spells. |
27980 Thanks. Thanks bunches. |
27981 Hahahaha! I think you just dodged an arrow, mister. |
27982 Some days I'm surprised you let me tag along, considering how dangerous my wild magic can be. |
27983 I don't think your wild magic is all that dangerous. |
27984 The way I see it, the danger is worth the reward. |
27985 Are you whining about that again? |
27986 Really? Haven't you seen how powerful some of my spells are? That's why those Red Wizards were after me. They wish they were half as powerful as a wild mage. |
27987 What I meant is that it doesn't seem dangerous because you handle it well. |
27988 Your spells are terrific sometimes. Other times... Well, "terrific" has two meanings. |
27989 At least their spells work all the time. That makes them much more dangerous. After all, you're the one who was fleeing THEM. |
27990 Are we still talking about my wild magic? |
27991 Yes, of course. What else would we be talking about? |
27992 You're dangerous in more ways than one. The question is how long you'll make me wait before I see a reward. |
27993 Sorry, what were we talking about? My mind was a hundred leagues away. |
27994 Whining? Well, forget I said anything. |
27995 Now you're just flattering me. |
27996 It isn't flattery if it's true. |
27997 Someone once told me flattery might get me somewhere. |
27998 No, I'm not. What's the point of flattering you? |
27999 Well, of course! That's what's so great about wild magic. If you can't handle it at its worst, then you certainly don't deserve it at its best. |
28000 Are we still talking about your wild magic? |
28001 I think the same could be said of you, with or without your wild magic. |
28002 I see you've taken Adoy's advice to heart. Perhaps you'll be more useful in the future. |
28003 Well, of course I fled! They wanted to study my brain! You'd have run too... if you had anything they wanted to study, which clearly you don't! |
28004 Did I just miss a wild surge? |
28005 Ooh! Sometimes I wonder why I even try talking to you! |
28006 Exactly what kind of reward were you hoping to see? |
28007 Something in gold is always appreciated. |
28008 Come a little closer, and I'll show you. |
28009 Why don't you surprise me? |
28010 Is that so? I'm beginning to think you're trying to handle *me*. |
28011 I wouldn't think of it. You're obviously too hard to handle. |
28012 Now that's an idea. Come a little closer, and I'll give it a try. |
28013 Maybe you're the one who wants to "handle" me. |
28014 We could be. Or we could be talking about something else, if you know what I mean. |
28015 No, I have no clue what you mean. |
28016 I think I know what you mean. Why don't you come a little closer, and we'll see if we can trigger a wild surge? |
28017 Maybe you should just say what you mean instead of making me guess. |
28018 Is that really how you feel? |
28019 Come a little closer, and I'll show you just how I feel. |
28020 It's exactly how I feel... Wait. Nope. Sorry. The feeling passed. |
28021 I don't know. Sometimes I feel like I want to say something to you, but then I lose my nerve. |
28022 Useful? USEFUL?! Is that all you want me to be? |
28023 Well, it would certainly be an improvement. |
28024 Not just useful, of course. You could be amusing from time to time, too. |
28025 No, that's not what I meant. What I should have said was |
28026 Why do you always have to turn everything back to yourself?! Sometimes I think you're the most conceited man I've ever met! |
28027 See? Once again, I'm top of the list. Is there no end to my accomplishments? |
28028 No, not conceited. Just confident. Since meeting you, I've never felt more sure of myself. |
28029 Me, conceited? That's rich coming from you. All I ever hear is "wild magic" this and "wild magic" that. |
28030 Well, since you put it like that... mmm! |
28031 See? You're not the only one who's full of surprises. |
28032 Not too bad, for a first attempt. |
28033 Lose your nerve? I thought I was talking to a grown-up, not a little boy. |
28034 A boy? |
28035 Waitâ€â€! |
28036 Heyâ€â€! |
28037 This boldness certainly suits you. The way you take charge sometimes... well, it makes me feel more confident too. |
28038 That's good. Let's talk some more about our feelings. |
28039 Enough chitchat. Give me some sugar, baby. |
28040 You know, I've got a bedroll, and there's a nice secluded spot right over there... |
28041 Cat got your tongue? |
28042 A wild cat, I think. I know another way to skin a cat. Here, let me show you |
28043 No, no, I'm sure I left it around here somewhere. There it is. Just let me take it back |
28044 She sure does. Think she'll give it back if I� |
28045 What do you mean, "not bad"? |
28046 Maybe I was too quick to judge. Let's try that again to be sure. |
28047 You know I'm a man of the world. I'm just saying I've had better. |
28048 Um, I mean "pretty good"? I was just expecting something a little more "wild." |
28049 No, not just yet. It's so exhilarating, and I'd been hoping for it for some time... let's return to this subject later, when we have more time to enjoy it. |
28050 You expect ME to give YOU something in gold?! Well, I never...! |
28051 Oh dear! Meklin! So good to see you. I see you weren't hindered by any of my misdirection spells... that were cast purely as a practical joke. |
28052 Half-elven! And I have no idea what money you're talking about. Well, I may have taken a few coins for the road, but I hardly think that's worth chasing after me... |
28053 Meklin, this is getting outta hand. I didn't want to take your money, but I was in dire straits! If you didn't look so peaceful in your sleep, I would've woken you up to come with me. |
28054 You took his money and left in the night? |
28055 I was gonna pay him back! Eventually! At some point! In the future. If I could find him. |
28056 I think you owe this gentleman some money, Neera. |
28057 You had no intention of paying back the money, did you? |
28058 Whatever the case, Neera is with me now. Begone, halfling! |
28059 Come now, it was just a little gold. What's money between friends?! Chums? Acquaintances? |
28060 Yes, well, if I had the money I would pay him, but clearly I don't! Look at my clothes! Ragged, filthy, peasant-esque... I spent that money on essentials, and essentials aren't cheap. The money is gone! |
28061 Neera, when we met you were carrying several gemstones of high value. |
28062 That's true, Meklin. Look at her filthy visage and tell me she has any coin upon her. |
28063 This is between you and Meklin, I'm not getting involved in your debts. |
28064 Listen, if you're gonna be like that, then just string me up right now. Gods, you really don't know how to play along, do you? |
28065 I'm not going to lie for you. |
28066 Er... yes! What I meant to say was that when I met her she was carrying several... hen bones. From a chicken. And that was very sad. |
28067 Then we are at an impasse! I have no money to give you, Meklin. And clearly I don't wish to be scalped. |
28068 What are you going to do, Meklin? |
28069 Wait, what if I were to pay Neera's debt? |
28070 I am very, very, very, very, very sorry about what just happened. I didn't want to steal from Meklin; I just had no other choice. I wish things had turned out differently. |
28071 The important thing is to learn from your mistakes and not to repeat them. |
28072 At least I've learned a lesson in keeping an eye on my coinpurse. |
28073 Once a thief, always a thief. |
28074 I'm glad you see it my way. Now, if we run into a stocky dwarf by the name of Orthan with a burn on his forehead, just pretend I'm a deaf mute and you found me in a ditch. |
28075 Neera! |
28076 Kidding! |
28077 I am not a thief! It was a momentary lapse of ethics in a life-or-death situation. I'm on the straight and narrow, I swear it! |
28078 Very well. |
28079 I remain unconvinced, Neera. |
28080 Right. Let us continue onward. |
28081 And I'm sure you've never done anything wrong? No one is perfect, not even you. Let's go find a seer and see whether we can conjure up an image of you kicking a small dog. |
28082 You have a point, Neera. Let us forget this matter for now. |
28083 Even if I have, I wouldn't let my past dealings catch up with me like you have. |
28084 Dogs aren't people like you and me! |
28085 I have a feeling you're gonna eat those words someday. |
28086 Ooh! You are TERRIBLE. I hope that when you finally die, you spend eternity being gnawed on by hell hounds. |
28087 Hell hounds are just a myth. |
28088 Hell hounds are not a myth! |
28089 Yes, they are. They're a myth used to scare children into being nice to dogs. |
28090 No! They're real, and they breathe fire! And they come from the Nine Hells! They can melt iron bars! |
28091 Oh, you're right. That sounds totally real. |
28092 Shut up. I hate you. |
28093 I think that means we're getting close. Unless that squirrel had a crow for a father, I'd say it was recently polymorphed. |
28094 So we must be getting close. |
28095 Why would he turn a crow into a squirrel? Maybe he hasn't learned how to control his magic after all. |
28096 Do you really think a mage who turns birds into squirrels can help you? |
28097 Did he also turn you into a parrot? That's what I just said. |
28098 Maybe the squirrel was annoying him with questions about his magical talents. |
28099 That all depends on whether he meant to turn the crow into a squirrel. |
28100 Hey! Just because my magic is a little capricious doesn't make me crazy. Besides, <CHARNAME>, I think this man has experienced something awful. |
28101 You're right, Neera. Go on, stranger. Tell us what happened. |
28102 You aren't going to make this easy, are you, stranger? Spit it out, and I'll do my best to make sense of it. |
28103 Go on. Not you, Neera. The new guy. |
28104 Adoy! That's who we're looking for, isn't it, <CHARNAME>? Wait a second, Magreb. What do you mean by "was"? |
28105 <CHARNAME>, I think this might be Adoy. |
28106 Don't be such a mercenary, <CHARNAME>! Are you the wild mage known as Adoy? |
28107 It's true. I hoped you could... teach me how to control my magic. |
28108 Don't tell me we've come all this way for nothing! |
28109 He's not joking, let me tell you. |
28110 Half-elf! What is wrong with you? |
28111 Yeah, and I didn't even finish school, so no tests for me, either. |
28112 Right. Ekandor, you teleport right back to Thay. You won't have either of these wild mages. |
28113 The only thing being tested here is my patience. I've had enough of this Ekandor. |
28114 I don't suppose we can work out some sort of arrangement, can we, Ekandor? |
28115 Well, one wild mage and one aged rabbit. |
28116 Can we not talk about having our brains studied, please? Pretty please? |
28117 Come on, old man. Make with the wisdom. No one gets to be your age without learning a few things. You must know how to avoid the crazy surges of power. You're holding out on me! |
28118 That can't be all there is. You'd never have survived to be so very, very old without something up your sleeve. |
28119 Oh, joy. After coming all this way, I get a belt! It's not even my color. |
28120 No! It's not fair! I've traveled so far and overcome so many obstacles, all on my own, and he just disappears! |
28121 Ahem. |
28122 Excuse me, but |
28123 Things wouldn't have turned out so well if you'd been all on your own. |
28124 Oh, of course you helped, <CHARNAME>. I haven't forgotten that it's all about YOU. |
28125 Seriously? After all we've been through, <CHARNAME>? Obviously, I had the wrong idea about our friendship. When you're ready to apologize, you can find me at the Friendly Arm Inn. |
28126 Perhaps we'll meet again, Neera. |
28127 Since you put it that way, maybe I've made a mistake. Please stay with us, Neera. |
28128 Oh, so now you come back, after making me walk all the way here by myself? Well, I'll just have you know that it'll take more than a... oh, who am I kidding? I don't want to run into any more of those Red Wizards by myself. You will let me join you, won't you? Please? |
28129 That's why I'm here, Neera. Please join us. |
28130 Sorry, Neera. I'm just passing through. |
28131 Yes! I knew you'd come around. |
28132 Typical! And I thought wild magic was unreliable. |
28133 King Rogdok! Tell King Rogdok peoples is comin' to get Bargrivyek! Gots to protect Bargrivyek! |
28134 Wait a second. Who is this Bargrivyek? |
28135 Actually, we're here to see Rogdok. |
28136 You can't even protect yourselves, goblin scum. Die! |
28137 No, that not right. It be... caw-pre... cow-opera... |
28138 Cooperation? |
28139 Cow-patties? |
28140 Cow opera? Are you serious? |
28141 Cooperation! That be it. Territory and cooperation, Bargrivyek be god of that stuff. |
28142 In that case, we should probably go see Bargrivyek. We've come to talk about cooperating. And territory. And stuff. |
28143 You have no problem pronouncing "Bargrivyek" but "cooperation" ties your tongue? Let me speak to your boss. |
28144 I'm not much for cooperating. It's so much easier just to kill you. |
28145 Bargrivyek not just pathetic. Him most pathetic god of all! He summon us here to live in wide-open territory, safe from rival tribes. Except for Rogdok tribe. But Rogdok king now, so all same tribe. |
28146 All right, take me to Rogdok. |
28147 Why am I wasting my time talking to you? Tell me where I find this Rogdok. |
28148 Another middle man? I hate middle men! Die, middle man! |
28149 Bargrivyek is goblin god of setting territory and ker-opa... ko-upper... |
28150 Coordination? |
28151 Corduroy? |
28152 No, that not right either. Bargrivyek god of co... oper... ation. Cooperation! Territory and cooperation? |
28153 That's exactly why we're here, to talk with Bargrivyek about cooperating. And territory. And stuff. |
28154 Territory and cooperation? What kind of pathetic god is that? |
28155 If every question I ask is going to take this long to answer, I may as well kill you now. |
28156 Nobody gets to see Bargrivyek anymore. King Rogdok keep him safe from outsiders. |
28157 Rogdok be inside cave, guarding Bargrivyek from other tribes. I lead you there now, so you not mess up our stuff! |
28158 East! We go east now. Not go north. Crazy live up north. |
28159 You stay here and work on your Common Tongue. |
28160 I hope this Rogdok is brighter than his guards. |
28161 That moron let intruders in again! Kill them all before Rogdok finds out and punishes us all! |
28162 Hold a moment! Ekandor? Is that you?! Why do you pursue such a disreputable-looking woman? |
28163 Fallen in?! If anything, I have uplifted these uncouth louts with my mere presence! They serve me, not the other way around! And what use is this girl? |
28164 Ehm, <CHARNAME>, perhaps it would be best if we let Ekandor have this person. While his intellect towers over yours, among my former colleagues he is not the most, shall we say "stable"? |
28165 You would dare attack a fellow Wizard of Thay? Stand down before I smite you and deliver your charred remains to your superiors. In Ekandor's, er, absence, I outrank you all! |
28166 I cannot abide this foolishness! It was one thing to fend off my fellow Red Wizards, but I will not aid this woman when she is the target of my own brethren! If you give shelter to this urchin, I will take my leave of you. |
28167 Fine! See how far she gets you! Your wailing over my absence will be heard throughout the realms! |
28168 Did you hear that, Boo? Maybe she will turn into a hamster, and we will have a little friend for you to wrassel! |
28169 W-what? What did I do? |
28170 Are you speaking to me, halfling? |
28171 The laws of probability suggest that was no accident. The scoundrel fled without rewarding us. |
28172 Surely you're not referring to me? |
28173 Watch your tone when speaking to me, halfling. I have half a mind to insert a quarterstaff into your nether regions. |
28174 You would address me with such a tone?! |
28175 You... DARE to speak to me in such a tone? I will seize your heart from within your short little body, halfling! |
28176 According to the historian Yerso Gullible, cows were among the first mortal creatures to perform opera. Why do you think all those fat ladies wear horned helmets on stage? |
28177 Really? You know so much about music. |
28178 Don't listen to him, Skie. He's toying with you. |
28179 By the three, we all want the same thing. We cannot afford many more surprises from your whimsical spells. |
28180 There's a lesson in that for you, Neera. Wild magic may be powerful, but it can't be trusted. |
28181 Look out! They're coming through the trees. There, behind that rock! No, waitâ€â€that was just the shadow of a cloud. You have to be on your guard. They came out of nowhere, but now they're everywhere! |
28182 What? I don't see a thing. |
28183 Calm yourself, man. Take a deep breath and tell us what you've seen. |
28184 Are you sure you haven't been eating the wrong mushrooms? |
28185 I don't have time for this. If I want crazy, I'll talk with Neera. |
28186 Of course not! I know every type of mushroom in this region, and Say, maybe they're sprouting from the mushrooms. I've never heard of that before, but it makes sense now that I think about it. |
28187 Something has obviously shaken you up. What did you see? |
28188 You aren't going to make this easy, are you? Spit it out, and I'll do my best to make sense of it. |
28189 Goblins! They fell out of the sky or leaped up full grown out of the grass. I don't know! All I know is they killed Rilsa when she tried to talk to them, and I can't face them by myself. |
28190 Slow down. You've obviously been through a lot, but you are safe now. Tell me what happened. |
28191 Get a grip on yourself, you're babbling! |
28192 You know, I don't have time to listen to another madman. Out of my way. |
28193 Forgive me. My name is Magreb. Rilsa and I have watched over this area for years, and we never had any trouble with goblins before. Since they killed her, I've been half out of my mind with grief. |
28194 I can understand your pain, Magreb. It's hard to lose a loved one. |
28195 More than half, I'd say. Get to the point. |
28196 Just a few months ago, poof! Goblins as far as the eye can see. |
28197 At first they appeared around the house of an old mage, but soon they moved into a set of caves to the northeast, taking him with them. Not long after that, a big hobgoblin arrived and made himself king of the tribe. |
28198 What do you know of this old mage? |
28199 What else can you tell me about this hobgoblin? |
28200 I'll deal with these goblins. Where can I find them? |
28201 The mage's name was Adoy. He always kept his distance, he said, because he didn't want to hurt us with his magic. I thought it was some kind of threat, but Rilsa said he was just peculiar. |
28202 I suppose he could still be alive, but I haven't seen Adoy since the goblins carried him into their cave. I just assumed they'd slain him, since they'd also killed... *sob*... Rilsa. |
28203 The goblins call their new king Rogdok. Apparently he's set himself up as a high priest to one of their gods. Hm, that's weird. Rog-dok... god-rock. Maybe the goblins sprang up out of the rocks. Look out, there's one at your feet! |
28204 Don't worry, it's just a rock. What else can you tell me of this old mage? |
28205 Relax, I'll deal with these goblins. Where can I find them? |
28206 They've taken over a series of caves to the northeast. Be careful if you go there. They send out so many patrols that I've been afraid to go near enough to recover Rilsa's body. Poor Rilsa! She only wanted to talk with them. |
28207 Don't worry. I'll get to the bottom of all this. |
28208 Rilsa will have justice! |
28209 Rilsa should have known better than to try talking with goblins. I'll show you how it's done. |
28210 I slew them to the last goblin. Rilsa is avenged. |
28211 I took care of the troublemakers among them. You should find the survivors much more open to negotiations. |
28212 Not yet, but I'll get to it soon. |
28213 I was going to do that, but then I decided to go on living my life. |
28214 I suppose that's for the best, even though I know Rilsa would have preferred a peaceful solution. Thank you. |
28215 Maybe that's the best solution. Rilsa would be glad to know you spared those who were open to peaceful coexistence. For both myself and Rilsa, I thank you. |
28216 Thank you. I wish I could do something myself, but Rilsa's death has been such a shock. I wouldn't be any good in a fight. |
28217 Well... Of course you owe me nothing. I just hoped you might be... I don't know. Some kind of hero. |
28218 I hope you haven't had too much trouble from the local goblins. That's such a strange thing to say: "local goblins." We never had any until a few months ago. |
28219 I found this ring with your name inscribed on it. |
28220 No trouble so far, but I'll keep looking. |
28221 You know what they say: "No one expects the summoned tribe of goblins." |
28222 I gave this to Rilsa! You must have found her body. Did you give her a proper burial? |
28223 Yes, it was the least I could do. |
28224 Yes, if by "proper burial" you mean "left her for the wild animals." |
28225 Thank you, <CHARNAME>. After all I've been through recently, I'm not sure I had the heart to do it myself. |
28226 What? You left her there all alone? I don't care whether the goblins catch me. I must go and bury her properly. |
28227 YOU! I've found ya! Ya thieving little gragdok! Thought ya could get away, eh? Well, Meklin isn't one to be taken so easily! Hand over me money, Neera! |
28228 Who would you be, halfling? |
28229 I've no beef with you! I want what I'm owed from that treacherous, pointy-eared thief! |
28230 Not you! Get outta the way! |
28231 Now hold on a moment! |
28232 I've no quarrel with you, dammit! I want the other one! |
28233 Come now, we can |
28234 Not unless you're a thieving woman! I'm not talkin' to you! |
28235 Would you stop yelling for a moment so that |
28236 Stuff it, woman! I'm talking about the other pointy-eared one! |
28237 Cease your outbursts you little - |
28238 I don't even know who you are! Shut up! I want THAT girl! |
28239 Can I just |
28240 Not you! By the gods, you people are thick! I want THAT one! |
28241 Neera? |
28242 Spells?! YE SLIPPED A POT ON ME HEAD AND BANGED IT UNTIL I WAS KNOCKED OUT, YE DAFT WOMAN! Enough talk! I want the money you stole or I'll take it out of yer soft elven hide! |
28243 It was over two hundred pieces o' gold! You knocked me out and fled into the night, tellin' me some fairy tales about fleein' ornery wizards to get me to lower my guard. What have you told this character? A dragon ate yer pops? Feh! Gimme my gold, or this dagger is goin' into your ribs! |
28244 Oh, I think you know. Time to pay up, wench! |
28245 You could be working as a scullery maid in a goblin pit for all I care! If I don't get me money right now, I'll carve ya up! I'm sure I can find a buyer for some elven ears, even if it is a mere pittance! |
28246 You are welcome to try. |
28247 What if I pay off her debt? |
28248 Oh! Hen bones, was it? I see. Well, I guess I'll just be on me way now. GET THE ROCKS OUTTA YER HEAD AND GIVE ME MY MONEY! |
28249 I'm afraid you're out of luck, Meklin. |
28250 What if I pay off Neera's debt? |
28251 I don't care who gives me the money, I just want it back! All 200 gold! Pay up, or she'll be on her way to... that place! Wherever it is that blasted elves go when they've been eviscerated! |
28252 Fine, take the money and go. |
28253 Hmph! It's been a pleasure to see you again, Neera. I'll take my leave of you now. And if I catch ya sniffin' around me ever again, I'll cut out your wee black heart. |
28254 Blood and bones it is, then! |
28255 The body of a woman dressed in the leather armor of a ranger lies here. Her wounds suggest that she was slain by goblins. On her finger you find a ring inscribed, "With eternal devotionâ€â€Magreb." After taking the ring, what do you do? |
28256 Bury the body. |
28257 Leave the body in the open. |
28258 The body of the ranger Rilsa lies where you found it. In addition to the wounds made by the goblins, you see that small forest animals have been gnawing at the corpse. What do you do? |
28259 What idiot let you in here? Eh, it doesn't matter. If you haven't already killed those useless guards, I'll deal with them as soon as I've finished with you! |
28260 Caw! Caw! |
28261 Um, all right. |
28262 What does that mean? |
28263 Am I dreaming, or did that squirrel just caw at us? |
28264 Ekandor? Where did you go? We can't let her escape! Slaughter them all, and we'll sort this out once we find him! |
28265 But we're under strict orders to capture that mageling, and... it... I'll get back to you on that! Wait here. We have to find Ekandor! |
28266 Hey, Squirrel, watch me pull a rabbit out of my hat! |
28267 Nothing up my sleeve... |
28268 Presto! |
28269 Hoo! Don't know my own strength. |
28270 Again?! |
28271 Away with you, you pompous creep! |
28272 What?! Not again! |
28273 EAT MOTLEY DEATH, SHORT STACK! |
28274 WHAT HAVE YOU DONE?! YEEEAARGGHH! |
28275 The door is held shut by an unknown magical force. |
28276 Come! Cross bridge! We build all by selves... well, we get help. Help from Bargrivyek! |
28277 This where we keep the bear. The bear eated some of my friends! Now she sits in her cage getting madder, and madder, and madder... well, you get idea. |
28278 Almost there now! Watch out for falling rocks... Grub Grub got smooshed the other day. We rescued him, but he just Grub now. Hey! Maybe we feed Grub to bear, and bear not get angry! |
28279 Okay! Here now! |
28280 %strName% |
28281 %strDesc% |
28282 Adoy's Enclave |
28283 Dorn |
28284 Kryll |
28285 Simmeon |
28286 Senjak |
28287 Dorotea |
28288 Erim |
28289 Sheila |
28290 Priest |
28291 Taris |
28292 Thrall of Azothet |
28293 Rick |
28294 Shane |
28295 Daryl |
28296 Glenn |
28297 Lori |
28298 Rancor +1 |
28299 This ebony two-handed sword is covered with inscriptions that you cannot decipher. It hums softly in the presence of Dorn Il-Khan. Individuals who are good of heart are overcome with feelings of guilt and anxiety when they hold this blade. STATISTICS: Combat abilities: – When Dorn holds this blade, any death that it causes has a chance to grant Dorn an increase of +1 to his to-hit rolls for 24 hours THAC0: +1, +2 if it has slain someone within the past 24 hours Damage: 1d10+1 (slashing) Speed Factor: 9 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 12 |
28300 Letter to Kryll |
28301 Kryll, Please don't let this letter alarm you. I intend you no harm. In fact, I am deeply sorry that my violent behaviour caused you to leave. You should know that our old friend Dorn has escaped his cell in Luskan. Since then he has tracked down several members of the old group and put them to the sword. I don't doubt that your names are coming quickly to the top of his murder list. Fortunately, I have made a powerful ally since I last saw you. My men and I wait in a hidden camp just outside the entrance to Baldur's Gate. If you share my belief that there is safety in numbers, join us there. Too much went unsaid at our last parting. I look forward to catching up. Please come soon. I have word that Dorn is scouring the coastline for us even as I write. Simmeon |
28302 Dark Gift |
28303 Grants bonus upon death of foes. |
28304 Absorb Health |
28305 A giant magical straw inserts itself into the victim, draining him of vital energies |
28306 Aura of Despair |
28307 Feelin' pretty emo |
28308 10953 |
28309 8318 |
28310 I'm getting a bad feeling about this guy, <CHARNAME>. |
28311 I do not like this at all! This Dorn stands proud and tall like a black stallion, yet his eyes burn with the anger of a castrated demon! Boo says that we should not turn our back on him! |
28312 Yet another hulking sword swinger joining up to slow our eventual slide into destruction. Oh, boy. |
28313 I do not think that Gorion would have wanted you to take up arms with such individuals, <CHARNAME>. You continue to diverge from the lessons he taught you, and it does not bode well. |
28314 Aye, <CHARNAME>, I don't like the looks of this one. We best be gettin' on our way. |
28315 Aye now, I'll have to take my leave of you if ye accept this tyrant into our group. I cannot abide by one such as he, and I've abided by quite a bit in my day. |
28316 We need Dorn, Yeslick. He could prove to be a valuable ally. |
28317 And ye need me, do ye not? It's time a decision was made, <CHARNAME>! |
28318 I stand by my decision to have Dorn accompany us, Yeslick. |
28319 Perhaps you are correct. Dorn, I've changed my mind. |
28320 Well then, it seems my services are no longer needed here. If'n ye want me to return to this lot, I'll be having a few tankards of ale at the Friendly Arm Inn. |
28321 A wise decision. Let us take our leave of this man. |
28322 What are you doing, <CHARNAME>? This man is clearly a servant of evil. I caution against entering into any sort of arrangement with him. |
28323 <CHARNAME>, you would allow this criminal to join our ranks? He is but a brigand, and a murderous one at that! A blackguard has no place amongst the ranks of the living! |
28324 Calm yourself, Ajantis. Dorn is clearly powerful and will be a valuable ally. |
28325 No! This cannot stand! <CHARNAME>, I will not remain with you if you accept the offer of this... this... beast! |
28326 Have you become so blinded by your ideals that you can't see an incredible opportunity when it presents itself? |
28327 Surely we can come to some compromise. |
28328 Fine. Get out of here. |
28329 My ideals? Perhaps I have become blind. I've become blind to my responsibilities to Helm, to seek out and destroy evil wherever it stands. Stand your ground! |
28330 I cannot compromise with such evil! I cannot bend my morals to accommodate such a person! No, this has gone far enough. I will strike you down, Dorn, and end your evil! |
28331 I see. If that is how you wish it to be, then I shall abide by your decision. You will not see me again in the future, <CHARNAME>. I hope you do not continue down this path of wickedness. |
28332 Well, after you're finished with these layabouts, how about ye sign up with me and mine? I could use a man of your stature and skill... |
28333 Your wayward group reminds me of my own former troupe, except you seem to have been fully complicit in wrongdoing. There but for the grace of the gods go I. |
28334 Oh, boo hoo, you orcish brute. So your friends tired of playing with you. Do you have to bore the rest of us with your pathetic tale? |
28335 What a surprise! A half-orc threatens violence on a man of intellect. (I must look into fashioning some manner of slave collar for this beast. He could prove a useful attack dog.) |
28336 Vengeance is a powerful motivator. We are not so different, Dorn. I do not like your methods, but perhaps it is not wrong to help you gain your revenge. |
28337 You would make a pact with a being from beyond our realm? You walk the razor's edge, blackguard. I find it thrilling. Were it not for your appearance, I could see how women would fawn over you instead of recoiling in horror. |
28338 Ignorant surface-dwellers may despise my people, but secretly they lust for me. |
28339 I had not thought of it that way before. Despite our differences, perhaps we have both suffered from prejudice. |
28340 I know the pain of falling in with a group that betrays your trust, Dorn. But this single-minded pursuit of revenge will do you no good. |
28341 Tempus may be the god of war, but he does not revel in mindless slaughter. Perhaps it is time you found a new patron. |
28342 Oh, Dorn, you really seem to have gone through quite a bit of trouble. |
28343 Come now, surely you've come to a place in your life that you wouldn't mind some creature comforts? |
28344 I, well, if you... I... fine. <CHARNAME>, can we please get a move on? Please? |
28345 You! Tall, dark, and moronic! Face me in battle! I've had enough of you! |
28346 A coward AND a man? Come, draw your blade! |
28347 Bah! A lucky strike, but I admit your victory. |
28348 Hahaha! Feeling a little under the weather, blackguard? For all your powers you are little more than child with a butter knife. |
28349 Nghh... NNGGAHHH! TIAX CAN WAIT NO LONGER! Your powers are mine, blackguard! |
28350 Yes! YES! Tiax has stolen your powers, foolish half-orc! Now Tiax will... eh... eh? |
28351 Why am I not filled with power?! TIAX RULES ALL, TIAX DID NOT FAIL IN HIS PREPARATIONS?! |
28352 Tiax is an arcane trickster! You fell for the greatest joke of all! TIAX RULES ALL COMEDY! |
28353 Hrmm. It's about time, <RACE>. Bring me another flagon of ale. |
28354 I think you've mistaken me for someone else. |
28355 I am not your servant. Get your own ale! |
28356 Then why do you bother me? Begone. |
28357 Nothing would please me more. |
28358 My powers are none of your concern, unless you are looking for a strong arm to join you. |
28359 Listen carefully, <RACE>. If you continue to pester me, I will crush your neck with my bare hands. Go. Now. |
28360 SENJAK! DOROTEA! I swore I would crush the life out of you someday. Today is that day! |
28361 "Just following orders" is a coward's excuse, Dorotea. And I haven't forgotten what you said when I refused your advances. |
28362 You are both mewling cowards, turning on each other as easily as you turned on me. Half your men are already dead. You'll join them soon. |
28363 Hrmm. You handled yourself well enough. |
28364 You act surprised. |
28365 Who are you? What was that business between those bandits and you? |
28366 As a rule, I do not rely on those who fight beside me. Perhaps you may prove an exception to the rule. |
28367 Perhaps. What was that business with those two bandits? And who are you, anyway? |
28368 Glad to have been of service. I must be on my way. |
28369 My name is Dorn Il-Khan, and I was settling an old score. I've been hunting those two for almost a year now. That's two down and two to go. |
28370 When you struck them down, what happened? I saw some ghostly apparition appear. |
28371 Happy hunting. I must be off. |
28372 You're a blackguard, aren't you? |
28373 They were quite impressive. I could use a man like you. |
28374 I see. Well, goodbye, Dorn. |
28375 Very perceptive. I suppose you are full of questions about the source of my power. Don't bother. |
28376 I'm always on the lookout for traveling companions with useful skills. Would you be interested in joining me? |
28377 Blackguards always have one foot in the Abyss, don't they? I think it would be best if I took my leave of you. |
28378 Wait, are you <CHARNAME>? |
28379 Yes, I am <PRO_HESHE>. |
28380 What if I am? |
28381 Hrmm. I've heard of your... prowess. Traveling with you might help my vendetta, and my powers could certainly help you. |
28382 Perhaps they would. Before I accept your aid and offer mine in return, who exactly are you looking for? |
28383 I'm afraid I can't allow one such as you to join me. |
28384 Perhaps another time, Dorn. |
28385 My former companions betrayed me and left me to rot in a Luskan prison. I've spent the last year tracking them down. After Senjak and Dorotea, there are two left. |
28386 I see. Betrayal cannot go unpunished, you may join me in my travels, Dorn. |
28387 Aye, and why do you need my help? You seem to be doing well enough on your own. |
28388 An interesting tale. Perhaps another time, Dorn Il-Khan. |
28389 My appearance often frightens those who have information I need. Investigation is not my strong suit. From what I've heard, you have a knack for this sort of thing. |
28390 Yes, I can see your point. Welcome aboard, Dorn. |
28391 As sound as your reasoning is, Dorn, I must decline. |
28392 Hrmm. You shouldn't make a habit of committing mistakes like this. They add up. If you change your mind, I shall be at the Friendly Arm Inn. |
28393 Very wise, <CHARNAME>. We shall cut a bloody swath across the Sword Coast! |
28394 Yes, Ajantis, calm yourself. I'm sure my roguish ways will not interfere with your... pious lifestyle. |
28395 Hold, <CHARNAME>. I would speak with you. |
28396 Aye, what is it? |
28397 It will have to wait, Dorn. |
28398 Regarding my mission, I have a lead on one of my former companions, the necromancer Kryll. She was seen east of the Nashkel mines, but I know nothing more specific. I found a woman who knew where I could find Kryll, but she did not respond well to my interrogation. |
28399 Where is she now? |
28400 Perhaps "interrogation" isn't the approach you should take when asking questions. |
28401 Taris, as she is called, is somewhere in Nashkel. She was searching for her husband, or something like that. I do not commit such trivialities to memory. |
28402 I'll keep her in mind. |
28403 Bad Cop Dorn has suggested that I speak with Taris in Nashkel, since she seems to know something about the whereabouts of his next target, Kryll. Dorn's rough demeanor frightened Taris too much to gain any useful information. He hoped a lighter touch would succeed where his menace failed. |
28404 Perhaps I lack finesse, <PRO_RACE>, but that is why I'm following you across this godforsaken coast. The woman with the information goes by the name of Taris. When last I saw her, she was in Nashkel, looking for her husband. |
28405 The undead rarely rise up of their own accord, <CHARNAME>. This business reeks of Kryll. Step carefully. She lurks nearby. |
28406 Do you intend to kill her? |
28407 This necromancer is no match for us. |
28408 I have dreamt of little else these past months. Ever since I was granted these new powers, the desire to drive my blade into the neck of each and every betrayer has driven me forward. |
28409 Who granted you these powers? I still want to know more about the source of your abilities. |
28410 I see. We should continue onward. |
28411 Despite the powers I have been granted and my craving to tear her flesh apart, I remain cautious. It would be wise for you to do the same. |
28412 We shall see, Dorn. Let us continue onward to end this once and for all. |
28413 Keep your weaknesses to yourself, blackguard. |
28414 I made a deal and agreed to certain conditions. I will speak no more on this matter. |
28415 Hrmm. Bravado will only get you so far. |
28416 I thought you alone saw past my half-orc blood, Kryll. Now I see you are just like the others. Perhaps Senjak was too handsome for you to ignore, but I've taken care of that! |
28417 Petty? You left me to die in Luskan. There will be no forgiveness! Stand and die, Kryll! |
28418 I can see you suffer, Kryll. I can see your soul writhe in the Abyss. Of all my betrayers, you are the one whose pain pleases me most. |
28419 Most men would not speak such ill of the dead, Dorn. |
28420 I would assume that you speak metaphorically, Dorn? Or can you really gaze into the Abyss? |
28421 Most men have not been betrayed by their lover. Question me again after you've shared my experience. |
28422 Perhaps not literally. Not with my eyes. But I do have channels of communication. Enough of this. Let us search the body. |
28423 Hrmm. When I asked this woman about Kryll, the description I gave matched the mystery woman who took away her husband. When I demanded more information, she fled. Typical. |
28424 Taris, please continue. |
28425 I do not. Kryll was a necromancer of some ability. And she was, let us say, "friendly" enough at times. But she is not a leader of men. Something is amiss. |
28426 Perhaps there is more going on than you had anticipated. |
28427 Charmed, I'm Sure Taris has pointed us somewhere east of Nashkel. Her husband, along with several others, seems to have fallen under the spell of the sorceress Kryll. Dorn is eager to track her down. |
28428 That note, let me read it. At last! Simmeon, the king bastard himself. Quickly, <CHARNAME>, let us make haste! |
28429 Aren't you worried he knows you are coming? He could be waiting with a trap. |
28430 It matters not. I will escape any trap they lay for me; I will overcome any obstacle they place in my path. I know better than to trust the word of those I have slain already, but I sense it is true that he gave the order. Simmeon must die. |
28431 He invited Kryll to join him. It stands to reason he's more than ready for you. |
28432 Whatever happened to caution, Dorn? Let us continue onward, we will meet Simmeon soon enough. |
28433 Another One Bites the Dust We have slain Kryll, and Dorn stands one step closer to his final vengeance against his betrayers. Kryll possessed a note from the final member of his old adventuring party, Simmeon. Simmeon seems to be awaiting her outside the entrance to Baldur's Gate. |
28434 Hrmm. Have you lost your taste for revenge, <PRO_RACE>? I would not have expected you to turn down a challenge. Until now, you have proven to be a capable leader. |
28435 I do not spurn any challenges! Aye then, let us find Simmeon and have words with him. |
28436 Perhaps I am more cautious than you, Dorn. My capable nature may stem from that. Let us journey onward. |
28437 I can almost feel his presence. My patron hums with excitement about this soul. It pulses with energy. Come, <CHARNAME>! We stand at the threshold. |
28438 After all of this is done, I want to know more about this "patron" of yours. |
28439 When Simmeon's broken body lies at my feet, perhaps I shall reward you with the rest of my tale. But not yet. |
28440 At least you know you deserve my revenge. The others pointed to you, hoping I would show them mercy. Will you also beg? |
28441 Knowing the source of my powers does you no good, brigand. Ur-Gothoz will feed upon your soul! |
28442 At last, Simmeon lies dead, his patron broken! Ur-Gothoz feasts on the souls of my betrayers! My revenge is complete! |
28443 What happened to Simmeon before the battle? It looked as if he had powers like yours. |
28444 What will you do now? Your quest is over. |
28445 Now you can cast off the evil that has taken hold of you! |
28446 As I understand it, Simmeon accepted the same dark pact as I, only with a different patron, an enemy of Ur-Gothoz. |
28447 Ur-Gothoz? What exactly is he? It? |
28448 Simmeon made a poor choice, it seems. What will you do now that he has fallen? |
28449 I know little more than that Ur-Gothoz demands blood, an easy price for me to pay while pursuing my vendetta. Your path has been even bloodier. Perhaps I should continue to follow it at your side. Yes, even as I say so, I sense Ur-Gothoz approves. Will you... keep me by your side, <CHARNAME>? |
28450 I would be glad to have you battle alongside me. |
28451 Perhaps not... I think it would be best if we parted ways. |
28452 What? Did you think me a prisoner? A fear-driven weakling? No, I agreed to the pact with Ur-Gothoz knowing just what I would receive and what I must do in return. The power is mine, and so is the obligation. I would no sooner sacrifice them than you would sacrifice an arm. |
28453 Your decisions are yours to make, Dorn. I will respect them. |
28454 But your powers stem from an evil source. |
28455 Ur-Gothoz is an outsider to these realms. Our world interests him, and his power interested me. Our pact makes me his chosen instrument. |
28456 "Evil" is a term wept by the weak and the defeated. What have I done? Well, I have cleansed the world of a band of treacherous dogs. The powers Ur-Gothoz has granted me have accomplished what many would consider... a great good. Do not annoy me with such simplistic notions of "morality." |
28457 Good. Let us leave this place. I have much to consider about my future. |
28458 Dirty Deeds Done All this business with Dorn seems to be over. He has slain the last of his foes, a man by the name of Simmeon who apparently had also taken on the mantle of blackguard. Without his desire for vengeance to propel him forward, Dorn seems to be adrift, with no further ambition but to continue traveling with me. |
28459 I'll take it under consideration, dwarf. |
28460 Hrmm, Baldur's Gate. This place reminds me of Luskan. Both cities teem with wretches unfit to grovel at my feet. |
28461 Luskan? I take it you've had some dealings in that city. |
28462 These people are not here to serve you, Dorn. |
28463 I don't have time to listen to this, Dorn. |
28464 Your feigned innocence is amusing, <CHARNAME>. These people are sheep compared to us. We stride through the world as kings, and the weak tremble at our approach. |
28465 Where you see pawns of little value, I see people with lives and stories. They are no worse than us. |
28466 Bah! The tale of a man who woke up, hammered on iron, and fell back into bed several thousand times is no story at all! It is pathetic and sickening. |
28467 Surely your story is much better. What is the tale of Dorn Il-Khan? |
28468 Perhaps. |
28469 If we are to be allies, I must know a little more about you. |
28470 As for my past, you have only to know I punish treachery. As for the present, take comfort in knowing that no one shall stand between you and your goals, so long as I remain at your side. |
28471 How did you become such a skilled fighter? |
28472 After ogres raided my tribe in the Spine of the World, my human mother and I escaped to Luskan. There, I discovered the nature of... "civilized" men. |
28473 What can you tell me about your time with this band? |
28474 Those times were not all bad. Riding across the mountains, slaying all challengers, and plundering ancient temples are good ways to start a legend. But now the blood I most wish to spill belongs to my former companions. |
28475 How so? |
28476 Jealous of our plunder, rival bands spread word that we were tomb robbers and thieves. Local lords sent out men to capture us. Simmeon, our leader, decided it was time for a show of force. We pillaged the town of Barrow, slaying men, women, and children to show their lords not to trifle with us. |
28477 What happened then? |
28478 Hrmm. Perhaps another time, <CHARNAME>. |
28479 Bad and Dangerous to Know Dorn has shared some of his tale. It seems he was in an adventuring party in the north, but a betrayal set him on his current dark course. |
28480 Yes! You and I are not like these livestock. Our names are destined to be known far and wide! |
28481 You mentioned Luskan before. Did you have some dealings there? |
28482 What do you want? I take no pleasure in idle chatter. |
28483 I would like to know more about what happened in Barrow. |
28484 Never mind, I'll speak to you later. |
28485 Hrmm. Perhaps it is time I revealed more of the story. |
28486 I would appreciate it. |
28487 How could you permit such an atrocity? |
28488 Slaughtering an entire village to send a message, isn't that overkill? |
28489 You did what was necessary. The local lord needed a strong message. |
28490 What else could you do? The local lord needed a strong message. |
28491 Don't be so naive! I did not "permit" it. I led the charge! If I had been more wary, perhaps it would have ended differently. |
28492 Hrm. Well, we were not the sort to take prisoners. The only knot I know how to tie is a noose. |
28493 A mewling child like you couldn't accomplish the least of my bloody deeds! |
28494 Standing among the corpses like gods of destruction, I smiled because I felt the ecstasy of triumph. The others smiled for a different reason. |
28495 You were a monster among monsters. |
28496 That sounds like a harrowing experience. Why were your friends smiling? |
28497 I have a bad feeling I know why your friends were smiling. |
28498 Hrm. Perhaps I am a monster. Better for you that I fight at your side rather than stalking you through the darkness. |
28499 There's no need to threaten me. Why were your friends smiling? |
28500 As I was about to discover, they were not my friends. The slaughter at Barrow was only half of the plan they had made without me. |
28501 What plan? |
28502 Even remembering this tale makes me angry, and that is dangerous for everyoneâ€â€including you. Ask me again later... when I am calm. |
28503 Bad to the Bone It appears I have invited a cold-blooded murderer into our midst. Dorn claims he was part of a group that massacred an entire town to cover a petty crime. Then he searched for the other killers for his own revenge. Now that I know his story, what will it take for him to turn on me? |
28504 Let me guess: You have been wondering what the smiles of my former companions meant after the massacre at Barrow. |
28505 Yes, your tale intrigues me. |
28506 Please do. I'd like to know what it takes to hurt a monster like you. |
28507 Rather than silencing the pleas of the fallen, my companions turned their weapons toward me. "We need a scapegoat," Simmeon said. "And we think it should be you." |
28508 Why you? |
28509 I could have cut down any one of them, but together they overcame me with spells and the strength of numbers. They left me unconscious among the dead. |
28510 While I was awaiting execution in a Luskan dungeon, I came to understand Simmeon's plan. If the local lords believed they had captured the leader of our group, they would cease their pursuit. |
28511 Simmeon left me behind to wear the mantle of the Butcher of Barrow alone. My true hatred was born on that day. I swore revenge on them all. |
28512 If you grow tired of my voice, mage, I could remove your ears. |
28513 For a month, I rotted in that darkness. My ears were filled with the chittering of rats and the curses the guards heaped upon me... and their hatred only fed my own. |
28514 How did you escape from the prison? |
28515 Be silent, <PRO_RACE>. You asked for this tale. Telling it reminds me of the rage I felt in those days, so do not interrupt. Listen carefully, because I will tell the rest of this story only once. |
28516 My hatred for Simmeon and the others ran deepâ€â€deep enough that something outside this world felt it. A cruel and powerful entity answered my desire for revenge. |
28517 This outsider offered me a pact. In exchange for the power to break loose of my bonds and wreak vengeance on my betrayers, I would become his champion in the mortal realm. The souls of those I slay feed his hunger. |
28518 Do you have a problem with half-orcs, drow? Perhaps we should parade you through Baldur's Gate and see what reaction your appearance draws. |
28519 You may take solace in their desire when they burn you at the stake. That is what comes of judging others by their appearance. |
28520 Once I made the compact, it was my turn to make my captors suffer. Bursting out of my cell, I slew all who stood in my way, pausing only to give special attention to my tormentors. |
28521 I Wouldn't Like Him When He's Angry Dorn indeed is a blackguard, for he has made a pact with some sort of demon. Perhaps he can control his violent urges around me, but no matter how strong our rapport, I can't help feeling he will eventually turn on me. |
28522 Whispering to me from his distant world, my patron led me to you, <CHARNAME>. He foresees great things for us if we continue to fight side by side. |
28523 And what would you have done? Allowed the executioner to take your head? I wield powers beyond your reckoning. Were I so inclined, I could eclipse you as champion of your god. |
28524 I can hardly believe it. You, the spawn of Bhaal himself! Ur-Gothoz was wise to tie my fate to yours. Think of the rivers of blood we could spill across the realms! |
28525 I won't follow in the footsteps of my father. I will not continue his legacy of evil. |
28526 While the prospect of having divine heritage intrigues me, I cannot say I'm comfortable with the source. |
28527 Yes, I look forward to exploiting my bloodline to its fullest. |
28528 You should embrace this path. What a gift, to have the blood of a dark god coursing through your veins! Do you not see the possibilities? We could silence all who oppose us! No one would dare call my lineage into question! |
28529 Your ultimate fate is none of my concern, Dorn. I do not intend to drag you along behind me forever. |
28530 Perhaps you are correct, but I will not abuse my heritage. |
28531 Calm yourself, woman! Your knickers are becoming dangerously twisted! |
28532 Maybe it's better that I don't hear the details. Thank you for your help, but I must leave this place. I need to be alone. |
28533 Hrmm... I can see I'm not getting through to you. But consider this: Had I not embraced the offerings of Ur-Gothoz, I would never have achieved such greatness. |
28534 Yes! I can see it now. A great fate awaits you. Do not forget those who have bled for you when you finally ascend. |
28535 We shall see. |
28536 Right Hand of Darkness Dorn has become intensely excited about my status as the offspring of Bhaal. He doesn't seem to understand how much my heritage disturbs me. |
28537 I do not deny my hardships, nor do I seek your sympathy. |
28538 Step back, woman. Dexterous hands may tempt other men, but I can see them for what they areâ€â€thieves' tools. If I see you near my gear again, I will slice your throat. |
28539 I have no time to deal with the likes of you. |
28540 Heel, wench, or I will carve the soul out of your frail flesh! |
28541 An unfair contest, woman. Face me after a day's rest with only a blade in your hand, and we shall see who is the better fighter. I tire of this distraction. |
28542 What are you...?! |
28543 Haha... HAHAHAHAHA! You pathetic runt, did you think your dazzling show of lights could steal my powers? Why, if I were not so amused, I would stomp you to death! |
28544 Step away from me, insect. |
28545 Either you jest or your judgment has lapsed, <CHARNAME>, and I am not a man who enjoys humor. I will return to the Friendly Arm Inn until you come to your senses. |
28546 Perhaps we shall travel together again in the future, Dorn. |
28547 Wait! I've made a mistake. Please continue by my side. |
28548 Well met, <CHARNAME>. My blade is wasted in this place. Do you have need of it? |
28549 Indeed, I've come to recruit you. |
28550 I am sorry, Dorn, but I have no need of you right now. |
28551 You'll see the error of your ways soon enough. Begone. |
28552 We should kill that one last, Senjak. Such good manners. |
28553 What treachery is this? |
28554 You're welcome to try, elf! |
28555 You should listen to Senjak, friend. Perhaps you've noticed our associates, who are even now aiming their arrows at your hearts. Raise a hand against us, and they'll cut you down. |
28556 If I die, I will at least take you with me. |
28557 Perhaps we could negotiate? |
28558 Take what you wish then, and choke on it! |
28559 I'm happy to see you, Dorn. Leaving you behind to take the blame was all Simmeon's ideaâ€â€he's the one you want, not us. |
28560 Senjak was the first to agree with Simmeonâ€â€he always hated you... but you know I didn't feel the same way. |
28561 It didn't have to be this way. We've beaten you before, Dorn. We'll do it again. Attack! |
28562 Someone had to take a fall to divert suspicion from the rest of us, and Simmeon chose you. Besides, you obviously escaped. There's no need for revenge. It's beneath you, Dorn. Don't be so petty. |
28563 Once again, you fail to realize what's happening around you, Dorn. Rise up, my children. Rise up and feast upon the living! |
28564 Hail and well met, <PRO_RACE>. |
28565 Well met, traveler. |
28566 Keep your distance, traveler. What do you want? |
28567 Traveler! Heh... why that's the nicest thing anyone has called me in weeks. |
28568 Now, now, there's no reason for this to turn violent. Hand over your belongings, and you may yet live. |
28569 You'll need to be more convincing than that, brigand. Five against our party? The odds don't seem to favor you. |
28570 Come and take them, brigands! |
28571 Dorn! You should be dead or rotting in a Luskan prison. How did you find us? |
28572 What advances? She would never consort with a half-orc, especially when she has me. You haven't changed, Dorn. You're as stupid as you are ugly. Tell him, Dorotea. |
28573 I knew this day would come, Dorn. I'm grateful that you wasted time killing the others before reaching me. You will find me better prepared to face your revenge. |
28574 There is no need. Unlike the others, I know just what a blackguard I face. The diviners cost me a king's ransom, but they showed me the path you followed to gain your powers. Now I have followed it as well. |
28575 Perhaps, Dorn. But your demon is but one of many, and I am not without a patron of my own. |
28576 Oh, you haven't seen a man about, um... this tall and, oh, this wide have you? That lout! |
28577 I'm sorry, I can't help you. |
28578 I may be able to aid you, if you give me the information I seek. |
28579 Iâ€â€I don't know very much about this area, <SIRMAAM>. I am looking for my husband, you see. He left me a week ago andâ€â€oh, the danger on the roads, and then that AWFUL woman. I've been trying to find him ever since. |
28580 This woman you mentioned, would she be a mage of some sort? |
28581 Well, my <LADYLORD>, I don't really know. My husband has vanished. He was seen heading east in the company of some woman. I followed them for a while, but the wilderness became too dangerous! |
28582 Please continue, and do not leave anything out. Even the smallest detail could aid me in finding your husband. |
28583 When I asked some of the other people here in town, they said that the woman had lured several men away, not just my husband. I don't know what kind of game she thinks she's playing, but it isn't natural. |
28584 That's really all I know. Somewhere to the east, perhaps past the mines. I miss Hagar so much, but I don't know if I could ever forgive him. |
28585 East of the mines, you say? And you haven't been able to search that area? |
28586 Oh no! It's far too dangerous. I really don't know what to do. I have little money, and my husband is off with that wench! That horrible woman has stolen my Hagar! |
28587 Please, calm yourself. I will do my best to locate your husband, wait here for as long as you can. |
28588 Sounds like you need a new husband. |
28589 Dorn, do you have any idea why Kryll would have a group of followers? |
28590 Thank you, <SIRMAAM>! Thank you so much... I shall remain here while you search for Hagar. |
28591 Have you tracked down Hagar yet? Do you know where he's gotten himself to? |
28592 I don't know for sure that one was Hagar, but all of the people with Kryll met an untimely demise. |
28593 Oh no! I can't... Oh, Hagar must have been among them, I know it. I know he left me, but... oh, poor Hagar! How did he die? Please. Tell me. |
28594 He passed away peacefully, but Kryll, the woman he followed, was responsible. |
28595 His death was gruesome, but at least it was quick. |
28596 His skeleton LITERALLY leapt out of his body, and flesh went FLYING in every direction. It was quite a sight. |
28597 That is horrible! Why would you tell me in such a manner?! |
28598 When I witnessed the spectacle of his death, all I could think was "Ouch! Ow! Yowzers!" It was fantastic! Bzow, boom, splort, and then a rain of various body parts! |
28599 What? I don't... |
28600 I wish I could create a picture of it, but there isn't enough red paint in all the realms. |
28601 What is wrong with you? You monster! |
28602 Now then, empty your pockets and What's going on back there? |
28603 This... this is impossible! |
28604 blackguard |
28605 Blackguard |
28606 BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the Blackguard is hated and feared by all. Some people call these villains "anti-paladins" due to their completely evil nature. Advantages: – Immune to level drain and fear. – May turn undead as a Paladin of the same level. – May use the Absorb Health ability once per day. ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing the Blackguard the same number of Hit Points. – May use the Poison Weapon ability once per day. Gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) – 3rd level: May use the Aura of Despair ability once per day. AURA OF DESPAIR: When this ability is activated, all enemies within 30 feet of the Blackguard suffer ill effects based on the Blackguard's level: 3rd - All enemies suffer a -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 6th - All enemies suffer a -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 15th - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. 20th - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 18 or fewer Hit Dice are panicked as well. Disadvantages: – Alignment restricted to evil. – May not cast Detect Evil. – May not cast Protection From Evil as an innate ability. – May not use the Lay on Hands ability. |
28607 Rasaad |
28608 Gamaz |
28609 Sorrem |
28610 Dark Moon Monk |
28611 Dark Moon Lieutenant |
28612 Dark Moon Applicant |
28613 Dark Moon Cleric |
28614 Dark Moon Initiate |
28615 Dark Moon Note |
28616 An agent of the most hated goddess has been observed within Baldur's Gate. It appears that he is alone, so killing him will be easy. In the Blade and Stars tavern, speak to a prospective acolyte named Sorrem. He will provide you with a description of your target. Seek out and slay this agent of Selûne, and bring his body to the shrine. I will brook no failure, nor will the Mistress of the Night. A |
28617 Sorrem's Note |
28618 Remember, Sorrem, your acceptance into the Dark Moon brotherhood depends entirely on whether you succeed in luring the Sun Soul monk into our trap. Bring his broken body to the new temple on Cloud Peak Mountain to claim your reward: Welcome into the dark embrace of the Mistress of the Night. There your training will begin. |
28619 The Promise |
28620 Promise this informer whatever he desires in exchange for luring the Sun Soul monk into an ambush. Break the monk and deliver his corpse to my disciple in the Cloud Peak Mountains. He must witness for himself the severing of his last tie to the hated moon cult. As for this informer, Sorrem, dispose of him after he has served his purpose. A |
28621 Moonlight Walkers |
28622 These comfortable boots provide monks of the Sun Soul with exceptional arch support, allowing them to perform feats that would lead to crippling back pain in ordinary people. STATISTICS: Equipped abilities: – Armor Class: +2 Weight: 1 |
28623 Glimmering Bands |
28624 These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists. STATISTICS: Equipped abilities: – THAC0: +2 Weight: 1 |
28625 See? Such feats are easy when you learn to focus their energies through the light of Selûne. |
28626 What exactly are you doing there? |
28627 Are you some sort of circus performer? |
28628 I bet you can't do that while juggling an axe, a soup bowl, and a hedgehog. |
28629 Thank you for asking. My name is Rasaad. I am merely demonstrating some of the ways in which we Sun Soul monks reflect our spiritual light through physical activity. |
28630 No, but I understand why you might think so. My name is Rasaad. I am merely demonstrating some of the ways in which we Sun Soul monks reflect our spiritual light through physical activity. |
28631 Perhaps not yet, but as I continue to improve my physical and mental skills by turning my inner light outward, I may yet perform such feats. My name is Rasaad, and I am a humble monk of the Sun Soul. |
28632 May I tell you more about the Order of the Sun Soul? |
28633 Look, if you're just asking for money, here's a gold. Don't spend it all in one place. |
28634 No, I don't have time for this. |
28635 The Order of the Sun Soul was founded during the time of |
28636 While I am grateful for your coin, I would be pleased to offer you something in |
28637 I see. May Selûne bless you on your trav |
28638 I have come not to fight but to demonstrate a few |
28639 I am not afraid to defend myself, but I do not seek out conflict without purpose. Instead, I wish to share the light of the Moonmaiden. |
28640 A Sun Soul monk uses mind, body, and spirit in equal portions, but not to prove his martial superiority. Rather, he seeks to better the lives of those around him. |
28641 I thank you. It is not always easy. In truth, I enjoy a good fight if it is to improve my skills or to defend a just cause. Fighting that man would have enlightened no one. |
28642 No, you are correct. Many people find excitement only in physical action. To find true enlightenment, one must combine the physical with the mental and the spiritual. |
28643 It may seem that way, but the truth is that I reserve my fighting skills for when they are needed, not for the amusement of others. |
28644 All right. I'll take your word for that. |
28645 Aw, I think I speak for everyone here when I say a good fight would have been more exciting. |
28646 I'm not buying that. Here's 10 gold. It's for you if you can beat the big boy here. Otherwise, it's for him. |
28647 This conflict is unnecessary. |
28648 Here, allow me to help you stand. |
28649 You will be all right. Just go home and lie down for a while. |
28650 That was unfortunate, but perhaps he has learned a lesson about engaging in unnecessary violence. And I will put the gold to good use. |
28651 I learned a lesson, too. You're more capable than you look. |
28652 You could probably teach me a few things, tooâ€â€not that I'm looking for a fight. |
28653 And here I thought monks just illuminated manuscripts and brewed beer. |
28654 You seem like someone who would appreciate the tenets of my order. May I tell you more about Selûne and the Sun Soul monks? |
28655 Tell me why you worship Selûne. |
28656 Tell me more about the Order of the Sun Soul. |
28657 Actually, I want you to join me. |
28658 Not now. Farewell. |
28659 What more would you like to know? |
28660 Actually, I want to ask you to join me. |
28661 That's enough for now. Farewell. |
28662 Of the inheritors of Amaunator's power, Selûne is the most ardent foe of spiritual darkness. After all, she is the bright opposite of Shar, the Mistress of the Night. |
28663 The Moonmaiden's reflected radiance inspires us to shine our inner light upon those in need. In the face of lies, we offer truth. In the face of hatred, we offer compassion. |
28664 That sounds like a good philosophy. |
28665 You don't go door to door with this stuff, I hope. |
28666 As long as your beliefs don't interfere with my quest, you can believe what you like. |
28667 The Order of the Sun Soul was founded in the days of ancient Netheril. Then it was called the Brotherhood of the Sun, and its members dedicated themselves to the sun-god Amaunator. |
28668 With the fall of Netheril, Amaunator vanished. Some believe his power now resides in other gods. Different factions of my order turned to them: most to Lathander, some to Selûne, and a very few to Sune. |
28669 My sect of the order reveres Selûne, the Moonmaiden. |
28670 I beg to differ, lady. Since you are drow, I can understand why you cling to the shadows. Yet perhaps you can still find your way into the light. |
28671 I do not think we shall soon agree on this point, but I welcome your efforts to test my faith. You will find it strong. |
28672 I have had trouble making ends meet since coming to Nashkel. If doing so gives me the chance to help others find their inner light, I would be glad to join you. |
28673 Farewell. Until we meet again, may you walk in moonlight. |
28674 Be careful, friend. Some of these people are the same who attacked Gamaz and me in Athkatla. |
28675 Those strikes... the sinuous manner in which they dodged! Those who attacked Gamaz and me in Athkatla were not Shadow Thieves... they were Dark Moon monks! They must have tracked me here. |
28676 What do they want with you? |
28677 Do you owe them money or something? |
28678 I don't appreciate your dragging me into this mess. |
28679 One of the cult's principal goals is the eradication of the Sun Soul monks and all worshippers of Selûne. They will not rest until their dark purposes eclipse our efforts. We must stop them. |
28680 Much as I appreciate your levity, this is no laughing matter. The Dark Moon monks seek nothing less than the eradication of all worshippers of Selûne, including members of my order. |
28681 I understand, my friend. I regret that my presence brought these foes to you, yet who better than you to oppose their evil designs? Alone, I may never defeat them. Together, we might stop them for good. |
28682 Thank you, my friend. I would hesitate to face the Dark Moon without your help. |
28683 I will never turn toward Shar. In the darkness lies only falsehood. |
28684 While it saddens me to leave, I understand that I have brought danger to you. I will return to the place we first met, in case you have need of me in future. |
28685 We must prepare ourselves for another attack when we least expect it. The Dark Moon watch, wait, and strike from the shadows. They said someone named "Sorrem" directed them to me. |
28686 When I spent some time in Baldur's Gate, a man named Sorrem used to come to my demonstrations of martial skill. I sometimes saw him returning to the Blade and Stars tavern. |
28687 All right, let's find this Sorrem and take the fight to the Dark Moon. |
28688 It might be best not to stir up more trouble than we already have. We'll leave this Sorrem alone. |
28689 While I abhor unnecessary violence, perhaps I can make an exception in this case. |
28690 I regret it has come to this, but he did share some information before his... defeat. It appears the Dark Moon has taken up position in the Cloud Peak mountains. We should hasten there as soon as possible. |
28691 Let us be cautious, my friend. I sense something dangerous about this place. |
28692 You aren't the only one, Rasaad. |
28693 Are you sure your monastery wasn't the Order of the Blindingly Obvious? |
28694 Keep it down. We don't want to alert |
28695 <CHARNAME>, let us journey to these Cloud Peaks and face the Dark Moon cult. Alone I could never defeat them, but together we have a chance to put an end to their murderous campaign. |
28696 While I will never forget Gamaz's death, my desire is not for revenge. I wish only to stop the Dark Moon from claiming more victims. |
28697 What do you say, my friend? Shall we pursue these assassins to their den? |
28698 We shall. Their evil will not eclipse this land while I am here to stop it. |
28699 What's in it for us, Rasaad? You know what they say: If you do something well, don't do it for free. |
28700 These Dark Moon monks seem powerful. Maybe they would welcome someone of my talent into their order. |
28701 Your words give me courage, my friend. I thank you. |
28702 If the satisfaction of ridding the world of their evil is not enough incentive, imagine what stores of ill-gotten treasure they have accumulated. |
28703 Sometimes the subtleties of your jokes elude me. |
28704 You're right, Rasaad. This is no joking matter. We will deal with these Dark Moon monks soon. |
28705 Ha ha! I had you going that time, didn't I? With my joke, which was completely not serious. |
28706 What jokes? I would love to learn their deadly skills. |
28707 Those who search for tools in the darkness rarely emerge into the light. I pray you will reconsider, <CHARNAME>. |
28708 I am glad to hear it, <CHARNAME>. Try as I might, I find it difficult to laugh away the wicked deeds of the Dark Moon order. |
28709 See how the servants of Shar treat their acolytes? They even prey on their own. |
28710 You are a true hero, <CHARNAME>. May the light of Selûne ever guide your path. |
28711 My friend, is this the right thing to do? We should encourage justice, not revenge. |
28712 You make a good point, Rasaad. Let's go get some justice. |
28713 Look! The Dark Moon monks have slain those who would have joined them. |
28714 That's a shame, but their deaths will not go unpunished. |
28715 I guess the Dark Moon monks rejected them for a good reason. |
28716 You join the wrong side, you get what you deserve. |
28717 <CHARNAME>, he is talking to me. Gamaz! My brother! How is it you still live? |
28718 I did not wish to leave you, brother. The city guards arrested me. They told me you were dead, slain by the Shadow Thieves. |
28719 I do not believe that is true, Viconia. You and Gamaz have both been seduced by a lie. |
28720 You have been misled, Gamaz. There is no truth in Shar, only lies. What this Alorgoth calls power is only a trap to turn you away from the light. Do not turn away from me, Gamaz. You cannot kill me. I am your brother. |
28721 Gamaz, listen to me. Shar has seduced you with lies. The power she offers is only the power of destruction. You know this to be true. |
28722 How have you forgotten all of our lessons? Dark sorcery can only destroy, not preserve. The promises of Shar are as empty as the void of her heart. |
28723 You do not need such power, Gamaz. In the Order of the Sun Soul, you were always the strongest among us. |
28724 I I |
28725 Go on, Rasaad. Tell him the truth. He needs to hear it. |
28726 Careful, Rasaad. Some people only hear what they want to hear. |
28727 This is your brother? A Dark Moon monk? He doesn't deserve the truth. He deserves only death. |
28728 I cannot lie to you, Gamaz. During our training, sometimes I did withhold my full strength. Winning always seemed more important to you than it felt to me. |
28729 I have no desire for power that serves only its wielder. I reject the lies of Shar, Gamaz. I beg you to do the same. |
28730 Gamaz, my beloved brother, do not force me to stop you. |
28731 No, I knew you did it as much for me as for yourself. I understood that you |
28732 No. I do not believe it. You have been deceived, my brother. Turn away from the umbra's false promises before it is too late. |
28733 Listen to your brother, Gamaz. Rasaad knows what he's talking about. |
28734 It's no good, Rasaad. Gamaz is lost. |
28735 I don't know, Rasaad. Gamaz seems to have learned a few things since he got rid of you. Maybe you'd be more powerful if you joined his order. |
28736 I thought we'd agreed not to talk politics or religion. |
28737 No. I will never turn away from the light of Selûne. |
28738 No, Gamaz. No more hiding behind your minions. If you wish me dead, you must face me yourself. |
28739 Gamaz! |
28740 Thank you, <CHARNAME>. All this time, I thought my brother was dead. What misfortune brought us together again, only to prove he was lost to me? |
28741 Perhaps this misfortune is a test of your faith. |
28742 It wasn't misfortune but fate. Once Gamaz turned to Shar, it was inevitable that he must face you one day. |
28743 It is important to remember Gamaz was lost in darkness long ago. Today you finally gave him peace. |
28744 Beats me. Say, can we see the coast from up here? Let's have a look. |
28745 Your otherwise admirable attempt to lift my spirits through levity could be better timed. |
28746 I do not know. I cannot bear to pilfer my brother's corpse. |
28747 I hope so as well, <CHARNAME>. Never have I felt so miserable. |
28748 "The full moon shines brighter because we have longed for its light in the dark." Thank you, <PRO_BROTHERSISTER>, for reminding me of the solace found in the teachings of Selûne. |
28749 "Light and dark reign but one day each moon. The rest is perpetual struggle." Not all the teachings of Selûne offer comfort, but there is wisdom in them. |
28750 "The weary old moon holds the new moon in her arms until she too must sleep." Death brings both sorrow and relief. Thank you for the reminder, <PRO_BROTHERSISTER>. |
28751 ...yes, of course. As you will. |
28752 You appear troubled. Does a shadow lie upon your soul, <CHARNAME>? |
28753 I want to know more about you. How did you become a Sun Soul monk? |
28754 Why did you come to Nashkel in the first place? |
28755 No, it's just something I ate. |
28756 No time to talk, Rasaad. |
28757 In times of discomfort, I remember the words of our masters at the monastery: Like the full moon, this too shall wane. |
28758 As the moon's eternally changing face, all things in their time. |
28759 How may I enlighten you? |
28760 How did you become a Sun Soul monk? |
28761 Why did you come to Nashkel? |
28762 That's enough reminiscing for now. We'll talk again later. |
28763 It seems so long ago that I first joined the order. Thinking of those days revives fond memories, even as it reminds me of those precious things I have lost. |
28764 My mother gave up her own life to give life to me. Without her help, my father struggled to raise me and my older brother, Gamaz. Life in Calimport is hard for those not born to wealth and privilege. |
28765 When he could no longer pay his rising debts, my father was condemned to the Arena Efreetum, where he fought and died for the entertainment of the people. |
28766 His death left Gamaz and me to scratch out a life upon the streets. We helped each other as best we could, begging, serving, and yes... sometimes stealing. |
28767 One day, Gamaz was caught with his hand upon the purse of a Sun Soul monk. Rather than punish us, the monk brought us to the monastery, where we were bathed, fed, and clothed as initiates. |
28768 From that day forward, we learned the mysteries of Selûne and trained our bodies, minds, and spirits to spread her light to others. |
28769 Your childhood sounds sad, but it sounds like things turned out all right. |
28770 Why didn't you say so earlier? Think of the money I could have saved on torches and lamp oil. |
28771 You were lucky. Many are not so forgiving of pickpockets. |
28772 Indeed. Selûne blessed Gamaz and me the day we met that monk. From that day forward, the light of the goddess brightened our existence. |
28773 Your jests shine their own light upon those around you. I thank you for brightening my recent days. |
28774 Indeed. By showing us mercy, the monks of the Order elevated Gamaz and me from what might otherwise have become a desperate existence. I shall never forget the light they shone upon us. |
28775 While divided by distance and allegiance to three different gods, the various sects of the Order of the Sun Soul cooperate across Faerûn. |
28776 When the sect in Athkatla ceased responding to messages, my masters in Calimport sent ten monks to investigate. Gamaz and I were among those chosen to set sail for Amn. |
28777 We found the monastery abandoned. The nearby residents we questioned about the mystery changed the subject or fled. For weeks, we continued to investigate. |
28778 At last, through stealth, subterfuge, and patience, we began to overhear rumors that agents of Shar, the Mistress of the Night, had murdered all the Sun Soul monks in Athkatla. |
28779 The local residents feared Shar too much to speak with us. But again and again, we overheard one name uttered in fearful whispers: Alorgoth. |
28780 Who is this Alorgoth? |
28781 That sounds like a villain's name. So sinister! AL-OR-GOTH! |
28782 So you're on a mission of revenge, are you? I think I've heard this one before. |
28783 Who he is, what he did to the monks in Athkatla, or where he has gone, I cannot say. The trail is lost, unless I stumble across the name Alorgoth again one day. |
28784 No, revenge is but a shadow upon the heart. But it is true that I pray for answers, and for justice for the missing monks. |
28785 An admirable attitude. I hope you find your justice, Rasaad. |
28786 A shadow on the heart? I always heard it was a dish best served cold. Do I need to consult a sage on this one? |
28787 Bah! Justice is a word used by those too weak to gain revenge. |
28788 Do you seek enlightenment? |
28789 I'd like to know more about your search for the missing Sun Soul monks. |
28790 Tell me more about your training with the Sun Soul monks. |
28791 Not now, Rasaad. |
28792 What else can I tell you? |
28793 That's all for now. We'll talk again later. |
28794 After discovering our fellow Sun Soul monks had vanished from their monastery, we felt the truth must lie behind the name Alorgoth. We spread out in pairs to investigate further. Gamaz and I, used to life on Calimport streets, searched for rumors on the streets of Athkatla. |
28795 Much of our investigation took place at night, under the benign gaze of Selûne. You see, although the sun shines more brightly, it is the moon that reveals the truths hidden in darkness. |
28796 One night, we witnessed several shadowy figures assaulting a lone man on the street. We raced to his defense. The Moonmaiden blessed us, and we drove off his attackers. |
28797 Despite our intervention, the man was gravely wounded. I remained with him, tending his wounds as best I could while calling for help. Gamaz, however, pursued the attackers. |
28798 I shouted to him to come back, but he did not listen. Sometimes I wonder whether things would have been different if I had followed Gamaz instead of remaining with the wounded man. |
28799 No, you were right to remain with the injured man. Your Order is dedicated to helping others, isn't it? |
28800 Well, you did call out. It was Gamaz's choice not to come back. |
28801 You let your own brother run off alone after dangerous attackers? Remind me never to have you watch my back. |
28802 What happened next? |
28803 I suppose it might have been worse had I gone with him. Still, I wish that night I could have been two men, one to remain with the injured man, another to go with my brother. |
28804 When help finally arrived, I ran after Gamaz. I found him only a few streets away. My brother had fought bravely, slaying three of his attackers before he was brought down. |
28805 Once more, I cried out for help. Men came soon, but not to aid me. Instead they arrested me for fighting in the streets, leaving Gamaz to die in a pool of his own blood. |
28806 When the guards released me the following day, Gamaz had died. They said he had been slain by Shadow Thieves. The guards could not even give me his body, for they had burned it with those of the other dead men. |
28807 That's terrible. I'm sorry for your loss, Rasaad. |
28808 That's a shame, but at least you survived after helping the injured man. |
28809 I bet you feel guilty about that, huh? |
28810 This is a lot sadder than I thought it would be. I don't want to hear any more. |
28811 Thank you for your kindness. |
28812 You are right to consider the good with the ill. |
28813 Not a day passes when I do not wish I could have saved him. |
28814 Disheartened by the tragedy, my fellow monks returned to Calimport. Gamaz and I had entered the monastery together, as brothers. I could not return without him. |
28815 Neither could I remain in Athkatla, a city that forever holds evil memories for me. I traveled north. At first, I thought I might visit the Monastery of the Sun in Waterdeep, which they call the City of Splendors. |
28816 Yet I was in no hurry to arrive. Every day since entering the Order of the Sun Soul, I had striven to fill my heart with radiance that I may share it with others. After Gamaz's death, I felt only the shadows of grief and despair. |
28817 But perhaps I have dwelt too long on such memories. I wished to share my inner light with you, not my inner darkness. |
28818 My training at the Sun Soul monastery began the moment the kindly monk brought Gamaz and me inside its walls. As you might imagine, there was a great deal of physical training. |
28819 At first, we were assigned chores and exercises. We looked with envy upon the older initiates who practiced combat techniques while we swept the stones and prepared meals for our seniors. |
28820 The monks taught us to read and write, and why it is important to do both with careful thought. We practiced debate, studied history, and answered endless quizzes about the nine thousand mysteries of Selûne. |
28821 We learned to meditate upon the moon, the shards, and the stars. We also learned to meditate on the darkness between them. For it falls to us to battle the servants of Selûne's dark sister, Shar. |
28822 At last, we learned to combine our learning, devotion, and physical prowess to project our inner light outward. With it, we combat the darkness inside or surrounding others. |
28823 You must have been very good at it for the masters to send you on a mission to Amn. |
28824 It all sounds pretty mystical to me. |
28825 Why go to all that trouble when you can just pick up a sharp blade, call down the power of a god, or learn to cast a spell? |
28826 We all strove hard, but Gamaz was the best among us. |
28827 It seemed that way to me at first, but Gamaz set a fine example and made it easy to follow. |
28828 Those may all be worthy paths, but we combine elements of each of them into one unified discipline. Gamaz was the first to teach me that. |
28829 None of the other monks could defeat him in combat. Only I could come close, but each time victory was within my grasp, he swept it away with some spectacular strike. |
28830 Even among the elder students, Gamaz stood as a pillar of tradition and excellence. His death is a great loss, not only to me as his brother, but also to the entire Order of the Sun Soul. |
28831 I'm sorry to bring up such a sad subject. Thank you for sharing it. |
28832 It seems you've learned a lot from your misfortunes. |
28833 Now that's the story you should use when begging. I almost want to give you money right now just to make you stop telling it. |
28834 I thought it best that you should know my past, since we travel together. |
28835 Forgive me, my friend. I thought my brother dead and never imagined he had joined the Dark Moon cult. |
28836 So that was definitely your brother, not someone in disguise? |
28837 Do I have to start worrying about you, Rasaad? If one brother turned to the Dark Moon, how can I trust the other? |
28838 Maybe if you joined the Dark Moon, you'd become more powerful than you are now. |
28839 That was definitely Gamaz. There can be no mistake. |
28840 No, my friend. I promise you I will never join the Dark Moon. |
28841 No amount of power is worth allowing the darkness to eclipse your soul. |
28842 I cannot imagine what force persuaded Gamaz to turn his back on the light of Selûne and embrace the void of Shar. |
28843 Maybe he simply desired more power. |
28844 Maybe he had no choice. |
28845 Maybe he resented you. |
28846 Gamaz said something about your making him weak. |
28847 It is possible, but Gamaz always excelled at the monastery. Among all the students, he was always the best. Except... |
28848 If that is true, why did he not tell me so? He knows I would do anything to help him. Even during our time at the monastery... |
28849 Resented me? What reason could he have for such feelings? Perhaps... |
28850 Selûne, shine your light upon this humble fool! Is it possible I have driven my own brother into the embrace of the Dark Moon? |
28851 Surely the fault lies with Gamaz, not you. |
28852 I knew it! You were a Dark Moon infiltrator the whole time! |
28853 Wait a second. What are you talking about? |
28854 Even when we lived in the gutters of Calimport and stole bread to survive, Gamaz was my hero. When he tried to steal that monk's purse and was caught, I thought he had caused a miracle, allowing us to live in the monastery. |
28855 Once we began training with the monks, I saw how disappointed Gamaz looked whenever another student exceeded him at an exercise. But Gamaz was very quick to learn. Soon, no one could exceed him. Except... |
28856 You were better than Gamaz, weren't you? |
28857 You crafty devil! That's a great trick, concealing the full extent of your power. |
28858 You held back to save his feelings, but you ended up making him weak by not testing him to his limits. |
28859 We were always closely matched. Winning mattered little to me, but to Gamaz, it meant everything. Whenever the temple masters pitted us against each other, I did my best... up to a point. |
28860 And then you let Gamaz win? |
28861 You threw the match? I hope you at least put down some bets first. |
28862 So it's your fault your brother joined the Dark Moon cult? |
28863 I am to blame for my brother's yearning for greater power. |
28864 Maybe you made a mistake out of love for Gamaz, but it isn't your fault he joined the Dark Moon. |
28865 The important thing is that you can still kick his ass, right? |
28866 Explain to me how this self-pity is going to help us defeat the cult. |
28867 Thank you for putting my failure in such a kind light, my friend. I shall endeavor to learn from my mistake. |
28868 Perhaps once, I could have defeated Gamaz, but Shar often grants her converts great powers directly from the Shadow Weave. It is possible that Gamaz could overcome our entire company. |
28869 You are right, of course. I reflect too much on my own failings and not enough on finding solutions to our problem. |
28870 Hey, what are you supposed to be then? Some sort of kickpuncher? Come on, take a poke at me. I dares ya! |
28871 Oh, so that's how it is, eh? You prance about, pretendin' to be some sort o' hard man, but you're just a coward, right? |
28872 Oh, I get it. You're some kind o' simpering priest, just pretendin' you knows how to fight but really just beggin' for coins, yeah? |
28873 Yeah, yeah. Save it for temple school, boy. If you're not going to fight nobody, I won't waste any more time on you. |
28874 Good for you, Rasaad. I admire a man who stands up for his principles, even in the face of ignorance. |
28875 I guess enlightenment doesn't bring in as many coins as a good fistfight, eh, Rasaad? |
28876 Are you going to take that from him, Baldy? Or are you all talk? |
28877 10 gold! Get over here, monk. |
28878 Ooh... what hit me? |
28879 Nice! That was 10 gold well spent. |
28880 I've never seen anyone move so fast. Maybe there's something to this Sun Soul business. |
28881 You may not have enlightened him, Rasaad, but you sure enDARKened his eye. |
28882 Who are you? And how did I end up on the ground here? |
28883 Mumsy, I'm comin' home! |
28884 Mercy, master! We came only to serve Shar. |
28885 It isn't fair. The trials were too hard! |
28886 You saved our lives, stranger. How can we repay you? |
28887 Renounce the worship of Shar and sin no more. |
28888 Forget about it. I needed the exercise. |
28889 You can start by emptying your pockets. |
28890 Join me in attacking the Dark Moon shrine. |
28891 Thank you! You've given me a second chance, and I won't waste it worshipping that whisperer in the darkness. |
28892 Glad to hear it. Now get yourself home, and stay away from these bad characters. |
28893 Good. Now go and leave the rest to me. |
28894 Watch out for the ice trolls on your way home. |
28895 Well... of course. Anything I have is yours. There's little of any value except this. |
28896 That ought to do. Be on your way. |
28897 Thanks. I'll see that it finds a good home... in a pawn shop. |
28898 Ice trolls? Oh... no... |
28899 But... but I haven't learned how to fight yet! That's why they wanted to kill me! |
28900 That's right. Now it's your turn for some payback. |
28901 You should be more worried about me than them. |
28902 You tried to join an evil cult. The only way to make amends is to help me put an end to them. |
28903 *gulp* Since you put it that way... charge! |
28904 I suppose that's only fair. You'll come right behind us, yes? ...Yes? ...Please? Oh, this isn't going to end well. Charge! |
28905 There he is, just as Sorrem described. A slave of the hated one! |
28906 Our Mistress shall be pleased, and Sorrem shall have his robe. |
28907 Slay the Sun Soul and those who stand with him! |
28908 You have done well, Sorrem. Your admission to the order is now assured. |
28909 That bungler Sorrem has failed. The Sun Soul is here! Slay him and his companions! |
28910 ...the worthy, who have already begun their training in the temple above. And then there are you worthless wretches: the feeble, infirm, foolish, and disobedient. |
28911 Look, my brothers. Intruders! |
28912 Silence, worm! You could not even cross the nightingale floor without waking the guard. The Mistress of the Night has weighed your shadow and deemed you unworthy. |
28913 Slay them in the name of Shar! |
28914 So says the most craven of the applicants. You lack the courage even to attempt escape, like the others. Your cowardice sickens me! |
28915 They shall not remain free for long. After we have dispensed with you, we will scour the peaks. They will wish the ice trolls had found them first. |
28916 You will die next, interlopers. No one intrudes upon the shadow of the goddess and lives. |
28917 The trials have eliminated the weak and the foolish, the clumsy and the craven. The winnowing leaves only you, the worthiest applicants for Shar's dark favor. |
28918 Today, you enter her umbra, baring not just your body and mind but also your souls to the Mistress of the Night. As you train in the darkest mysteries, you too will hear the whispers of the goddess. |
28919 Far more power than that wielded by our hated foes, the servants of the moon What? Who dares intrude on our sanctuary? ...Can it be� |
28920 My name is <CHARNAME>, and I have come to put an end to your reign of terror. |
28921 Yes, it is I, <CHARNAME>. No doubt you have heard of me. |
28922 Are you talking to me? |
28923 Rasaad? Why have you come here after leaving me to die in the streets of Athkatla? |
28924 I see that you have learned to lie, Rasaad. Perhaps you too are ready to hear the whispers of Shar. I will share them with you, just as Alorgoth shared them with me. |
28925 Alorgoth? Haven't we heard that name before? |
28926 What lies did Alorgoth tell you, Gamaz? |
28927 You and Alorgoth will share the feeling of my boot on your butts! |
28928 Alorgoth found me on that street where you left me, Rasaad. Rather than leave me to die, he took me into his shadowâ€â€but not to coddle me. |
28929 Instead, he showed me the cold, hard truth of our existence. He showed me how I had grown weak under the tutelage of the Sun Soul monks. He showed me how my own brother had made me weaker still! |
28930 Only power stands between us and destruction. Had I been strong enough to destroy my foes, I would have needed no help. Now the Shadow Weave grants me the strength my body lacked. |
28931 In the umbra of Shar, I stand alone, with no need of help from others. |
28932 Standing beside allies is no sign of weakness. It takes strength to depend on others. |
28933 Ahem. What about all of these minions of yours? I don't suppose they'll stand aside while we take you apart. |
28934 That is true. I cannot kill my brother. |
28935 That's good. You've taken a first step away from the lies of Shar. |
28936 Why don't we just test that theory? |
28937 Applicants, kill my brother! |
28938 It was the Sun Soul monks who lied to us, but Alorgoth opened my eyes to the truth that lies in darkness. Now that I have opened myself to the Shadow Weave, my powers have grown far beyond those we learned in Calimport. |
28939 All promises are empty, Rasaad, and Shar offers none. She only demands our obedience. In return, she grants us the power to exert her will throughout the land. |
28940 You lie again! Do you really believe I never noticed how you held back when sparring against me? Say it now, before your new friends. Deny that you pretended to lose to me in every contest. |
28941 Somehow, I always knew. Only now, when I have freed myself from the bonds of light, can you finally speak the truth to me. |
28942 But now, it is too late. Unless... strike down your new companions and bow before me. Prove yourself worthy, and I shall admit you into the shadow. |
28943 Don't listen to him, Rasaad. Gamaz has given in to evil. You are stronger than that. |
28944 Don't even think about it, Rasaad. I'm much more dangerous than your brother. |
28945 Go ahead, Rasaad. Your brother needs your help more than I do. |
28946 I embrace the night and all the power Shar offers. Destroy them, minions. |
28947 "Beloved brother"? When we were boys, you only pretended to look up to me. Since that day the sun-monk caught me stealing, you have only looked down on me. |
28948 You understood nothing! I was the elder! After father's death, it fell to me to be the strong one. But even in that you mocked me, holding back whenever we competed at the temple. |
28949 But that was before Alorgoth introduced me to the Shadow Weave. The path to darkness is almost the same as the one taught to us as children. |
28950 The shadow of Shar is far more potent than the light of her pale sister. Now, I call upon the power of sorcery as well as the skills we learned together. |
28951 Even with these new friends at your side, you cannot hope to defeat me. Minions, slay my br |
28952 I have no brother. You are alone, Rasaad. Alone for these last living moments. Minions, deal with these others, while I destroy this Sun Soul fool. |
28953 I am... sorry... brother... but as the silver moon... waxes and wanes, so too does life. I take some solace... in the fact that I die... at your hand... |
28954 Rasaad, I am sorry that it had to come to this. |
28955 Once more, light triumphs over darkness. Too bad there's never a bard around when you need one. |
28956 Sorry about your brother, Rasaad. Say, does he have any good loot on him? |
28957 It must be hard to kill your own brother. I hope I never have to do anything like that. |
28958 The milkmaiden is a more appropriate name for Shar's anemic sister. |
28959 Or perhaps I shall do you the favor of introducing you to the cool, comforting whispers of the Mistress of the Night. |
28960 Interesting choice. We shall see how long it takes for this moon-worshipper to embrace the darkness. I shall help him find it. |
28961 You cannot hope to stand against the Dark Moon. The faithful of Shar are far too powerful. Better to leave this "sunny soul" to his fate and continue without him. |
28962 No, Viconia. Rasaad stays with us. |
28963 Viconia, you'll just have to learn to get along with Rasaad... unless you want to be the one left behind. |
28964 Viconia makes a good point. You're too much trouble, Rasaad. From now on, you're on your own. |
28965 You are making a mistake, <CHARNAME>, but you are in charge. Perhaps I can make this "sunny soul" see the truth that lies in the shadow of my goddess. |
28966 What? You wish for me to leave so you can coddle this moon-worshipping lunatic? |
28967 I want you both to stay. |
28968 That's right. I'm choosing Rasaad over you. |
28969 On second thought, you're a lot hotter than him. Hit the road, Rasaad. |
28970 How foolish of you. I would like to think you will live to regret this decision, but I doubt any of you will... live. |
28971 You use such grand words to say you wish revenge for your brother's death. |
28972 Such is the way of strength in shadow. One must cull the weak to thrive. |
28973 Bah! |
28974 Your brother speaks the truth, Rasaad. In the darkness lies great power. You have only to reach in and embrace it. |
28975 Your brother is right, Rasaad. Listen to him. In his words, hear the whisper of Shar guiding you to the shelter of the dark. |
28976 Look, Boo! This one also fights without weapons. You must teach him some of your special moves. |
28977 Exceptions for butt-kicking! Boo likes this baldy monk better and better. |
28978 Boo smells it, too. It is the stink of evil! |
28979 So many butts ripe for the kicking, you will need more boots! Boo and I will help, although he seems to have left his boots back at camp. |
28980 Welcome, my fellow Calishite. Perhaps together we shall prevail in this benighted land. |
28981 Perilous as it sounds, I cannot allow my fellow Calishite to go alone. Let us help him, <CHARNAME>. |
28982 Sacrilege! These Dark Moon worshippers have desecrated the Foehammer's temple! Let us sweep these shadow-wringing wretches from the mountain in the name of Tempus. |
28983 Who do you think you are, bustin' in on me like this? |
28984 We know you sent your Dark Moon allies after us. |
28985 Special delivery for one dirty rotten Dark Moon snitch. That would be you. |
28986 You're going to spill your guts metaphorically or literally. Your choice. If it were me, I'd start talking about the Dark Moon. |
28987 Dark Moon...? I don't know what you're talking about. |
28988 Perhaps I can jog your memory. |
28989 Rasaad, would you care to do the honors? |
28990 It's no good, Sorrem. Your friends already gave you up. After they died. |
28991 All right, all right! No need to get rough with me. I'm not the one you want! |
28992 As it turns out, I do have a line on a group of Shar worshippers in the city. You leave me alone, I'll tell you where to find them. |
28993 You are in no position to negotiate. |
28994 I'm starting to think you're no more useful alive than dead. |
28995 You make a good point. I'll tell you what I know. |
28996 There is a cult that calls itself the Dark Moon. They've been in Baldur's Gate for less than a year, but they're always looking for new recruits. |
28997 They're pretty rough characters, so yeah, when they asked me about your buddy Rasaad, I told them what I knew. A while back, I saw him in Nashkel, and then I spotted him again here in Baldur's Gate. |
28998 They have a safe house over in the Seven Suns building. I can show you the way if you meet me there tonight. |
28999 Why not right now? |
29000 At night? That sounds like a bad idea. |
29001 That sounds like too much trouble. Simpler to kill you now and check out this building later. |
29002 What do you want? They worship Shar, the Mistress of the Night. When else do you think they'd get together? |
29003 That makes sense. Very well. |
29004 Why should I believe you won't just run off? |
29005 Pull the other one, funny guy. We'll go there right now. |
29006 You gotta see it from my perspective: You look pretty tough. I've gotta be sure you don't decide to hurt me after I tell you what you want to know. I don't gamble with me own skin. |
29007 Very well. But if you don't show up, I'll find you. |
29008 Forget it. I don't trust a rat like you any farther than I can throw you. |
29009 All right, all right! If that's the way it's gotta be, what can I do but go with you? You're holdin' all the cards. |
29010 Wait, wait! There's no need forâ€â€aaaaah! Not the face! |
29011 Terrific! I'll meet you there. |
29012 All right, here's the place, just like I promised. Since you've been so good about not killing me, I brought you a present: the key to this building. |
29013 In fact, tonight's all about my bringin' presents for my best pals. Hey, boys! Here are those friends I told you about. Come on out an' say hello. |
29014 I suppose I have this one to thank. Be sure to give them some special gratitude. |
29015 You betrayed us! |
29016 Oh, come on. This is how you repay us for letting you live? |
29017 You rat! You'll get what's coming to you. |
29018 I thought I was in when I found your Sun Soul pal, but you screwed it up. Consider this your way of makin' it up to me. |
29019 As the full moon wanes and disappears, so too does our association come to an end. I pray that it will one day wax again, and we shall travel the realms side by side. I shall return to Nashkel; if you ever wish to learn more about the Sun Soul, please do not hesitate to come speak with me. |
29020 Have you come to welcome me back into your company? |
29021 No thank you. |
29022 The Enemies of My Friend The Dark Moon monks in Baldur's Gate receive orders from someone stationed in the Cloud Peak mountains south of the Nashkel mines. This person wanted them to kill Rasaad and deliver his body to a new temple there. He must have intended it as some sort of message for whoever's in charge. |
29023 The Enemies of My Friend A group of monks attacked us. They appeared to target Rasaad, who recognized their fighting style as the same one used by the attackers who killed his brother in Athkatla. These monks were members of the Dark Moon cult, worshippers of Shar who hate Rasaad's Sun Soul order. Someone named Sorrem identified Rasaad for the killers. |
29024 No! Please! They... they're in the Cloud Peaks! The Cloud Peak Mountains! Spare me! |
29025 Brace yourself, baldy! 'Ere comes me right hook, known in these parts as the Widowmaker... |
29026 Cloud Peaks |
29027 Beruel's Retort +1 |
29028 The only thing dwarven warriors love more than a cool pint of ale is a short-hafted blade of cold steel. Perfect for penetrating the thick skulls of orcs, these axes serve equally well when thrown or held in one hand. STATISTICS: THAC0: +1 Damage: 1d6+2 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 2 |
29029 Golden Axe +1 |
29030 To counter the spells of the hated drow, the gold dwarves developed the sturdy and relatively inexpensive battle axe imbued with rare alloys and enchantments allowing a keen strike to dispel a foe's magic. The twin axes of Clangeddin Silverbeard are stamped on the butt of each of these weapons. STATISTICS: Combat abilities: – 10% chance of casting Dispel Magic on hit target THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 |
29031 Big-Fisted Belt |
29032 Cursed Girdle of Hill Giant Strength: Big-Fisted Belt A fist-shaped brass buckle secures this belt of thick elk hide. The old bloodstains on the leather hint at unspeakable carnage, but the misspelled graffiti scratched into its surface suggests that the girdle's former owners were none too bright. STATISTICS: Equipped abilities: – Strength: 19 – Intelligence: 6 – May only be removed by a Remove Curse spell Weight: 2 |
29033 Belt of Antipode |
29034 Trimmed in the fur of a polar bear, this sturdy belt is tooled with images of blue moons and white ice floes. The wearer is immune to all cold-based effects but suffers double any fire damage. STATISTICS: Equipped abilities: – Cold Resistance: +100% – Doubles all fire-based damage taken Weight: 2 |
29035 Club +1 |
29036 From chair legs to felled trees, clubs are the universal weapons of everyone from tavern brawlers to hill giants. A little extra weight, maybe a spike or two, and a little enchantment never hurt. Which is to say, it always hurts. STATISTICS: THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
29037 Mighty Oak +2 |
29038 Fashioned from the hardest old oak from the High Forest, this gnarled cudgel can fell an adult grizzly when wielded by a skilled warrior. STATISTICS: THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
29039 This darkwood shaft surrounds a core of lead, giving it both stealth and heft. Its enchantment connects the club to the Shadow Weave, lending it greater power under cloak of night. STATISTICS: THAC0: +1, +2 at night Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
29040 The Thresher +2 |
29041 With one rod of steel and another of bronze, this double-headed flail metes out punishment right and left. The weapon's carved wooden haft depicts scenes of battle in which champions of Helm, each wielding an identical flail, wade through a field of orcs, threshing them like so much wheat. STATISTICS: THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 13 |
29042 Fish |
29043 Chanserv's Fish +2 |
29044 Those who claim something is better than a slap in the face with a wet fish never took a frozen fish to the noggin. This hefty halibut packs a wallop with a chill worthy of the North Wind. STATISTICS: THAC0: +2 Damage: 1d6+2, +1d4 cold damage Damage type: Crushing Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 |
29045 The Stupefier +1 |
29046 Mace of Stunning: The Stupefier This mace isn't just sleek and elegant, it's stunning. With a shot to just the right spot, it can render a foe completely paralytic. STATISTICS: Combat abilities: – 10% chance per hit of stunning target for 1 round (Save vs. Spell negates) THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8 |
29047 "Proof" Shortbow +2 |
29048 The elf known only as "the Brown Archer" terrorized human settlers who established farms too close to the Wealdath in Southern Amn. When the assassin's arrow claimed the life of a gold merchant's daughter, the vengeful patrician hired the Shadow Thieves to gain his revenge. This they did, returning the deadly Archer's bow as proof of the deed. Despondent over the loss of his beloved daughter, the merchant soon sold the bow, which has since passed hand to hand many times. STATISTICS: THAC0: +2 Damage: +2 Speed Factor: 6 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 |
29049 Bullet of Fire +1 |
29050 Carved from the knucklebones of slain salamanders, these incendiary missiles burst into flames once they are hurled from a sling. STATISTICS: Damage: 1d4+1, +1d6 fire damage (Save vs. Spell for none) Damage type: Missile Launcher: Sling Weight: 0 |
29051 Bullet of Ice +1 |
29052 Chipped from the corpse of an ice elemental, these sharp projectiles shatter upon impact to chill the target with unnatural cold. STATISTICS: Damage: 1d4+1, +1d6 cold damage (Save vs. Spell for none) Damage type: Missile Launcher: Sling Weight: 0 |
29053 Bullet of Electricity +1 |
29054 Each of these copper bullets is molded around the vertebrae of an electric eel. Upon impact, they release a powerful jolt to the target. STATISTICS: Damage: 1d4+1, +1d6 electrical damage (Save vs. Spell for none) Damage type: Missile Launcher: Sling Weight: 0 |
29055 Dart of Fire +1 |
29056 Soaked in the blood of an efreeti and fletched with the feathers of a phoenix, these missiles burst into flame when thrown. STATISTICS: THAC0: +1 Damage: 1d3+1, +1d6 fire damage (Save vs. Spell for none) Damage type: Missile Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 |
29057 Dart of Ice +1 |
29058 The splintered bones of ice mephits make deadly projectiles. Just be sure to wear warm gloves before touching them. STATISTICS: THAC0: +1 Damage: 1d3+1, +1d6 cold damage (Save vs. Spell for none) Damage type: Missile Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 |
29059 Dart of Acid +1 |
29060 With the teeth of a black dragon for heads and the mighty wyrm's sinews for shafts, these wicked arrows dissolve into deadly acid on impact. STATISTICS: THAC0: +1 Damage: 1d3+1, +1d6 acid damage (Save vs. Spell for none) Damage type: Missile Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 |
29061 The Chesley Crusher +2 |
29062 Heavy Halberd: The Chesley Crusher First wielded by the much-maligned Ensign Chesley of the first exploratory fleet of Waterdeep, this famous halberd has been passed around for generations, but only to those strong enough to carry its considerable weight. The iron haft of this heavy polearm makes the weapon slow and unwieldy, but its sheer mass smashes skulls and shatters limbs. STATISTICS: Equipped abilities: – Sets attacks per round to 1 THAC0: +2 Damage: 1d10+6 (slashing or piercing, whichever is better) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 30 |
29063 Warhammer |
29064 Hammer of Dawn +1 |
29065 Crafted from the scales and bones of a gold dragon servant of Lathander, this warhammer sometimes channels the power of the ancient wyrm's mighty wings. STATISTICS: Combat abilities: – 10% chance per hit target is knocked back as if struck by a wing buffet Equipped abilities: – The wearer's non-detectable by magical means such as Detect Invisibility and Scrying THAC0: +1 Damage: 1d4+2 (crushing) Speed Factor: 3 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 6 |
29066 Leather Armor |
29067 Rugged Leathers +2 |
29068 Squeaky Leather Armor +2: Rugged Leathers This rigid suit of leather armor squeaks like a new pair of shoes. What it lacks in stealth it makes up for in toughness, protecting its wearer against the most punishing blows. STATISTICS: Equipped abilities: – Move Silently: -15% Armor Class: 6 (8 vs. piercing and missile) Requires: 4 Strength Weight: 5 |
29069 Plate Mail |
29070 The Magma Bulwark +2 |
29071 Forged by the fire giant Varboti as a gift for a Cormyrian general who made peace with his clan, this red-and-black armor lends its wearer a molten aspect while providing protection against all but the most powerful blows. Due to its incredibly strong but thin material, it also weighs far less than ordinary plate mail. STATISTICS: Armor Class: 1 (-2 vs. slashing) Requires: 12 Strength Weight: 20 |
29072 The Iron Thorn |
29073 Cursed Ring of Slight Monsterism: The Iron Thorn This wrought-iron band is pitted and stained as if by acid. Between the two thorns formed by the band, a crude lump of silver on its head suggests the image of a skull against a black field, perhaps the symbol of Myrkul, Lord of Bones. STATISTICS: Equipped abilities: – Changes the wearer's appearance to that of a zombie – Charisma: -4 – May only be removed by a Remove Curse spell Weight: 1 |
29074 Buckley's Buckler |
29075 A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder. STATISTICS: Equipped abilities: – Armor Class: +1 – Constitution: +1 – No protection against missile and piercing attacks Weight: 2 |
29076 Sling of Unerring Accuracy +1 |
29077 Dandifox was one of the greatest heroes of the hin, the small people also known as halflings. From the concealment of forest arbors, he would attack rich caravans for a "tithe," which he then distributed among the local poor. The heroic robber finally met his end on the point of a guardsman's spear, but not before the constabulary had learned to fear and hate his infallible aim. STATISTICS: THAC0: +2 Speed Factor: 6 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 |
29078 The Ossifier |
29079 Cursed Staff of Petrification: The Ossifier The surface of this seven-foot shaft more resembles stone than wood, but in the hands of a skilled wielder it weighs little more than a staff of oak. Along its length appear the ghost-like images of various foes caught in defensive postures, appearing almost as thought they had been suddenly turned to stone. STATISTICS: Equipped abilities: – May only be removed by a Remove Curse spell Combat abilities: – Casts Barkskin on target upon each successful hit Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
29080 Long Sword |
29081 Harrower +1, +3 vs. undead |
29082 This double-edged long sword gleams white even in the reddest of torchlight. The Dethek runes along its sides name the blade "Harrower," a weapon once wielded by Ariabel, a Waterdhavian Paladin of Lathander who once carried the weapon into combat against the vampire Zerafex and her host of unholy spawn. Ariabel did not survive the contest, but decades later a gang of Tethyrian tomb robbers recovered her sword from the crypt where she fell. STATISTICS: THAC0: +1, +3 vs. undead Damage: 1d8+1, +3 vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
29083 Crafted by dwarves in service to the temple of Waukeen in Amn, this two-handed sword draws power from the gold in its wielder's purse. For the wealthy it strikes mighty blows. For the impoverished, the Gold Digger is no better than a mundane greatsword. STATISTICS: Special: – Consumes 10 gold per successful hit THAC0: +1 Damage: 1d10+4 (slashing) Speed Factor: 9 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15 |
29084 Baeloth |
29085 Najim |
29086 Al-Atash |
29087 Thardek |
29088 Gorch the Armorer |
29089 Brendak |
29090 Magda |
29091 Dinguer the Mad |
29092 Elan Garaq |
29093 Xithiss |
29094 Devlin Taralon |
29095 Mangey Gibberling |
29096 Redwater Archer |
29097 Redwater Warrior |
29098 Redwater Wizard |
29099 Llyrk |
29100 Crumbling Skeleton |
29101 Dead Goblin Gang |
29102 Nertt |
29103 Ant |
29104 Ainordec |
29105 Lihp |
29106 Tsoct |
29107 Hiekt |
29108 Referee |
29109 Rabid Ankheg |
29110 Parker |
29111 Disguised Chinchilla |
29112 Aluendo |
29113 Aluenda |
29114 Thay Barbarian |
29115 Thay Blackguard |
29116 Thay Thief |
29117 Thay Cleric |
29118 Bort |
29119 Apple |
29120 Fargus |
29121 Reginald |
29122 Tim |
29123 Erasmus |
29124 SamJohn BrightWalker |
29125 Krancor the Old |
29126 Owyn |
29127 Carlos Nuez |
29128 Wylliam Brand |
29129 Ciril |
29130 Bud |
29131 MJ |
29132 Kif |
29133 Herbie |
29134 Marley |
29135 TJ |
29136 Concocter |
29137 Bellowgulp Bluefingers |
29138 Ghlouralk |
29139 Duergar Warrior |
29140 Tavern Patron |
29141 Tavern Bully |
29142 Tavern Bouncer |
29143 Healthy Gibberling |
29144 Blinding Powder |
29145 Mirror Helm |
29146 Description of Mirror Helm. Immune to petrification. |
29147 Drusus +1 |
29148 The Drusus is an exceptionally well-made short sword. STATISTICS: THAC0: +1 Damage: 1d6+1 (piercing) Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 |
29149 What's next? Ah, this group. Are they awake yet? Up! Rouse yourselves, you lice-laden layabouts. Stand and salute your new master, Baeloth the Entertainer. |
29150 You may also thank me, since your meaningless lives are about to become infinitely more exciting and quite likely... abbreviated. |
29151 You have been brought here by an unlucky roll of the die. Well, unlucky for you. Gather some equipment, gird your loins, and prepare to fight. Najim, my obedient slave, take care of them. |
29152 And don't forget to give them a little spending money! |
29153 I can heeeeeear you! |
29154 It took you long enough, you pathetic pack of peripatetics! Are you ready for your very first battle in my arena? I have a crowd waiting, and I want to show them a rousing rumble. |
29155 We are ready. |
29156 We aren't ready yet. |
29157 Please free us and let us return home. |
29158 Step into the arena with us, Baeloth! We will strike you down and win our freedom! |
29159 Huzzah! Now then, are you ready to hear what fearsome foes you'll fight first? |
29160 I'm afraid I can't let you go. I would be disappointing dozens of desperately depraved devotees of my devious diversions! And just look at all the hard work I've put into creating this colossal complex of combat! But you wouldn't want that to go to waste, would ya? |
29161 So as you can see, there's no way I will allow you to leave. Your only choice is to provide a particularly prodigious performance in the pits. |
29162 And if we refuse? |
29163 I'll kill you, of course. And maybe your families! Now then, throw on some big smiles and Ooh, dear, maybe that one shouldn't smile. Have a cleric look at that most malevolent mouth. Anyway, back on topic. Are you ready to hear what you'll be battling against? |
29164 What's the point of that? If I were to die, who would look after my guests? Who would oversee Najim? Who would summon more combatants for the arena? Really now, you're just being ridiculous. Are you ready to hear what you'll be battling against? |
29165 Before any of our unwilling warriors wastes our time in a meaningful match, we like to warm them up with a little light exercise. So as not to overwhelm the newcomers, we'll start with the worst of a wretched lot of gibberlings! |
29166 That certainly could have gone worse. You've proven you can stamp out the weakest of opponents. Now let's see how you do against some who have eaten in the last tenday! |
29167 They may not look like much, but these gibberlings have passed inspection, unlike that last sorry gang. You'll have to break a sweat to slay these savages! |
29168 Well done, my precious pugilists! You've certainly proven that I picked well when I picked you to perish in the Black Pits! |
29169 Prepare yourselves, my Underdark gladiators! A gruesome fate awaits you at the hand of this motley mob of miscreants! I yanked them from a shabby saloon. Perhaps the victors can celebrate with a drink. |
29170 Congratulations, you have slain a bunch of boozy bumblers. Najim shall ensure that you are awarded appropriately. |
29171 Behold! Your next adversaries are a pack of punchy hobgoblins I picked up near Waterdeep. I promised them freedom if they perforate you, so they're just ITCHING for a chance to escape! Either that or my delousing spell needs work. |
29172 Goodness! The look on their faces when they realized they would never again see those disgusting dens they call home. I think that deserves a bonus. |
29173 I do enjoy toying with lesser spellcasters. I captured this insolent little necromancer running for his life outside of Menzoberranzan. How he got there, I don't know. But he does summon skeletons with supernatural speed. |
29174 Uncanny! You seem to have a knack for killing things that are already dead. If only you displayed a little more flair and enthusiasm for your work. |
29175 While the spell is mightier than the sword, something is lost during a subtle spell duel. What is that elusive quality? The visceral impact of body blows, the crunch of bone and the rending of flesh. Behold, a team of pulverizing pugilists ready to pound the precious life out of our proud defenders! |
29176 Well, you may be able to take a hit, but you certainly won't make one fighting such dull brutes. I must provide a more engaging foe for our next fracas! |
29177 You've beaten my hobgoblins, which means you're exceptionally strong. You've also bested my pet spellcaster, which means that you've studied well. I can clearly not rely on one extreme or another, so instead I shall crush you with a combination of combatants. Carry on! |
29178 Inconceivable! Get out of here, and take your reward with you. |
29179 Ridiculous! Outstanding! Impossible! Fantastic! You've managed to crush everything I've thrown at you. Clearly, I have excellent taste in selecting gladiators. |
29180 You've survived for longer than I expected and gained quite a following in the process. But don't worry, you'll be dead soon enough! I've dug out some of my rarer beasts. Very soon now, they'll crack your skull open and feast on the gooey innards! |
29181 We've served our purpose. Your guests are entertained! Let us return home, and you can find new combatants! |
29182 Oh, don't be such a preposterously petulant persnicket. I'll tell you what: Because you've been so gracious about all this kidnapping and forced to fight to the death business, I'll give you a reward! |
29183 Now go get ready for your next battle. You'll most likely be slain, so it's probably time to perform whatever funeral rituals your culture requires. |
29184 I'm afraid I haven't had time to arrange a suitable contest for this next round... Wait! Do you feel that? Something trembles through the earth, like doom burrowing its way into the arena. There! Can it be? Yes! The biggest bugs that ever bored through the earth! |
29185 After that last contest, I don't know whether to call you a gladiator or an exterminator. |
29186 For our next contest, I have brought you nature's own avenger, a deadly druid with his own assemblage of amazing arachnids to annex, annul, abolish, and annihilate their adversaries! |
29187 Again, you prove yourself a skilled swatter of insects. Perhaps what you need are some enemies with real backbone! |
29188 Oh, now I feel a little bad about this one. I've allowed your opponents into the arena early so they can put their special talents to use. Try not to trip as you traverse the tricky territory! |
29189 Hmm... I didn't think you'd sidestep all those traps I instructed them to set up. You should be a pile of constituent body parts right now! Bah, take your reward and choke on it. |
29190 Some of my friends have come to me to confide their concerns that I have favored quality over quantity. Well, who says you can't have them both?! Here with five endless avenues to excitement is my friend and yours, the magnificent ogre mage! |
29191 That was hardly fair, routing your rival's reinforcements. But you have given me a great idea. What this contest needs are some fresh faces, and I have just the plan to provide some. |
29192 Enough is enough! I am a fair masterâ€â€as long as my needs are served by being fairâ€â€but this is ridiculous! I need fresh blood, so I have plucked a new crop of combatants from the conjuring kingdom of Thay. Meet your replacements, <CHARNAME>! |
29193 Get. Out. Get out! GET OUT OF MY SIGHT BEFORE I BURN YOUR EYES FROM THEIR SOCKETS! |
29194 What happened to all the alliteration? I hope we haven't broken Baeloth. |
29195 My apologies, <RACE>! I seldom lose my temper before an audience. It's just that I'm so... impressed by your performance, that I find it difficult to express myself. I should be joyous, for with you I have created the entertainment spectacle of a generation! |
29196 It is somewhat irksome that the crowd roars louder for you than when I step out to introduce the combatants, but... I shan't trouble you with the vicissitudes of show business! I shall find something far deadlier to trouble you with. |
29197 I doubt you could lay any more trouble at my feet. |
29198 While you've done an excellent job of entertaining my guests, it is time to eliminate your exasperating endurance. Ooh, that doesn't mean you won't go out with a bang! Far from it, in fact. Najim! Prepare a suitable gift for them. |
29199 Ah, already? I expected this one to hold out much longer. Well, any time is a good time for pain! |
29200 Tell me: Which feeling do you enjoy the least? A foul set of clawed hands grasping at your neck? Or the painful, dissolving juices of slime creeping into your pantaloons? Wait! Don't answer! YOU can have BOTH! |
29201 How did that happen? Isn't it always "basilisk stones wizard"? What's that, Najim? |
29202 Oh, this is no fun! Your neck remains unscathed and your pantaloons are rapidly drying! What a waste of good slimes... |
29203 While subtlety can be deadly, who doesn't love a good, straightforward beating? And what beating isn't better with bigger brawlers? Watch as these brutal behemoths batter their enemies to bloody rubbish. |
29204 What a despicable display of enchanted weapons. Hm, it's almost as if someone gave them advice. Was it you, Najim? |
29205 From the uttermost reaches of the Great Glacier, I bring you a frozen treat unlike any you have enjoyed before. Thrill to the fearsome ferocity of these frosty foes! |
29206 Confound it! Once more, you have anticipated my surprise! How does this keep happening? |
29207 I nabbed this big fellow from the Plane of Fire, and MY, is he ever angry. I'm even having a little trouble keeping this one in check. Begin the battle before this big belligerent breaks loose! |
29208 Heh huh... it appears I have miscalculated once again. I grow tired of this game. Begone, <RACE>! You are beginning to bother me. |
29209 Had I known you would grow to become such a thorn in my side, I would have left you where I found you. You must be very proud of defeating all the challenges that the great Baeloth has placed before you! How furious you must think I am! Hahaha. Surely, you are on the very edge of freedom! |
29210 Hahahahahaâ€â€no... no escape. No more tricks. No more performances. No more last-minute victories. Your lives end here. But at least your wish will be granted: I will personally face you in combat. |
29211 Your antics grew stale long ago, <RACE>. Garaq, draw your blade and enter the arena with me. You and I shall bleed these creatures to death. Slowly. |
29212 Such a dramatic turn of events! Gorch, would you mind repeating that splendid rant of indignation on the arena floor? I thought not. Garaq, Thardek, to me! Together we will traumatize these tenacious troopers! |
29213 No... My captives triumph over me? Me? Baeloth the Entertainer? This is all a terrible cliché, unworthy of... my final enter... entertain... |
29214 Ah, you have returned! Are you ready to spill blood on the arena floor? |
29215 I am ready for your next challenge. |
29216 I need more time to prepare. |
29217 I would like to fight a Tier 1 battle. |
29218 I would like to fight a Tier 2 battle. |
29219 I would like to fight a Tier 3 battle. |
29220 And which battle would you like to fight again? |
29221 Battle 1: The Plan-B Team |
29222 Battle 2: Bad Hobs and Boomsticks |
29223 Battle 3: How to Raise the Dead and Influence People |
29224 Battle 4: Gauntlet of Ogres |
29225 Battle 5: The Margarine of Evil |
29226 On second thought, nevermind. |
29227 Unfinished business, hmm? With which fight will you next astonish my attentive audience? |
29228 Battle 6: Bugged |
29229 Battle 7: Unfriendly Neighborhood Spider Man |
29230 Battle 8: Thicket of Thieves |
29231 Battle 9: Gift of the Ogre Mage |
29232 Battle 10: Red Shirt Wizards |
29233 I have changed my mind. |
29234 Didn't get it quite right the first time, did we? All right, which battle are you going to tackle? |
29235 Battle 11: Swamped |
29236 Battle 12: A History of Violent Beatings |
29237 Battle 13: Ice to See You |
29238 Battle 14: Catching Fire |
29239 Actually, I do not wish to battle yet. |
29240 Greetings, surface-dwellers! If it's potions you seek, then my friend can brew somethin' special just for you. You may call me Bellowgulp. |
29241 Show me your potions. |
29242 Your friend is a giant talking mushroom? |
29243 Considering how your friend looks, I think I might already have had too many potions. |
29244 He is not a mere mushroom but a sentient bein' known as a myconid. I'm not surprised you haven't encountered one before. Most live in the lower reaches of the Underdark. |
29245 That's where I met this charmin' feller. An unfortunate wrong turn led me into a deadly field of fungus. I would've died had the Concocter not arrived in time to save me with one of his marvelous elixirs. |
29246 His name is "the Concocter"? |
29247 How did you two end up here? |
29248 You said something about selling potions. I'm buying. |
29249 This is too absurd. I'm off. |
29250 No, his name is a brief sequence of spores that most people can barely detect, much less interpret. But we've wandered the Underdark together so long that I can now translate his spore-talk for others. |
29251 His full name is closer to "Keen-Scentin' Concocter of Marvelous Draughts." And even that's not his real name, which even I can't fully understand. |
29252 You say he can make potions? Let's see them. |
29253 How did you end up here? |
29254 On second thought, I don't want any mushroom-man-made potions right now. |
29255 After my friend rescued me, we wandered the Underdark for a while, searchin' for rare ingredients for his potions and valuable gems for me. Unfortunately, before we found much of either, Baeloth found us. |
29256 The drow would have slain us both, but when he learned of the Concocter's talent for potions, he brought us here to support his "entertainment." |
29257 Why haven't you and the other captives fought back? |
29258 That's quite a tale. Now how about you sell me some potions. |
29259 Thanks for the information. It's time for me to go. |
29260 Oh, we tried all right, as soon as he turned his back. But Baeloth has put some sort of charm on us that makes us obey. You've probably felt its effects yourself. |
29261 How can we break that enchantment? |
29262 We can't, not as far as I can tell. Only Baeloth's willâ€â€or maybe his deathâ€â€can release us. Unfortunately, the same enchantment that keeps us from disobeyin' him also keeps us from fightin' back. As if that would do any good with that powerful djinn by his side. |
29263 In the meantime, can I help you find a potion? They're all still warm! |
29264 What do you have for sale? |
29265 No, I've got all I need for now. |
29266 Way to go, <CHARNAME>! You've been really terrific down in the pits. Do you need some more potions? My buddy the Concocter is ready to squirt out some more. |
29267 That's just what I need, more potions. Show me what you've got. |
29268 I suppose you enjoy all this fighting. It must sell plenty of potions. |
29269 Wait a second. What do you mean, "squirt out some more"? |
29270 No, th-tha-that's not the way it is! I just try to avoid trouble, and the Concocter is a complete pacifist. And you don't think we get to keep all this money, do ya? It all goes back to Baeloth in the end. |
29271 Being robbed seems a small price to pay for not having to fight in the pits. |
29272 We really should do something about this Baeloth. |
29273 Haven't you noticed? The Concocter doesn't mix ingredients in flasks and cauldrons and such, the way a gnome alchemist would. He takes the ingredients into his own body, where they blend in exactly the right proportions before he excretes them to make the potions you need. |
29274 That's very... unusual. |
29275 That's totally disgusting. |
29276 So I've been drinking the Concocter's� |
29277 I don't want to think about it. Just sell me some potions. |
29278 It certainly beats workin' in one of those expensive and smelly labs that ordinary alchemists use. I've gotten used to the Concocter's, well, mustiness. |
29279 Excretions! Wow, now that I say it out loud, it does sound kind o' icky. |
29280 When you put it that way, I feel even more grateful that Baeloth has found others like you to do the fightin'. I wouldn't last round one in those pits. |
29281 If only we could. This geas he cast on me hardly lets me think of how wonderful it would be if someone like you beat all his challenges. What would he do then, I wonder? |
29282 Now, can we put some new potions in you today? |
29283 Yes, show me what you have. |
29284 No, thanks. I'll be on my way. |
29285 Hey, <CHARNAME>! The Concocter says he's become your biggest fan! He's glad you've done so well in the arena. Can I show you some of our new potions? |
29286 Yes, let me see what's available. |
29287 What does a giant mushroom care about my fights? |
29288 Not now. I'm busy preparing for the next fight. |
29289 Remember, the Concocter is a myconid. Just because his body is made of fungus instead of meat doesn't mean he doesn't have a heart. What's that, my friend? Oh, he says he doesn't have a heart exactly, but you know what I mean. |
29290 He wants to be free of this place as much as anyone else. We'd both like to return to roamin' the Underdark in search of strange new fungal growths and valuable gems. You know, respectively. |
29291 I need potions, what do you have for sale? |
29292 Thanks for clearing that up. |
29293 Time to prepare for my next battle. |
29294 The Concocter says he can hardly believe you get to face Baeloth next! Those who fought him before have all died! Sometimes I'm afraid we'll never be free of that wicked drow. |
29295 I'll do my best to free us all. |
29296 Knowing that your great big mushroom believes in me will give me the strength to crush my foes. |
29297 Maybe it's time you lent me a hand then. |
29298 Before you face Baeloth, the Concocter has a gift for ya. He's been working on it for a long time, hopin' that someone like you might come along to make use of it. |
29299 Doesn't it strike you as odd that this mushroom-creature makes potions? |
29300 Let's hope it does some good. |
29301 Not many myconids can make such potions. In fact, only their kings can brew them. |
29302 This Concocter is a king? |
29303 I'll bite: Tell me how that works. |
29304 Save the story for someone more gullible. I could use some more potions. |
29305 Myconids are social creatures. Only their kings stand apart from their huddled circles to brew these fabulous concoctions inside their own bodies. |
29306 How did the Concocter end up with you, then? |
29307 Don't remind me I've been drinking your friend's... bodily fluids. |
29308 All this talk is making me thirsty. I could use some more potions. |
29309 While the Concocter was apart from his people, a band of drow raided the myconid grotto. The dark elves prize certain myconid organs for their magical properties. When the Concocter returned with his latest brew, he found his people slaughtered. |
29310 How horrible. |
29311 I imagine that's a common problem for people who look like tasty mushrooms. |
29312 I could use some more potions. |
29313 He left the grotto, searchin' in vain for any other survivors. Of course, there were none. Then one day the Concocter found me lyin' injured from a fall and healed me with one of his draughts. With all of his people gone, he's looked after me ever since. |
29314 At least that story had a happy middle before Baeloth captured you both. |
29315 So you're kind of a mushroom by adoption? |
29316 I suppose you're right. Anyway, your success in the Black Pits has given us both hope that we'll be able to wander the Underdark again soon, free from this insane drow and his "entertainments." |
29317 Thanks for sharing your story. |
29318 The Concocter knew it from the start! You're a real hero, <CHARNAME>! We'll tell everyone we meet in the Underdark about the champion of the Black Pits! |
29319 More playthings for Baeloth? They dragged off the bodies of the last ones just yesterday! I suppose you've wisely decided that being light on your feet is the only way to prolong your life? |
29320 That's right. What can you show me in some light armor? |
29321 How many people has Baeloth summoned here? |
29322 Light armor isn't what I need now. Farewell. |
29323 It is... a complicated matter. I do not wish to discuss it with you. |
29324 That is not... Never mind. I will say no more about it. |
29325 I am glad you understand. There are too many wagging tongues around here already. |
29326 Dozens, perhaps hundreds by now. I try not to become involved, since most don't survive long in the Black Pits. And I have no love for your kind, <RACE>. |
29327 Now, can I sell you some light armor? |
29328 Yes, show me what you have for sale. |
29329 No, I'd best be moving on. |
29330 You've made quite a splash in the arena, and I'm not even talking about the blood. |
29331 I need armor. Show me your stock. |
29332 What's wrong between you and Magda? Are you seeing someone else? |
29333 On second thought, I don't have time to talk to you. |
29334 Of course not! I love Magda. It's just... I don't want anything to happen to any of us. Baeloth torments us all, and he knows how much I love my wife. |
29335 You aren't making any sense. |
29336 Has he forbidden you from speaking to her? |
29337 A duergar who loves his wife? You expect me to believe that? I've SEEN your wife, you know. |
29338 You shut your mouth! I love Magda! It's not that I don't want to talk with her. It's just... |
29339 Yes? It's just what? |
29340 I've already said too much. I'm supposed to sell you armor. Do you want any? |
29341 No, we're done here. |
29342 <CHARNAME>, you continue to astonish us with your victories! |
29343 Let me see your new stock. |
29344 You continue to astonish Magda with your refusal to talk with her. |
29345 That's all I wanted to hear. |
29346 This could be a trick, but I may never have another chance. Baeloth knows how much I depend on Magda for support during this ordeal. His idea of the perfect torment was to promise he would kill one of my people if I spoke so much as a word to Magda. |
29347 And he threatened to kill another for every additional word I spoke to her. He knew my silence would infuriate her too, torturing us both in one wicked stroke. |
29348 That's eeeevil! |
29349 What a clever trick. I may have underestimated this Baeloth. |
29350 But he didn't warn you against speaking to anyone else, right? |
29351 His cruelty is boundless. No matter how angry Magda became, I could never explain why I appeared to ignore her. But he also never forbade me to speak with anyone else. |
29352 I think I see where this is going. |
29353 That's right. You could tell her the truth for me. |
29354 I'll think about it. In the meantime, show me your new stock. |
29355 I'll think about it. Farewell. |
29356 No, I don't want to get involved. |
29357 No, it's much funnier to watch you struggle. |
29358 Please reconsider! You're the first combatant who has ever given us hope that Baeloth might one day fall. |
29359 Hail, Champion of the Black Pits! May Laduguer protect you in the battle to come. |
29360 Thank you. It helps to know I have your support. |
29361 It's not as if I haven't been, you know, fighting for my life. |
29362 Listen, friendâ€â€I shouldn't refer to you as a friend, <RACE>, but you have done so much for my people's morale alreadyâ€â€can I impose on you as a friend? |
29363 What do you have in mind? |
29364 A favor for a duergar? Are you out of your gray dwarven mind? |
29365 Perhaps a goodwill gesture between my people and yours is a good idea. |
29366 Very well. I should have known better than to ask. |
29367 I'll be on my way. |
29368 Let's take a look at your new armor. |
29369 While I am forbidden from speaking to Magda, you are not. Will you pass her a message for me? |
29370 Gladly. |
29371 Forget it. It's not worth my trouble. |
29372 Tell her that every day I have gone without talking to her has been agony. I pray for Laduguer to free us from our oppressor so we can be reunited. |
29373 You sound confident that Baeloth will fall. |
29374 Why don't you tell her yourself, when I've dealt with Baeloth? |
29375 Is this message going to be much longer? I never could memorize lines. |
29376 I did not have much hope until recently. The one other time Baeloth fought a champion, our hopes were dashed. This time, something tells me it will be different. |
29377 I'll do my best. |
29378 You can count on it. |
29379 Show me your new armor. |
29380 I will, of course. But just in case something should happen to me in the chaos that will surely follow... |
29381 I understand. You can count on me to give Magda your message. |
29382 Chaos? Pft! I'm not afraid of a little chaos. |
29383 No... No, of course, you have a lot on your mind already. I did not mean to impose. |
29384 It's all right. Forget about it. |
29385 Just see that it doesn't happen again. |
29386 Just show me your new armor. |
29387 Baeloth knew exactly how to torment me by keeping me from my beloved Magda. Thanks to you, I once more have her strength to add to my own. |
29388 Magda is right, as usual. Go, <CHARNAME>, and take our thanks with you. We cannot defend you against our own people. |
29389 At least they're not in a cell. |
29390 ... |
29391 W-what do... Oh! M-m-more of your sort. All right, I'll, uh,... I'llâ€â€I'll get you whatever you need. My name is De-De-De-De-Devlin Taralon. I deal mainly in ra-ranged weaponry. W-what can I get you? |
29392 I need ranged weaponry and ammunition. What do you have for sale? |
29393 How did you come to be here, elf? |
29394 S-s-so what's your s-s-story? |
29395 I'd... I'd b-b-better not waste time t-t-talking to you. Baeloth will huh-huh-huh... huh-huh-huh-hurt me more. I am a slave to his will, <RACE>. P-p-please don't bring me to his at-tt-tt-attention. |
29396 It's all right. I don't want to cause you any more trouble. |
29397 You're a jittery fellow. What has Baeloth done to you? |
29398 Show some backbone, elf! |
29399 F-f-forget I said anything! Please! J-j-just... buy something before he c-come-comes over. Iâ€â€I don't wish to annoy him further... |
29400 You... you'reâ€â€you're still alive! How? B-B-Baeloth surely would have destroyed you by now! Or... or p-perhaps he is merely t-toying with you... |
29401 Maybe I'm the one toying with him. Maybe you should think about that and tell me what you know of his weaknesses. |
29402 I know you're scared, but if we band together he can't control us all. |
29403 Bu-bu-butâ€â€but you wouldn't torment me as he has, wo-would you? |
29404 N-n-no! I don't dare cross him again. His sav-sav-sav-savagery knows noâ€â€knows no bounds! Please, hurry andâ€â€and take what youâ€â€youâ€â€you need before he sees us t-talking! |
29405 Why would he care that you're talking to me? |
29406 I don't need anything right now. Farewell. |
29407 I'll come back when you've grown a spine. |
29408 It's n-n-not you, it's m-m-me. Baeloth has a special place in his b-b-black heart for torturing me. He g-g-gâ€â€he gladly takes any excuse to place me in theâ€â€the... the... the... the pain room. |
29409 That sounds bad. I understand why you're frightened. |
29410 I don't have time for this. |
29411 P-p-please, just t-t-tell me what you need, and g-g-g-go. |
29412 What a pathetic sight you are. |
29413 Huzzah! You really sh-showed Baeloth this time. I think you might go all the way! |
29414 Are you stammering less? |
29415 All the way? |
29416 Thanks. Now show me what you have for sale. |
29417 M-m-maybe. Yes, I think so. Funny, Iâ€â€I hadn't noticed. |
29418 Good for you, Devlin. Now show me what you have for sale. |
29419 Why do you think that is? |
29420 Boo! |
29421 Very f-few contestants have won ten battles. And only once buh-before has anyone beaten all fifteen. Then B-Baeloth himself stepped in to finish the winning streak. |
29422 That's good to know. I want a chance to defeat Baeloth once and for all. |
29423 How do you like my chances of taking down Baeloth? |
29424 Good to know. Now show me what you have for sale. |
29425 Since you've won so many b-battles, I've started hoping that these "e-entertainments" will come to an end. |
29426 That's my plan. Just hold on a little longer, and I'll free us all. |
29427 Hey, keep your voice down. I don't want anybody tipping off Baeloth before I'm ready. |
29428 Aaahh! W-whyâ€â€whyâ€â€why would you d-d-do-do that?! |
29429 Sorry, I couldn't help it. Maybe you should just show me what you have for sale. |
29430 You can't let your guard down like that, Devlin. Anything could happen at any time. You need to be ready. |
29431 Stow it, you coward. Show me what you have for sale. |
29432 Iâ€â€I doâ€â€I doâ€â€Iâ€â€I don't think I can t-take mu-mu-mu-mu-much more. |
29433 Just show me what you have for sale. |
29434 I'll give you a little time to recover. |
29435 If anyone can d-d-do it, it's you! |
29436 Thanks for the vote of confidence. I'd better get on with it. |
29437 Show me what you have for sale. |
29438 Mu-mu-mu-mum's the word! |
29439 I never th-thought this day would come again. Oh, surely Baeloth will have to f-f-fight you now! |
29440 After I defeat him, you and all the others will be free. |
29441 The last time this day came, it didn't work out so well, did it? |
29442 Show me what you have in stock. |
29443 You've done even b-better than the last ch-champion. Y-you're not j-j-just aâ€â€a great pit fighter, you're a real hero! |
29444 Thanks for your faith in me, Devlin. I'll try to live up to it. |
29445 All right, that's close enough. No hugs, no autographs. |
29446 You're the best, <CHARNAME>! Until you came along, Iâ€â€I didn't realize how much Baeloth had shaken my courage. I'll try to follow your example from now on and face all my ch-challenges with confidence. |
29447 ...day is coming soon, and then Baeloth shall pay! What's this? More useless captives for the Black Pits? Have you come to buy my scrolls? |
29448 I need magical scrolls, what do you have for sale? |
29449 I couldn't help but overhear your mumbling to yourself. |
29450 This is one of those awkward moments when I feel I should just walk on by. |
29451 I do not mumble! I plot. I scheme. And I bide my time. |
29452 For what? |
29453 Now we're talking. If you've got an escape plan, I want in. |
29454 In the meantime, maybe you can just sell me some scrolls. |
29455 For revenge, of course! Baeloth's geas cannot last forever, no matter what he says. The moment I am free to do as I will, he shall pay for my subjugation. |
29456 You aren't the only one he's enslaved. |
29457 Do you really think you can take him on by yourself? |
29458 That's nice. Now how about those scrolls? |
29459 Escape? I do not speak of escape. I intend to have my revenge on this monstrous drow. |
29460 Excellent. Count me in. |
29461 No offense, but I notice you don't exactly have an army lined up behind you. |
29462 Good luck with that. Now, about those scrolls... |
29463 I do not care about the others. I shall be the one who wrings the last drops of life out of that wizard's neck, and woe unto those who try to steal my revenge away. |
29464 I'll stay out of your way, then. |
29465 You certainly seem committed. Or maybe you should BE committed. Either way, let's change the subject to scrolls. |
29466 You mentioned some scrolls. |
29467 I need no help! I have harbored this fury for so long I know that nothing will stop it when I am finally unleashed. |
29468 Let's see some of those scrolls. |
29469 It's time for me to mosey. |
29470 Watch yourself, <CHARNAME>. With every battle, you anger Baeloth more and more. Soon, he will pit you against an unbeatable foe. |
29471 That's no problem. I'll beat anything he throws at me. |
29472 Perhaps if I beat enough of his monsters, he'll become angry enough to face me himself. |
29473 You do not lack bravado. Little good that will do you against Baeloth's endless supply of foes. |
29474 I'm so glad we had this time together. But now it's over. |
29475 No, that will never happen. It mustn't! If any of us gets to fight that hateful drow, it must be me! |
29476 You and your rage look like you could use some privacy. I'm going to leave you two alone. |
29477 I begin to envy you, <RACE>. While I have nursed my vengeance quietly, you have shamed Baeloth in the arena. Just be sure you do not overstep your bounds and attack the drow yourself. |
29478 Enough talk. Show me your magical scrolls. |
29479 What do you mean about overstepping my bounds? I thought you'd be glad to see anyone punish Baeloth for his crimes. |
29480 That's big talk for a glorified store clerk. I'll do what I want. |
29481 Baeloth earned my vengeance long before you crossed his path. If anyone is to wreak vengeance on him, it shall be me. |
29482 "It shall be I." |
29483 Bored now. |
29484 It shall be me! |
29485 No, you don't understand. "It shall be I." |
29486 You are too stupid for revenge. |
29487 No, YOU don't understand. It shall be ME! |
29488 No, you see you want the nominative pronoun in that sentence. "It shall be I." |
29489 Sigh. |
29490 Do not threaten me with your arcane words! |
29491 Sigh. Show me your magical scrolls. I'll correct their grammar. |
29492 You know what? Never mind. |
29493 You must be very proud of yourself. Well, that won't last! Baeloth will tear you to pieces! |
29494 I may surprise you yet. |
29495 You sound as if you'd enjoy seeing that. |
29496 Shut up and show me your wares. |
29497 You have no more right to trespass on duergar territory than that wretched drow has. Nothing would please me more than to destroy you both, yeah! |
29498 In your own way, you've been helping me get close enough to kill Baeloth. |
29499 That's the worst sales pitch I've ever heard. |
29500 I don't have time for this. Show me your wares. |
29501 When Baeloth dies, it must be at my hand and my hand alone. I will not allow you or anyone else to steal my revenge. |
29502 Why don't you help me fight him? |
29503 Knock yourself out, Dingy. Go get him! |
29504 Show me your wares. |
29505 Help you?! An outsider?! Laduguer curse me if I ever raise a hand to aid you, <RACE>! |
29506 If that's the way you feel, there's no point talking with you anymore. |
29507 Or maybe you can just win him over with your obvious charm and diplomacy. Oh, look at the time. I must be going. |
29508 You know I cannot fight him so long as I am bound by the geas. Curse you for taunting me so! |
29509 I was not taunting... Oh, never mind. |
29510 How can I resist? You make it so easy. |
29511 You will rue your bravado soon enough. Baeloth is as treacherous as he is mad. You will never survive a fight with him. He will never face you in fair combat. |
29512 Then I'll simply have to surprise him as well as you. |
29513 In that case, I'm going to need the best gear money can buy. Show me what you've got. |
29514 No! No! I will not have this! I should have been the one to slay Baeloth, not some miserable outsider! |
29515 Yes! More mortals to twist in agony upon the battlefield. Were I not enjoying the sight so much, I would be tempted to step into the arena and eviscerate you myself. |
29516 I'd like to see your goods. |
29517 You don't seem to belong here. |
29518 The menagerie called, something about an escaped tiger. You wouldn't happen to have seen... |
29519 That's one rotten sales pitch. I'm done here. |
29520 Who are you to judge where I belong, <RACE>? Baeloth is one of my most valued customers. When he invited me here, I welcomed the opportunity to display my finely crafted magical garments to hundreds of spectators from across the realms. |
29521 So you aren't under a geas? You could leave any time you want to? |
29522 You mean you came here on purpose? |
29523 Oh, so you're like a caterer of clothing? |
29524 Do not test my patience with your primitive attempts at humor. I am of the rakshasa, a people ancient before yours learned to scratch out a spark on flints. Do not forget that I am Baeloth's guest, while you are his slave. |
29525 Show me your goods. |
29526 I've had it with you. |
29527 Baeloth would never cast such a spell on an honored guest. And why would I wish to leave? |
29528 Of course I came willingly, and why not? |
29529 Baeloth is known for his especially horrific tableaus. His name is whispered in reverent tones by all who relish bloodsport. |
29530 Now, shall I begin fitting you for a burial shroud? |
29531 Let's see these boots, cloaks, and girdles. |
29532 Forget it. I'm done here. |
29533 So, you have not yet been eviscerated. You may allay my disappointment by buying more of my fine clothing. |
29534 What's your problem with me? |
29535 If that's your attitude, you can find another customer. |
29536 Your scent is even more offensive than usual for a mortal, and you show me no deference. Were I not Baeloth's guest, I would tear out your innards with my bare claws. The singular virtue of your kind is the way you scream and writhe while being torn limb from limb. |
29537 And how exactly did you come to know that? |
29538 Do you make a habit of tearing apart us mortals? |
29539 You'd better think twice before trying to eviscerate me. |
29540 Oh, you would be surprised at how easily one becomes carried away while appraising a mortal for alterations. Now then, shall I take your measurements for a new garment? |
29541 I suppose I do need some new things. Show me your stock. |
29542 It's really saying something that you're only the second creepiest vendor at this booth. |
29543 On second thought, these old things are still good enough for a while longer. |
29544 I see you find Xithiss's silence as disturbing as his appearance. He should never have defied the will of Baeloth. After subduing the illithid, Baeloth drilled the mind flayer's telepathy right out of its brain. |
29545 The ghastly wretch can speak the common tongue well enough, but it pains the monster to be reduced to what it considers such a crude form of communication. |
29546 Ew. Just show me your stock. |
29547 I see now why you and Baeloth are friends. |
29548 That's enough nightmare fuel for one day. Have fun scaring the other customers. |
29549 Bah! Much as I appreciate Baeloth's entertainment, I cannot condone his cosseting you to please the crowd. |
29550 Show me your new garments. |
29551 What cosseting? I'm fighting for my life out there. |
29552 Just how close are you and Baeloth? You're starting to speak like him. |
29553 Fie on you! Obviously, he has chosen opponents with subtle weaknesses, invisible to the eyes of the audience. How else could you have come so far with your obviously limited abilities? |
29554 Once I dispel Baeloth's geas, I'll be glad to demonstrate my limited abilities on you and him both. |
29555 There's no point in talking to you. |
29556 There! That is the fighting spirit that seduced Baeloth into going easy on you. No doubt he hopes to raise tension among the less sophisticated members of the audience. But I, who have used mortals as my playthings for centuries, am not fooled. |
29557 Good for you, kitty cat. |
29558 Now you have gone too far. Baeloth will not stand for this insolence! |
29559 If by "insolence," you mean "my many triumphs"... Well, then I still don't understand. |
29560 Watch your step, kitty cat, or after I deal with Baeloth I'll come back for you. |
29561 Just show me your latest clothes. |
29562 You were not brought here to triumph. You were brought here to die. It is Baeloth's first rule that everyone is brought to the Black Pits to die. |
29563 Then it's time someone changed the rules. |
29564 Everyone but the audience and special guests like you, right? |
29565 Have a care, <RACE>. Since I am Baeloth's guest, only courtesy constrains me from rending you sinew from bone. |
29566 Without the rules of courtesy, we'd be little more than savages. |
29567 What if, for the sake of argument, you weren't constrained? |
29568 Only Baeloth makes the rules here, but you are right about one thing. It may be time to change those rules. |
29569 What do you mean by that? |
29570 I've seen that look before, usually on the face of a cat about to pounce on a mouse. What are you planning? |
29571 That's right. But you give me an interesting idea... perhaps it is time that Baeloth changed the rules of the Black Pits. |
29572 I call shenanigans! You're up to something. What is it? |
29573 You shall see soon enough. And you will wish that you had never annoyed me. |
29574 I am not afraid of you, rakshasa. |
29575 *gulp* |
29576 With pleasure, Baeloth. I was hoping you would grant me the honor of cutting down these impertinent mortals. |
29577 Ah, <CHARNAME>. I see that Baeloth has found another promising candidate to fight in the arena. |
29578 Are you looking at me? I didn't do anything! |
29579 A giant eyeball! Run everybody! |
29580 You have no need to fear until the day Baeloth releases me. Pray that day is not soon. |
29581 I am called Ghlouralk. Your people know mine by such unimaginative terms as "beholders" or "eye tyrants." You may as well think of me as death, for I have as many ways of inflicting destruction as I have eyes on my head. |
29582 If you're so deadly, how did Baeloth capture you? |
29583 Are you going to fight in the arena? |
29584 Listen, I don't want any trouble with you. I was just passing by. |
29585 You are wise to ask, for Baeloth's personal power is puny compared to mine. |
29586 So how did he beat you? |
29587 He seems to have you beat on alliteration, anyway. |
29588 Tell me more. |
29589 Ah, the fabled surfacer humor. I wonder if you taste as funny as you sound. |
29590 Don't even think about it, Ghlouralk. |
29591 Uh... |
29592 Yikes! |
29593 You remain safe from me only so long as I remain confined to this cell. |
29594 How did Baeloth manage to put you there? |
29595 I hope Baeloth is as skilled at keeping you in that cell as he obviously was at putting you in it. |
29596 That's a relief! |
29597 It should have been impossible... but Baeloth did not defeat me. He tricked me. Through illusion and deceit, he lured me into an anti-magic field that neutralizes even my awesome gazes. |
29598 Even then, he required the aid of his djinn servant. You see, therein lies Baeloth's true power: the combined strength of his willing allies and bound servants. Servants like you. |
29599 I am no servant of Baeloth. |
29600 It appears you're no freer than I am. |
29601 You seem to know a lot about Baeloth. |
29602 No? Then surely you will leave at any moment of your own free will. But if you cannot, then you are bound to fight and die in the Black Pits. |
29603 You've made your point, but why are you here? |
29604 How long have you been stuck here? |
29605 What can you tell me about these fights? |
29606 I have my pride, but there is no point in denying an obvious truth. |
29607 That's a surprisingly reasonable attitude. How's that working out for you in your cell? |
29608 It looks like you've had plenty of time to think about it. |
29609 What can you tell me about these fights I'm facing? |
29610 I have been Baeloth's prisoner for many years. In that time, I have witnessed so many of his "entertainments" that the monotony begins to threaten my sanity. |
29611 One day, he says, when he has found a champion able to best all of his other "discoveries," he will release me to put an end to the spectacle. |
29612 Maybe it's in your best interest to see that a strong champion clears the way for you. |
29613 Are you thinking what I'm thinking? |
29614 I have a great idea. Tell me all about these other fights, and I'll use that knowledge to win. Eventually Baeloth will release you, and... wait a second. I think this plan needs more work. |
29615 How should I know? I am a beholder, not a mind flayer. Still, if you think you are strong enough to become the champion of the Black Pits... |
29616 I am definitely strong enough. |
29617 It couldn't hurt to try. |
29618 Interesting. I am familiar with the sort of foe Baeloth is likely to pit against you. I could offer you counsel from time to time. Sometimes the key to victory is not obvious to those who have not previously witnessed the opponents in action. |
29619 What can I expect to face in the next battle? |
29620 Are you prepared to face your next match? |
29621 Baeloth always tests new combatants with a fairly straightforward battle. Bolster your defenses with magic, and you will have an advantage. |
29622 Thanks for the advice. |
29623 Whenever you face spellcasters, be sure to eliminate them first. Without their support, the other combatants will fall more easily. |
29624 The best way to stop a river is to cut it off... at the source. |
29625 A pack of warriors bearing down on you may be fear-inspiring... but that same group, sound asleep, is far less terrifying. |
29626 Divide and conquer is not always the winning strategy. There are times when you should all focus on one target. |
29627 When facing superior physical strength, be sure to protect the most vulnerable members of your party. And never forget that an attack can come from any direction. |
29628 When facing superior numbers, cast spells that deal damage over a wide area to even the odds. |
29629 When facing the undead, take precautions lest you succumb to the chill of the grave. And never overlook the power of a divine spellcaster. |
29630 As Baeloth grows more desperate to stem the tide of your rising popularity, he will resort to an overwhelming onslaught of endless foes. You must cut off their reinforcements lest you drown beneath their endless waves. |
29631 Some battles appear straightforward, but the difference between the opposing sides lies within rather than without. |
29632 Killing something can be easy... but keeping it dead is not. Take care lest your fallen foes rise up again to haunt you, and always remember to dispose of the bodies. |
29633 The simplest advantages are often the most effective. Never enter a battle without an enchanted weapon or six. |
29634 Winter is coming, and you must be prepared for its frozen breath. |
29635 No less powerful than ice is flame. Protect yourselves or prepare to burn. |
29636 You have triumphed! As much as I appreciate your efforts in clearing my path, now it is the time for my victory. I shall offer you no further advice. I would suggest that you simply lay down your arms and embrace death, as it will be easier for everyone involved. |
29637 Turn on Baeloth in the arena, and we can both be free! |
29638 I cannot. And I would not, if I could. I will not risk bringing down the anger of Baeloth while he still holds some power over me. You will die, and I will be free. |
29639 I won't surrender to you, beholder. I will destroy you alongside Baeloth, if I must. |
29640 Do you truly think that I will allow myself to be destroyed by the likes of you when my freedom is nearly at hand? Come now, <RACE>. We are both creatures of intellectâ€â€perhaps one of us more than the otherâ€â€and I do not wish to cause you undue suffering. Go now, and make whatever death rituals are necessary for your species. |
29641 You are Baeloth's latest twerps, aren't you? Ja... well I hope you can at least spit in his eye before you die. That last group should have bought more of my heavy armor! |
29642 Has Baeloth abducted you, too? |
29643 I have no need of your goods now. Farewell. |
29644 Abducted?! This here is my home! Or at least it was, until that confounded wizard slaughtered my clan after forcing us to dig out this blasted complex. |
29645 Your entire clan?! Why aren't you at Baeloth's throat? |
29646 You must want revenge. |
29647 This sounds like something that isn't my problem. Now show me that armor. |
29648 Laduguer will punish Baeloth in due time. Until then, his cruel spells prevent us from rebelling. Some days I wish he'd vaporized me along with the others. At least I wouldn't have to suffer this humiliation! Now, what do you want? |
29649 Let's have a look at this heavy armor. |
29650 I need nothing at the moment. Farewell. |
29651 Ah, the ones who have stymied Baeloth. He says he wants a good fight, ja, but he really wants good deaths. The longer you deny him yours, the more he will pit you against deadlier foes. |
29652 I need armor. What do you have? |
29653 Baeloth underestimated us. |
29654 Didn't your people fight against him first? |
29655 As did I. Perhaps there is yet hope. |
29656 Do you know how we could take the fight to Baeloth? |
29657 What happened when you fought Baeloth? |
29658 We duergar tried to fight him, but his spells were too powerful for us to resist. Funny, not everyone was at that battle. I still wonder what became of Thardek just before and during the battle. He returned only when it was over and Baeloth had already placed me here to serve his gladiators. |
29659 Interesting... Now, let's see some of that armor. |
29660 Interesting... Now I must be moving on. |
29661 Perhaps you could force his hand by depleting his supply of minions, but he continually brings in more and more exotic creatures. |
29662 I need equipment, what do you have for sale? |
29663 Thanks. That's all for now. |
29664 Do mine eyes deceive me? Alive and well, hale and hearty? Baeloth must have been furious to see you walk out of the arena after your most recent victory. His mask is slipping. |
29665 I will keep pushing him until he finally breaks. |
29666 Your cousin Thardek sure looks nervous these days. |
29667 I want to believe you will continue to prevail, but I have been disappointed in the past. If you rise up to challenge Baeloth, I will be the first to cheer your name when he falls. |
29668 What do you mean, "to challenge Baeloth"? |
29669 Thardek doesn't seem half as supportive as you do. |
29670 Let me see your new stock. |
29671 I have noticed the same. Sometimes I wonder why Thardek was nowhere to be seen when Baeloth first attacked. He showed up only after the battle, almost as if he expected... no, I cannot bear to think that. |
29672 You think Thardek is a traitor? |
29673 Spit it out. What are you thinking? |
29674 A few months back, a group defeated all fifteen of Baeloth's prepared "entertainments." Infuriated by the champions' success, Baeloth entered the pits to face them himself. |
29675 What happened? |
29676 How did that work out for them? |
29677 Interesting. Perhaps I can force Baeloth to face me in combat. |
29678 As you can see, Baeloth is still here. If you sift the sand in the Black Pits thoroughly, you may turn up some bits of some former champions. |
29679 They weren't prepared for such a fight. I won't make the same mistake. |
29680 You sure know how to encourage a <GIRLBOY>. |
29681 If you do manage to overcome all of his other "entertainments," you may still find Baeloth more than you can handle. Be sure to hone your skills and equip yourself as well as possible before that time comes. |
29682 I will. You'd better show me your new stock. |
29683 Good advice. I'll keep it in mind. |
29684 There has to be some other way to escape. Doesn't there? |
29685 By the time Thardek returned, much of the clan was slain, the rest enslaved. His reaction seemed forced, almost as if he was pretending to be surprised. When Baeloth turned toward him, he knelt at once. |
29686 I see. Thanks for the warning. |
29687 Well, that could mean anything. Maybe he's just a coward. Still, thanks for the tip. |
29688 You've done better than spit in his eye. You've made Baeloth hopping mad! |
29689 With luck, I will do more than that soon. |
29690 Not bad for a surface-dweller, eh? |
29691 Let's take a look at your best new armor. |
29692 We all hope so. But if we were free to act, we would help you. Well, perhaps not all of us... |
29693 Are you still thinking about Thardek? |
29694 He has grown more and more sullen as he sees the suspicion in our eyes. We must be prepared to subdue him the moment Baeloth falls. |
29695 I'll be glad to help you with that. |
29696 Subdue him? I hardly knew him. Ha! Get it? |
29697 Good luck with that. In the meantime, let's see your new armor. |
29698 It is a matter best left to us duergar. It is strange enough that we find ourselves indebted to an outsider. We must take care of the traitor ourselves. |
29699 I understand. What of the other captives, those who aren't duergar? |
29700 Great. I'll just stand back and watch. It's about time I didn't have to do all the heavy lifting by myself. |
29701 It would be best if you and the other non-duergar left as quickly and quietly as possible after Baeloth's demise. While a few of us understand what you are doing for us, the rest of the clan will not take kindly to the presence of outsiders. |
29702 I see. Perhaps it's best that I slip away. |
29703 What a bunch of ungrateful jerks! |
29704 Bring 'em on, then. I'll slaughter them to the last duergar. |
29705 They will see you as another threat, not so different from Baeloth. I may be able to buy you a little time, but I cannot keep them from attacking you. There are far too many for even you to defeat. |
29706 I'm remembering a famous line about discretion and valor. Don't worry, I won't stick around long enough for trouble. |
29707 If you can't keep your people off of me, I can't promise not to paint the floors with their blood. |
29708 Traitor! How could mine own cousin side with our oppressor? |
29709 By standing with this drow, you admit your guilt. |
29710 You are no blood of mine, you foot-licking craven! You betrayer! I'll destroy you myself! |
29711 Hello, you seem like adventurers. Do you know an elf named Aluend the Illusionist? |
29712 I'm just going to leave. |
29713 If you see him, could you give him this note? |
29714 What if they made the whole area for stabbing? Just put goblins in the room and let adventurers like us clear them out for fun. |
29715 You fools have no idea what you're in for. You'd best arm yourselves as heavily as possible. I can help with that, if you've enough coin. |
29716 What's a duergar like you doing in a place like this? Oh, wait. Never mind. With a sour face like yours, you fit right in. |
29717 Why do you look so grim? |
29718 I find little cause for amusement since that drow unleashed his monsters on us. Which never would have worked if we had EVEN ONE WORTHY MAN AMONG US! |
29719 Who are you talking to? |
29720 I'm sure everyone resisted as well as possible. |
29721 Why lay all the blame at the feet of the men? I thought duergar women were fierce warriors, too. |
29722 No one who MATTERS. No one who LISTENS. No one who ANSWERS me, anyway. |
29723 You keep looking at that duergar selling light armor. Who is he? |
29724 Maybe it's none of my business |
29725 Tell me how you really feel. |
29726 Did you come here for gossip or arms? |
29727 Gossip, really. But I see you're all out, so farewell. |
29728 For arms, of course. Show me what weapons you have for sale. |
29729 Do not mistake me for a mere warrior, outsider. I am a cleric of Laduguer, the Gray Protector. |
29730 And that's better than a warrior how? |
29731 Yeah? How's that working out for you? |
29732 Pity your god couldn't protect you from Baeloth. |
29733 How dare� ...But, in your own insufferable manner, you make a good point. Laduguer must have turned away from us. We must prove ourselves worthy before he lends us his protection again. |
29734 If I were not so starved for conversation, I would pay you in kind for your insolence. TOO BAD THERE ISN'T A MAN HERE TO STAND UP FOR ME. I'M WAITING... Ugh, it's no use. Now, do you intend to buy something or just continue to annoy me? |
29735 Maybe I'll come back when it's a better time. |
29736 That's right, LIGHT ON YOUR FEET so you can RUN AWAY from talking to your own WIFE! |
29737 Magda is your wife? Why won't you talk to her? |
29738 That Magda has one rough tongue on her. I don't blame you for avoiding her. |
29739 This sounds like none of my business. |
29740 At least this time it's not only ME he won't talk to! Come to think of it, I don't know if that's any better. |
29741 See? SEE how he's been? |
29742 You've lasted longer than anyone expected. I'd start taking betsâ€â€if ANYONE nearby were MAN enough to SPEAK TO ME. |
29743 Are you and Brendak having a spat? |
29744 Oh, not this again. I'll come back later. |
29745 A spat?! Is that what HE calls it? Then why doesn't HE say so TO MY FACE? |
29746 No, Brendak didn't say anything like that. |
29747 I just assumed |
29748 There must be some explanation. |
29749 Ever since that accursed drow captured us, Brendak hasn't said a word to me. He speaks to anyone else, just not his OWN WIFE. |
29750 Curious. |
29751 You do have a bit of a temper, you know. |
29752 I can't say that I blame him. |
29753 Curiosity killed more than a cat, you know. |
29754 TEMPER? I'll show you who has a TEMPER! |
29755 Taking his side, are you? |
29756 Listen, do you want to buy some weapons or not? |
29757 Yes, please show me what you've got, ma'am. |
29758 No, I'd best be moving along. |
29759 You sure are getting under Baeloth's skin. If only our duergar men had showed such spirit when Baeloth attacked us. Do you need any new weapons for the fight? |
29760 Show me what new weapons you have to sell. |
29761 You seem awfully bitter about Baeloth's defeat of your clan. |
29762 How are things between you and Brendak? Are you two crazy kids talking again? |
29763 Listen, Magda, Brendak isn't ignoring you by choice. Baeloth threatened to kill one duergar for each word Brendak speaks to you. |
29764 As much as I have blamed the others for failing to stop the drow, I too failed in directing the power of Laduguer against our foes. Perhaps Brendak is ashamed of my failure. |
29765 He still refuses to speak to me, even as he chats with Gorch all the time. |
29766 That's enough family drama for me today. Farewell. |
29767 WHAT?! He's suffered the brunt of my anger all this time in silence, but he was only trying to protect the rest of the survivors. |
29768 Now that we've settled that, show me what new weapons you have to sell. |
29769 He's not the only one who suffered. You're welcome! |
29770 Glad I could clear that up for you. |
29771 I guess you knew what you were in for after all. |
29772 I did my best. That's the most anyone can do. |
29773 There's more to me than meets the eye, and don't you forget it. |
29774 Listen, Brendak asked me to give you a message. He says it's been hard for him not to talk to you, and he prays Baeloth dies soon so he can tell you so himself. |
29775 Show me your best new weapons. |
29776 You're not so bad for an outsider. I hope you don't end up like the last champion who fought Baeloth. |
29777 Don't worry. Baeloth did me a favor by giving me so much practice up to this point. |
29778 Baeloth made his last mistake when he chose me for his "entertainment." |
29779 You know what would help? Some new weapons. Show me what you've got. |
29780 He asked you to tell me that? What a risk he took! If Baeloth were to find out... Oh, my dear, brave Brendak. Thank you for relaying his words. |
29781 It was a pleasure. I'll be on my way. |
29782 Don't be overconfident. Baeloth is treacherous. Don't expect him to face you alone. |
29783 I'll keep that in mind. |
29784 Thanks for the tip. Now, about those weapons... |
29785 You've done it, <CHARNAME>! I admit at first I didn't think anyone could free us from that mad drow. Especially not you, anyway. |
29786 Despite our gratitude, you must not remain here for long. The other members of our clan will not take kindly to finding an outsider among us. |
29787 As my master commands, take these coins. Speak with the dealers gathered here to equip yourselves. Once you are prepared, report to Master Baeloth. Do not attempt to escape lest he command me to snuff out your life. |
29788 Where are we? What's going on? I demand an explanation! |
29789 Very well, I shall do as you ask. |
29790 Try it, and you'll be the one who's snuffed. |
29791 You have been summoned to this island fortress by Baeloth. We are in a complex known as the Black Pits, dug by duergar slaves. You are to fight in the battle pits for the amusement of Baeloth's guests. I have answered your questions; now prepare for battle! |
29792 It seems I have no choice, I shall do as you ask. |
29793 Wait! Baeloth said you are his slave. Together we could rise up against him! |
29794 My blood boils with arcane power. Extinguishing your life would be no more difficult than quenching the flame of a candle. Now, do as you are told, and prepare for battle. |
29795 If you are so powerful, why do you serve Baeloth? |
29796 I have a better idea. Let's join forces and overthrow Baeloth. |
29797 I am bound by an undying geas. Otherwise, I would have slaughtered Baeloth long ago. |
29798 Prepare yourself for battle, mortal. When you are ready to face your fate, speak with Baeloth. |
29799 I don't like it, but I too feel the effects of this undying geas. One day... |
29800 Impressive, mortal. Your feats in the arena have become... a frequent topic of conversation. Perhaps you will set a new record for longest surviving combatant. |
29801 Is there nothing you can do to help us escape? |
29802 I will conquer whatever obstacle that is placed in front of me. I will scale a mountain of slain enemies to escape this dungeon! |
29803 Perhaps I will, Najim. |
29804 No. Baeloth has tasked me with giving you this reward for your outstanding performance. Take it, and prepare for your next battle. |
29805 You overestimate your abilities, <RACE>. Baeloth has tasked me with giving you this reward for your outstanding performance. Take it, and prepare for your next battle. |
29806 Baeloth has tasked me with giving you this reward for your outstanding performance. Take it, and prepare for your next battle. |
29807 Master, there is a matter requiring your attention in the Room of Pain. |
29808 Never have I witnessed a mortal fret Baeloth so. I must confess to taking a certain pleasure in witnessing his dismay. Take this gift. I have added something extra. Perhaps you will have a better chance than Baeloth intends. |
29809 What is Baeloth planning for me? What will happen if I defeat his challenges? |
29810 I do not know his plans, but I assure you it will not be pleasant. However, Baeloth is not as omnipotent as he appears. You, <CHARNAME>, have already cracked his calm facade. |
29811 That is at least a start. |
29812 I suppose becoming an annoyance is a step up from mere survival. |
29813 For all the good it will do me. |
29814 I am afraid it is "rock crushes lizard," master. |
29815 No, my master. I obey your every command. If anyone counsels them, I assure you it is not I. |
29816 Freedom! With the death of this unworthy drow, the arcane shackles fall away from my soul. Now, as for the rest of you mortals... |
29817 We're all friends here, right? |
29818 Remember, I just freed you. |
29819 Don't even think about it. |
29820 Fear not, <CHARNAME>. To demonstrate my gratitude, I will open a portal to transport you back to the surface world. Do not tarry long. The duergar will not long suffer your presence in their domain. Speak to me again when you are ready to leave. |
29821 Are you ready to leave the Black Pits? |
29822 Najim, I'm ready to depart. |
29823 Aren't there supposed to be three wishes or something? |
29824 Not yet, Najim. |
29825 Do not test my patience, mortal. |
29826 I'll get back to you in a little while. |
29827 Very well. Since you have elected to remain here among the duergar, I will leave you to your fate. While I appreciate your sacrifices, I will not stand idly by and watch more of this bloodsport. |
29828 I would think that your kind would be eager to leave here. Come, let us leave this place! |
29829 Yes, I wish to leave. |
29830 The duergar owe me a reward, and I will take it! |
29831 Don't go blaming me. How was I supposed to know that stabbing isn't allowed in some areas? |
29832 An easy mistake. There should be a sign. |
29833 Common sense. |
29834 Exactly! A sign is just common sense. |
29835 I do enjoy stabbing goblins. |
29836 What do you interlopers want? If it isn't a light weapon, then off with you! |
29837 Come now, we're both in the same predicament. What's the harm in being friendly? |
29838 You're in a bad mood. I guess that's only natural for a slave of the drow. |
29839 Off with me, then. |
29840 Friendly?! With you surface-walking intruders? Ha! If Baeloth hadn't taken over, my people and I would already have driven you out. Or to your grave, more likely! |
29841 I doubt it. Baeloth may have captured me, but he enslaved you first. |
29842 Bold words for a slave of the drow. |
29843 Delightful as I find your sparkling banter, I came here to buy weapons. |
29844 I don't need this abuse. I'll take my business elsewhere. |
29845 I'm no more a slave than you are. Maybe a little less! |
29846 How did Baeloth manage to bind all of you? |
29847 What do you mean, "a little less"? |
29848 In that case, maybe we should work together to overthrow this Baeloth. |
29849 Through trickery and foul magic, of course. You did notice he's a drow, didn't you? |
29850 I noticed. Now, about those weapons you have for sale... |
29851 You said you're less a slave than I am. What did you mean by that? |
29852 How can you put up with a drow master? I don't understand why you people haven't overthrown him. |
29853 I meant only that... arrg, never mind what I meant! You are as much an intruder as Baeloth. This territory belongs to my people, the duergar! |
29854 Forget I said anything. Now what do you have for sale? |
29855 Interesting. Now, let's do some trade. |
29856 Curious. You've given me something to think about. Farewell... for now. |
29857 What do you mean, "you people"? |
29858 I meant, of course, the brave and powerful duergar people. |
29859 My apologies. I didn't mean anything. Maybe we should stop talking and just bargain for some of your goods. |
29860 What, the duergar? Those coal-smudged, tunnel-crawling rejects of the noble dwarven race? |
29861 You flatter just like the drow. Now, have you come to do business? I've no stomach for your banter. |
29862 Yes, I'd like to shop. |
29863 I'd drive a pick through that soft skull of yours! That is, if Baeloth didn't command otherwise. Now, buy something or bother me no more! |
29864 Don't be stupid! Baeloth's arcane powers are greater than you might imagine from his insipid demeanor. With that damned djinn Najim at his side, Baeloth is unstoppable. |
29865 Well, when the going gets tough, the tough go shopping. Show me what you have for sale. |
29866 Unstoppable, you say? Perhaps we should simply bide our time. Until then, let's see what you have to sell. |
29867 Maybe he is unstoppable... for now. I'll bide my time. |
29868 Your prowess in battle has become well known, <RACE>. Perhaps it was my weapons that tipped the balance in your favor. |
29869 I need weapons. Show me what you have. |
29870 Perhaps. And perhaps you could fashion a blade that would cut Baeloth down. |
29871 To cut down Baeloth? Don't talk like that. He'll hear you! Besides, under the effects of his geas, you could never use it against him. |
29872 I could if he decided to fight me in the arena. |
29873 I'm not so sure about that. Not everyone here is under a geas. |
29874 Don't you want to be free of him? |
29875 He's too clever to fall for that. I've never seen anyone make him lose his cool. |
29876 The only ones not controlled by his geas are his friends and allies, every bit as powerful as he is. |
29877 Of course, you fool! What loyal duergar wouldn't? Unlike my cousin Gorch, I just have no illusions about its happening. |
29878 Now, are you here to buy some weapons or talk my ear off? What'll it be? |
29879 That's all for now. |
29880 Only Laduguer knows how you have survived this long. It must be because of the superior weapons I have provided. Have you come to trade for my latest stock? |
29881 Show me your stock. |
29882 Where did you say you were when Baeloth conquered your people? |
29883 I didn'tâ€â€! I don'tâ€â€! You don't know what you're talking about. Whatever that blabbermouth Gorch has said, it's a lie! |
29884 Wow, you fold just like a cheap tabard. |
29885 I never said Gorch told me. |
29886 There, now you have something to think about. |
29887 Who else would know I mean, who else would think That is, heâ€â€he's always spreading lies about me! You shouldn't believe anything he says. |
29888 Got it. Show me your stock. |
29889 Don't bother. I think I know who's a liar around here. |
29890 Don't worry. Your secret is safe with me. |
29891 Purchase what you want quickly, outsider. I have no wish to speak with you. |
29892 Let me see your weapons. |
29893 Tell me something, Thardek. How does it feel to betray your own people? |
29894 What a coincidence! I have no wish to speak with you, either. |
29895 A duergar's first duty is to himself! If I had resisted Baeloth, I would have perished just as you shall when he deals with you in the arena. |
29896 It might be the other way around. I wonder what your people will do with you after I free them. |
29897 I might surprise you. I'm tricky that way. |
29898 Enough banter. Show me your weapons. |
29899 Baeloth! Grant me a place at your side in this battle. I wish to see these creatures slaughtered firsthand! |
29900 You have driven me to it, cousin, with your whispered insinuations. |
29901 I won't deny it any longer. Baeloth found me before he came to our warrens. He spared my life in exchange for information on our defenses. With his mighty spells, he would have overcome them anyway. Why should I have sacrificed my life to buy the rest of you just a little time? |
29902 You are welcome to try, cousin. You cannot hope to succeed when I stand beside Baeloth! |
29903 How would they be able to do that? They're trapped here too. |
29904 Exactly! It's not like you'd need a sign. |
29905 I need rings, wands, and amulets. What do you have for sale? |
29906 You're an illithid, right? |
29907 Mind flayer! Hey, everybody, it's a mind flayer! Cover your head! |
29908 Not very talkative, I see. |
29909 Aren't you supposed to be able to put thoughts in my head or something like that? |
29910 These one-sided conversations sure are boring. I'm going to find someone who talks. |
29911 ... |
29912 I can see you staring daggers at Baeloth. You look like you want to say something. |
29913 Still giving me the silent treatment, are you? |
29914 I can't figure out whether you can't or won't speak. |
29915 Don't you have a mouth or a beak or something under all those tentacles? |
29916 Sigh. You can't say I didn't try to be friendly. |
29917 Hsssss! ... |
29918 Just sell me some rings and things. |
29919 Don't hiss at me. I'm not the one who enslaved you. |
29920 So you CAN... well, if not talk, then at least make sounds. |
29921 ... |
29922 That's better. Glare at Baeloth. He's the one who did this to you. |
29923 I know, I don't like him either. |
29924 <RACE>... |
29925 So you CAN speak! |
29926 Illithid... |
29927 I don't want to hear it. Just show me your rings and things. |
29928 You... must defeat... Baeloth. |
29929 I will, and then we can all go free. |
29930 You want to give me a hand with that? |
29931 Maybe you can help by offering me a discount. Show me your rings and things. |
29932 Can... not. Mind wounded... incomplete. |
29933 You will have justice soon, I swear it. |
29934 I'd feel worse about that if I didn't see that hungry look when you stare at my skull. |
29935 Just show me your rings and things. |
29936 You have my... appreciation, <RACE>. I will not feast on... your brain... today. |
29937 Do you need to rest? |
29938 Enough! Ghlouralk, I shall give you anything you desire if you kill these insolent fools! |
29939 Anything, mageling? As you wish. |
29940 Assist me, you worthless automatons! |
29941 You feel a sense of relief as you are released from the grip of Baeloth's geas. |
29942 Come NOW, mortal. I will not remain here any longer. |
29943 Leave, <CHARNAME>! You cannot hope to defeat all of the duergar. |
29944 Make your escape, you fool! My brethren will not suffer the presence of an outsider any longer! |
29945 No sleeping on the job! And don't forget to collect your equipment. Anything left in the arena will be fed to the otyugh. |
29946 You have qualified. |
29947 Ahem. I, Nazramu, have traveled far and wide to bring a selection of the most enticing and exotic items known to your kind. And my prices reflect my exertions. However, in addition to these strange and powerful items, I have another service that can be yours. |
29948 Free! Free at last! |
29949 Kill the intruders, there will be no more outsiders! |
29950 Dinguer is slain! To arms! |
29951 Crush them, crush them all! We cannot risk another Baeloth! |
29952 None shall escape our vengeance! |
29953 Ree-aaaah! Chit-chit-chit! |
29954 whine... |
29955 grrrrrrrr |
29956 scratch, scratch |
29957 elp eeeee |
29958 What? What? Where are we? |
29959 Who spiked me drink? I was just in the tavern, talking to Myrna. Hey, I saw those folks there too. |
29960 We're in some kind of fighting pit. Look out! Monsters! |
29961 I wonder if they'd grant me space to open a small shop here. It could be called "Owyn's Second Shop." |
29962 You could sell gems. I didn't see any being sold. |
29963 Well spotted. There is clearly a gap in the market waiting for "Owyn's Second Shop" to fill it. |
29964 This is boring. When do we fight again? |
29965 Shouldn't we be trying to get out of here? |
29966 No. Think about it. If we were free right now, what do you think we would be doing? |
29967 Sleeping! |
29968 We would probably be fighting. This is just a more efficient system. We don't even have to walk. |
29969 We wouldn't have been walking if Krancor hadn't set the horse and cart on fire as a distraction. |
29970 I learned it from you. |
29971 I haven't set anyone in our group on fire yet. |
29972 Being on fire is part of being on the team. |
29973 We should've retired and started a tavern. |
29974 Didn't you have some terrible name picked out? |
29975 Baby, on a Dog! |
29976 If I were to kill Baeloth, would that make me the new Baeloth? |
29977 It works for kings. |
29978 It doesn't work for mayors. |
29979 He was a necromancer! |
29980 We didn't know that before you attacked him. |
29981 Greetings to you, and welcome to Baldur's Gate: Enhanced Edition. |
29982 I understand that you are eager to get started. A <MANWOMAN> of your profession would not be comfortable cooped up in a castle such as this. |
29983 But before you leave, it is my duty to make sure you are prepared for what awaits you in the world of Baldur's Gate: Enhanced Edition. |
29984 Baldur's Gate: Enhanced Edition uses 2nd edition AD&D rules. This might seem overwhelming at first, but I will familiarize you with the basic rules and interface of the game. |
29985 We'll begin with the pause feature. Pause the game at any time with the SPACE BAR or by LEFT-CLICKING on the clock at the lower left of the screen. |
29986 We'll begin with the pause feature. Pause the game at any time by tapping on the clock at the lower left of the screen. |
29987 Unpausing occurs the same way. |
29988 Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's next attack. While paused, issue your commands. |
29989 When you unpause, your characters will carry out the orders you have given. If you do not use the SPACE BAR, you may find the game very difficult to play. |
29990 Why don't you experiment with pausing right now by using the SPACE BAR and giving your character some movement commands? When you have finished, LEFT-CLICK on me to resume our conversation. |
29991 Why don't you experiment with pausing right now by tapping on the clock and giving your character some movement commands? When you have finished, tap on me to resume our conversation. |
29992 My next topic is on how to differentiate enemies from people you want to talk to. Enemies have red circles; people you want to talk to have blue circles. |
29993 Interaction with NPCs defaults to Talk for neutral targets and Attack for hostile ones. Talk to neutral characters (identified by blue circles), by LEFT-CLICKING on them. |
29994 Interaction with NPCs defaults to Talk for neutral targets and Attack for hostile ones. Talk to neutral characters (identified by blue circles), by tapping on them. |
29995 To attack hostile NPCs, simply LEFT-CLICK on them. If you want to attack a neutral NPC, select a Weapon icon from the bottom of your screen and LEFT-CLICK on the target. |
29996 To attack hostile NPCs, simply tap on them. If you want to attack a neutral NPC, tap a Weapon icon from the bottom of your screen and tap on the target. |
29997 Let's test this out now. LEFT-CLICK on my servant and you will start a conversation. Servant Jospil! Come here at once. |
29998 Let's test this out now. Tap on my servant and you will start a conversation. Servant Jospil! Come here at once. |
29999 I now want to talk to you about the Inventory page. |
30000 You can look at your Inventory page by RIGHT-CLICKING on your character portrait or by pressing the backpack icon on the left side of the screen. |
30001 You can look at your Inventory page by tapping the backpack icon on the left side of the screen. |
30002 Take a quick look at your Inventory page. To get out of your Inventory page, simply press the return to game button at the top left of your screen. |
30003 Take a quick look at your Inventory page. To get out of your Inventory page, simply tap the return to game button at the top left of your screen. |
30004 Equip items by placing them in the appropriate slots around your character on the Inventory page. |
30005 Equip items by dragging them into the appropriate slots around your character on the Inventory page. |
30006 Once equipped, select the weapon by LEFT-CLICKING on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
30007 Once equipped, select the weapon by tapping on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
30008 I am going to give you a weapon now, and I want you to try to equip it. |
30009 You haven't equipped your weapon yet. Remember, just RIGHT-CLICK on your character portrait and you will find your weapon at the bottom of your screen in your Inventory. |
30010 You haven't equipped your weapon yet. Remember, just tap the Inventory button on the left side of the screen and you will find your weapon at the bottom of your screen in your Inventory. |
30011 LEFT-CLICK on the weapon and you will grab it with your cursor. Drag it over to the character doll and LEFT-CLICK again. You can also drag it to a specific slot on your character. |
30012 Tap on the weapon and you will grab it. Tap on the character doll and the item will be equipped in the appropriate slot. You can also tap and drag an item to a specific slot. |
30013 Good job! It's time for us to go upstairs now. If you move your cursor over to the stairs, you'll notice that your cursor becomes a stair cursor. |
30014 Good job! It's time for us to go upstairs now. If you tap on the stairs, you'll notice that the stairs icon appears. |
30015 When your cursor changes, it means that you are about to perform an action other than moving. |
30016 When an icon like that appears, it means that you are about to perform an action other than moving. |
30017 If you LEFT-CLICK on the stairs, your character will walk over to the stairs and move up to the next level. |
30018 If you tap on the stairs, your character will walk over to the stairs and move up to the next level. |
30019 What's taking you so long? Go up the stairs. |
30020 Now to the next part of your lesson: the Journal. I want you to check your Journal. |
30021 To assist in recording important information, many details will automatically be entered in your Journal. To access the Journal, LEFT-CLICK the quill icon on the left side of the screen. |
30022 To assist in recording important information, many details will automatically be entered in your Journal. To access the Journal, tap the quill icon on the left side of the screen. |
30023 Entries are cataloged according to the story chapter in which you encountered them. They are also divided up into quests and main story entries. |
30024 Main story entries will remain in your Journal forever, and they are a reminder of all of the major events in your character's life so far. |
30025 Quest entries are entered in your Journal when a quest begins and removed when the quest ends. The entry then appears in the Done Quests section. |
30026 If you check your Journal right now, you will notice that an entry has been placed to remind you to finish combat training. When your training is done, the entry will disappear. |
30027 All right then. Now your first combat lesson. My combat teacher, Brevin, is going to be coming right up the stairs. I want you to hit him and then check your Journal. |
30028 Good job! I want you to check your Journal and see how it has been updated. Check both the Quests and Journal buttons, as they will contain different kinds of information. |
30029 Now I want you to check your Map screen. To access it, LEFT-CLICK the Map icon second from the top on the left side of your screen. This will show a view of the area you are currently in. |
30030 Now I want you to check your Map screen. To access it, tap the Map icon second from the top on the left side of your screen. This will show a view of the area you are currently in. |
30031 Once on the Map screen, you will notice a World Map icon at the top right. LEFT-CLICKING this will take you to the world map, which displays all of the game areas you currently know about. |
30032 Once on the Map screen, you will notice a World Map icon at the top right. Tapping this will take you to the world map, which displays all of the game areas you currently know about. |
30033 You may also annotate your Map screen by RIGHT-CLICKING where you want to make a note. Your cursor will change, and you can type a short message to yourself. |
30034 You may also drag your current world view in the Map screen. This is useful to jump to a far away location on the map without needing to scroll there. |
30035 I'll give you a few seconds to try all of this out. |
30036 Another page you might be interested in is the character sheet. This can be accessed by LEFT-CLICKING on the head icon on the left side of the screen. |
30037 Another page you might be interested in is the character sheet. This can be accessed by tapping on the head icon on the left side of the screen. |
30038 The Record sheet has everything you need to know about your character. You will also find an Export button and an Information button on this page. |
30039 The Export button will export your character for use in a new game. This is NOT a save game, but rather a way of transferring a favorite character from game to game. |
30040 The Information screen shows your character's history and combat statistics. |
30041 The last icon that you need to know about is the Options icon. You can also find it on the left side of the screen. On the Options screen, you will be able to save and load games as well as modify graphics, sound, and gameplay. |
30042 Other characters can join you on your adventures. In fact, without companions, you will find Baldur's Gate: Enhanced Edition almost impossible to finish. |
30043 I will now introduce you to Xan, an elven mage. He will join your party and then show you how to memorize and cast spells. |
30044 Now that you know everything about using Mage spells, I'm going to introduce you to a Cleric. Her name is Branwen, and she'll be teaching you how to use Cleric abilities. |
30045 Good job on destroying the skeleton. Now I'm going to introduce you to a surprise visitor. It's your childhood friend, Imoen! |
30046 She and I will be waiting on the next floor, so hurry on up there. |
30047 You've been doing very well. Now I'm going to introduce you to two more party members: Minsc and Jaheira. |
30048 They'll be teaching you a few more things, and then it will be time for your last test. |
30049 You've done a fine job so far, but there is still more to come. You'll notice that when you have a group of characters selected, there is a list of Party Formation buttons on the bottom of the screen. |
30050 Just select one of the formations, and whenever you walk your party around as a group, they will walk in that formation. |
30051 You can access even more formation types by RIGHT-CLICKING on one of the Formation buttons. |
30052 You can access even more formation types by tapping on one of the Formation buttons. |
30053 I'm going to give you a little time to experiment with the formation types. Then we'll go to your final test. |
30054 All right then. Enough lessonsâ€â€time for the test. |
30055 I'm going to allow you entry to the basement now. This is where your final test is to take place. |
30056 Located in the basement is a valuable STAR SAPPHIRE. You are to retrieve this item from the treasury. |
30057 The treasury is locked and warded against thieving skills, so you'll first have to find a key. To succeed, you're going to have to use all of your skills. |
30058 When you go down the stairs, the game will AUTO SAVE. This happens whenever you move from one major area to the next. You can therefore restart your game from the point where you made your last major area transition. |
30059 All right then, the door to the basement is open. Remember, if you die while you're in the basement, you can reload using your Auto Save slot. |
30060 Good job. Your training is now complete. You are now ready to start your adventure and will be returned to the main menu. Good luck with Baldur's Gate: Enhanced Edition! |
30061 Don't be stupid. I'm your teacher; stop trying to attack me. |
30062 Talk to my servant, not to me. |
30063 Certain Options settings can remove these circles during unpaused gameplay so that their presence does not distract from the mood of the game. The circles are always present when the game is paused, however. |
30064 I am going to give you a dagger now, and I want you to try to equip it. |
30065 You have yet to retrieve the gem from the basement. Return to me once you have it in your possession. |
30066 Greetings and goodwill. I am Branwen, and I follow the ways of Tempus, god of war. I'm going to join your party and teach you how to use Cleric abilities. |
30067 You cast Cleric spells in the exact same way that you cast Mage spells. I'll refresh your memory in case you've forgotten. |
30068 Select my Cast Spell button, choose a spell, and LEFT-CLICK on your target. My Cast Spell button is the spell icon on the bottom of the screen. You need to have me selected for you to have access to my spells. |
30069 Tap my Cast Spell button, choose a spell, and tap on your target. My Cast Spell button is the spell icon on the bottom of the screen. You need to have me selected for you to have access to my spells. |
30070 I want you to cast a spell on Belt now. He is slightly wounded from the other spell you cast on him, so you should use one of my healing spells. Go ahead, cast a healing spell on Belt, or anyone else for that matter. (You can rest to restore a healing spell if necessary.) |
30071 You haven't cast a spell yet. Select my Cast Spell button, choose a healing spell (Cure Light Wounds), and LEFT-CLICK on your target. If you don't have the spell memorized, then you can rest to memorize it. |
30072 You haven't cast a spell yet. Tap my Cast Spell button, choose a healing spell (Cure Light Wounds), and tap on your target. If you don't have the spell memorized, then you can rest to memorize it. |
30073 Good! Now I'll give you a short overview on how to memorize Cleric spells. |
30074 Any spellcaster (besides Sorcerers and Shamans) must memorize spells using the Rest button on the left panel after choosing their spells on the Mage Book or Priest Scroll pages. Select the Mage Book or Priest Scroll icon that appears on the left edge of the screen. |
30075 Any spellcaster (besides Sorcerers and Shamans) must memorize spells using the Rest button on the left panel after choosing their spells on the Mage Book or Priest Scroll pages. Select the Mage Book or Priest Scroll icon that appears on the left edge of the screen. |
30076 Choose the spells you want to memorize and then LEFT-CLICK on the Rest button. Once your rest is completed, you will have memorized all of your spells. |
30077 Choose the spells you want to memorize and then tap on the Rest button. Once your rest is completed, you will have memorized all of your spells. |
30078 I want you to try to memorize some spells right now. |
30079 You haven't slept yet. You can access your sleep button from either your Memorization screen or your Inventory screen. |
30080 Good job. (The spells you have selected will be rememorized each time you rest, replacing any you may have used.) Now, on to another ability. A very important skill to the Cleric class is the turning of undead creatures. |
30081 Paladins also have the ability to Turn Undead. Activating this icon will cause many undead creatures to flee or even be destroyed. |
30082 When in this mode, the character can move wherever they wish. Any other action, such as attacking or casting a spell, will deactivate the ability. |
30083 I am now going to teleport in a skeleton. Try to destroy it using my Turn Undead ability. |
30084 You haven't destroyed the skeleton yet. What's wrong? My Turn Undead button is the skull on the bottom of your screen (if you have me selected). |
30085 This is a wand. You should give it to Xan and have him use an Identify spell to figure out what kind of wand it is. Wands can be placed in your Quick Item slot, if your class allows their use. |
30086 I am seriously wounded. You should use my own Cure Wounds spell to heal me. |
30087 Heya! How are things goin'? You must be itching to get started on your adventure! |
30088 Anyway, I'm supposed to teach you about how to use Thief skills; but only after I join your party. |
30089 So anyway, I'll start with the Pick Pocket ability. |
30090 To use this ability, you must press the Thieving button on the bottom of the screen. This button obviously won't be there if a Thief is not selected first. The Thieving icon is an eye-mask, which Thieves are occasionally known to wear. |
30091 To use this ability, you must tap the Thieving button on the bottom of the screen. This button obviously won't be there if a Thief is not selected first. The Thieving icon is an eye mask, which Thieves are occasionally known to wear. |
30092 Once you've selected the Thieving button, LEFT-CLICK on the person whose pocket you want to pick. |
30093 Once you've selected the Thieving button, tap on the person whose pocket you want to pick. |
30094 To give this a try, attempt to pickpocket a gem from Belt's pocket. |
30095 You haven't got the gem yet. What's taking you so long? To use this ability, you must press the Thieving button on the bottom of the screen. Once you've selected the Thieving button, LEFT-CLICK on the person you want to pickpocket. Remember: The Thieving button is represented by an eye-mask icon. Steal the gem from Belt! |
30096 You haven't got the gem yet. What's taking you so long? To use this ability, you must press the Thieving button on the bottom of the screen. Once you've selected the Thieving button, tap on the person you want to pickpocket. Remember: The Thieving button is represented by an eye-mask icon. Steal the gem from Belt! |
30097 Very good! Now I'm going to teach you how to detect and disarm traps. |
30098 To detect a trap, you must press the Find Traps button on the bottom of your screen. While it's active, any traps in the area that you detect will be highlighted in red. The Find Traps button is represented by an icon of four triangles. |
30099 When in this mode, the character can move wherever they wish. Any other action, such as attacking or casting a spell, will deactivate the ability. |
30100 To disarm a trap, you must press the Thieving button. You must then LEFT-CLICK on the red highlighted trap. Watch out! If you fail in disarming the trap, the trap might be sprung. |
30101 To disarm a trap, you must press the Thieving button. You must then tap on the red highlighted trap. Watch out! If you fail in disarming the trap, the trap might be sprung. |
30102 There is a harmless trap on the west side of this room. I want you to detect and disarm it using my skills. Remember, press the Find Traps button to begin searching for traps. This button is represented by an icon of four triangles. It may take several moments for me to find the trap after I begin searching. |
30103 What's taking you so long to disarm the trap?! Hurry up! Remember, to disarm a trap, you must press the Thieving button. You must then LEFT-CLICK on the red highlighted trap. The Thieving button is represented by an eye-mask icon. |
30104 What's taking you so long to disarm the trap?! Hurry up! Remember, to disarm a trap, you must press the Thieving button. You must then tap on the red highlighted trap. The Thieving button is represented by an eye-mask icon. |
30105 Good job! You should also know that when you're in Detect Traps mode, you'll also be able to detect secret doors AND illusions. |
30106 The next ability you need to learn is the ability to Open Locks. To pick a lock, you must select the Thieving button and then LEFT-CLICK on whatever locked container you want to open. Once again, the Thieving button is represented by an eye-mask icon. |
30107 The next ability you need to learn is the ability to Open Locks. To pick a lock, you must select the Thieving button and then tap on whatever locked container you want to open. Once again, the Thieving button is represented by an eye-mask icon. |
30108 There is a locked chest on the west side of this floor. Use my abilities to pick the lock of the chest and steal the gem inside. |
30109 What's taking you so long?! To pick a lock, you must select the Thieving button and then LEFT-CLICK on whatever locked container you want to open. Once again, the Thieving button is represented by an eye-mask icon. |
30110 What's taking you so long?! To pick a lock, you must select the Thieving button and then tap on whatever locked container you want to open. Once again, the Thieving button is represented by an eye-mask icon. |
30111 Good job! The next ability I'm going to teach you is one of the most important a Thief can do: the ability to be stealthy. |
30112 You will notice that at the bottom of the screen is a Stealth button. Simply LEFT-CLICK the button and your character will attempt to "hide in shadows." The Stealth button is represented by a face half in shadows. |
30113 You will notice that at the bottom of the screen is a Stealth button. Simply tap the button and your character will attempt to "hide in shadows." The Stealth button is represented by a face half in shadows. |
30114 When in this mode, the character can move wherever they wish. Any other action, such as attacking or casting a spell, will deactivate the ability. |
30115 I now want you to try to put me into Stealth mode. |
30116 All right! Now that we've finished experimenting with Stealth, let's go to the last Thief ability: the Set Traps skill. |
30117 To set a trap, you must first access your special abilities. This is done by LEFT-CLICKING the Special Abilities button on the bottom right of your screen. This button has a four-cornered star icon. |
30118 To set a trap, you must first access your special abilities. This is done by tapping the Special Ability button on the bottom right of your screen. This button has a four-cornered star icon. |
30119 When you press the Special Abilities button, it should bring up all of your special skills. One of those skills will be marked "Set Snares." Simply press the button and then LEFT-CLICK on the point where you want to set the trap. |
30120 When you press the Special Abilities button, it should bring up all of your special skills. One of those skills will be marked "Set Snares." Simply press the button and then tap on the point where you want to set the trap. |
30121 Try setting a few traps. Belt will start you on the next part of your lesson in a few moments. |
30122 There could be traps down here. You should use my skills to find out if there are any. Remember that it takes a moment for the traps to become visible to me. |
30123 This is a potion of extra healing. To use a potion, simply RIGHT-CLICK on it, and then press "Drink." You can also place your potion in your Quick Item slot and use it from there. |
30124 This is a potion of extra healing. To use a potion, simply tap, hold, and release on it, and then press "Drink." You can also place your potion in your Quick Item slot and use it from there. |
30125 I'm kinda wounded. You should use Branwen's Cure Wounds spells to heal me. |
30126 Hello there. I hope you've understood your lessons so far; they'll be of utmost importance when you get into the real world. |
30127 Minsc and I are going to join your party and tell you about your remaining skills. |
30128 Ummm... yes Minsc, I forgot Boo. Okay then, Minsc, BOO, and I are going to join your party and tell you about your remaining skills. |
30129 You will notice that there is a Special Abilities button on the bottom right of your screen. If you press this, the selected character's special skills will come up. |
30130 Different classes have different skills. Druids have the ability to Shapechange, Rangers have the ability to Charm Animals, and Paladins have the ability to Lay on Hands and Cure Disease. |
30131 The Bard also has an extra ability, but you do not have to press the Special Abilities button to use it. |
30132 When you have your Bard character selected, a harp icon will appear in the middle bottom of your screen. Pressing the button activates the Bard Song. |
30133 Bards can inspire their comrades in combat by use of the Bard Song. They are able to move when singing, but any other action will end the song. |
30134 Why don't you take a few moments to experiment with our abilities? |
30135 This is an unidentified suit of armor. You should give it to Xan so that he can Identify it. |
30136 I'm wounded. You should use Branwen's Cure Wounds spells to heal me. |
30137 Minsc and Boo! You FORGOT Boo! |
30138 Boo has many pointers on how to adventure. He is a very wise hamster. |
30139 I have suffered a grievous injury and given Boo rather a large fright. Branwen should heal my wounds lest you be left with an orphaned hamster. |
30140 A fine sword. A fine, SHINY sword. Use it well, for it is surely enchanted. Boo's got an eye for such things. |
30141 Hey there! Wasn't that easy? What I'm going to do now is turn hostile. My circle will turn red, and then you can LEFT-CLICK on me to attack. |
30142 Hey there! Wasn't that easy? What I'm going to do now is turn hostile. My circle will turn red, and then you can tap on me to attack. |
30143 All right then! Let's go... Hit me if you can! |
30144 Well done, that was a good hit. Belt will talk with you now. |
30145 Hello. I am Xan, a mage from Evereska in the north. I am going to join your party and show you how to cast and memorize spells. |
30146 My first lesson for you is on how to cast spells. |
30147 Select my (Xan's) Cast Spell button, choose a spell, and LEFT-CLICK on your target. My Cast Spell button is the Spell icon on the bottom of the screen. You need to have me (Xan) selected for you to have access to my spells. |
30148 Select my (Xan's) Cast Spell button, choose a spell, and tap on your target. My Cast Spell button is the Spell icon on the bottom of the screen. You need to have me (Xan) selected for you to have access to my spells. |
30149 You can also configure Quick Spells by RIGHT-CLICKING on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. |
30150 You can also configure Quick Spells by tapping, holding, and then releasing on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. |
30151 To cast the Quick Spell, LEFT-CLICK on the appropriate Quick Spell slot and then select your target. |
30152 To cast the Quick Spell, tap on the appropriate Quick Spell slot and then select your target. |
30153 I want you to try to cast a spell now. Select any spell in my repertoire and cast it on Belt. |
30154 You haven't cast a spell on Belt yet. Select my (Xan's) Cast Spell button, choose a spell, and LEFT-CLICK on your target. |
30155 You haven't cast a spell on Belt yet. Select my (Xan's) Cast Spell button, choose a spell, and tap on your target. |
30156 Good job. I am now going to teach you how to memorize spells. |
30157 Any spellcaster (besides Sorcerers and Shamans) must memorize spells using the Rest button on the left panel after choosing their spells on the Mage Book or Priest Scroll pages. Select the Mage Book or Priest Scroll icon that appears on the left edge of the screen. |
30158 Choose the spells you want to memorize and then click on the Rest button. Once your rest is completed, you will have memorized all of your spells. |
30159 Choose the spells you want to memorize and then tap on the Rest button. Once your rest is completed, you will have memorized all of your spells. |
30160 I want you to try to memorize some spells right now. |
30161 You haven't slept yet. You can access your Rest button from either your Memorization screen or your Inventory screen. (Or the main screen.) |
30162 Good job! I'm now going to teach you how to LEARN spells. I have a Flame Arrow scroll in my inventory. |
30163 RIGHT-CLICK on the scroll and it will bring you to the Item History screen. On the bottom of the screen, you will find a button that says "Write Magic." Press this and your Mage (me) will now be able to cast Flame Arrow (once I memorize it, that is). |
30164 Tap and hold on the scroll and it will bring you to the Item History screen. On the bottom of the screen, you will find a button that says "Write Magic." Tap this and your Mage (me) will now be able to cast Flame Arrow (once I memorize it that is). |
30165 You haven't had me learn the spell yet. Remember, just RIGHT-CLICK on the scroll, then on the Write Magic button at the bottom of the Item History page. |
30166 You haven't had me learn the spell yet. Remember, just tap and hold on the scroll, then tap the Write Magic button on the bottom of the Item History page. |
30167 Good job. Now I'm going to teach you how to identify items. When you find a magical item, you won't automatically know what it does. To find out, you must first RIGHT-CLICK on the item. |
30168 Good job. Now I'm going to teach you how to identify items. When you find a magical item, you won't automatically know what it does. To find out, you must first tap, hold, and release on the item. |
30169 On the bottom of the item's history screen, you will find a button labeled "Identify." LEFT-CLICK on this. If whoever has the item in their inventory has an Identify spell memorized or has an Identify scroll, then the item will be identified. |
30170 On the bottom of the item's history screen, you will find a button labeled "Identify." Tap on this. If whoever has the item in their inventory has an Identify spell memorized or has an Identify scroll, then the item will be identified. |
30171 Bards and very intelligent characters can sometimes automatically identify an item when they pick it up. |
30172 I have an unidentified shield in my inventory. I also have an Identify spell memorized. I will give you a moment to try to identify the shield. |
30173 A scroll of Monster Summoning. You should have me learn the spell. |
30174 There is a chance of failure when trying to learn a new spell. Failure means that the scroll is used up and the Mage does not learn the spell. I will not fail with this one, but in the real world, your Intelligence stat will determine whether you succeed or not. |
30175 You have not identified the shield yet. To identify the shield please, RIGHT-CLICK on it and then choose the Identify option. If you do not have the Identify spell memorized, open the Spell Book and memorize it first. |
30176 You have not identified the shield yet. To identify the shield please tap, hold, and then release on it and then choose the Identify option. If you do not have the Identify spell memorized, open the Spell Book and memorize it first. |
30177 A reminder from Belt This is a reminder from Belt to finish your combat training. |
30178 Tutorial Your Journal is used to keep track of plots that go on during the course of the game. Your Journal entries are divided into four categories: Quests: These pertain to quests that are currently active Done Quests: These pertain to quests that have been finished. Journal: These pertain to the overall story of the game. User: These are entries that you can make yourself. |
30179 Tutorial Retrieve the star sapphire for Belt. Once you have obtained the star sapphire, return upstairs to speak with Belt and end the tutorial. You will need to use many different abilities in searching for the star sapphire. If you would like to start over once you have entered the basement, you can load your Auto Save. |
30180 I'm wounded. You should use Branwen's Cure Wounds spells to heal me. |
30181 Night Knives Thief |
30182 Thespia |
30183 Treacle |
30184 Lucille |
30185 Lucius |
30186 Voadikka |
30187 Red Tom |
30188 Fire Giant |
30189 Leather Armor |
30190 Leather Armor +2 |
30191 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. STATISTICS: Armor Class: 8 (10 vs. piercing and missile) Requires: 4 Strength Weight: 15 |
30192 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 6 (8 vs. piercing and missile) Requires: 4 Strength Weight: 5 |
30193 Scroll |
30194 Greater Restoration |
30195 Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and <PRO_HESHE> will likely require rest immediately afterward. |
30196 Fireshield (Blue) |
30197 Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. |
30198 Ice Storm |
30199 Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 60-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. |
30200 Stoneskin |
30201 Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon <PRO_HIMHER>self, an outer skin of stone will move up from the ground, completely covering <PRO_HIMHER>. This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against <PRO_HIMHER>, but the 6th would affect <PRO_HIMHER> normally. The skins will remain on the wizard until <PRO_HESHE> is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball. |
30202 Protection From Electricity |
30203 Protection From Electricity (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled. |
30204 Reflected Image |
30205 Reflected Image (Illusion/Phantasm) Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None Upon casting this spell, the wizard creates 1 image of <PRO_HIMHER>self that will travel alongside <PRO_HIMHER>. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires. |
30206 Find Familiar |
30207 Find Familiar (Conjuration/Summoning) Level: 1 Range: n/a Duration: Special Casting Time: 9 Area of Effect: 1 familiar Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as <PRO_HISHER> aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with <PRO_HIMHER>, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and <PRO_HESHE> has no control over what sort of creature answers the summoning, if any come at all. (Note: This spell may only be cast by the protagonist.) The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY. Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting <PRO_HIMHER> back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 4 damage. Here is a list of the familiars that the player receives according to alignment: LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification. LAWFUL EVIL: Imp – Armor Class: 4 – Hit Points: 9 – Magic Resistance: 15% – Combat: 1 attack per round at 17 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round. NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity. NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification. CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification. CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round. |
30208 Power Word, Sleep |
30209 Power Word, Sleep (Conjuration/Summoning) Level: 2 Range: 90 ft. Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, <PRO_HESHE> causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points. |
30210 Minor Spell Deflection |
30211 Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. |
30212 Protection From Fire |
30213 Protection From Fire (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and partial protection from exposure to magical fires such as fiery dragon's breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, Hell Hound or pyrohydra's breath, etc., absorbing 50% of all the damage dealt by such magical sources. |
30214 Protection From Cold |
30215 Protection From Cold (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources. |
30216 Spell Thrust |
30217 Spell Thrust (Abjuration) Level: 3 Range: 25 ft. Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell. |
30218 Detect Illusion |
30219 Detect Illusion (Divination) Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 30-ft. radius around the target. The target's Magic Resistance, if any, does not come into effect with this spell. |
30220 Hold Undead |
30221 Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 10 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 10 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. |
30222 Enchanted Weapon |
30223 Enchanted Weapon (Enchantment/Charm) Level: 4 Range: 0 Duration: 5 rounds/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit. |
30224 Fireshield (Red) |
30225 Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% Fire Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 fire damage. |
30226 Secret Word |
30227 Secret Word (Abjuration) Level: 4 Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. The spells that are affected by this are Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell. |
30228 Minor Sequencer |
30229 Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from <PRO_HISHER> Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells <PRO_HESHE> intends to store in it (a Sorcerer can store spells of any level for which <PRO_HESHE> still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those <PRO_HESHE> has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters. |
30230 Spider Spawn |
30231 Spider Spawn (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None Upon casting this spell the wizard conjurs several spider eggs into existence, quickly producing fully grown spiders that remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell. 7th: Giant spider. 9th: Phase spider. 12th+: Sword spider. There is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until slain or the spell duration expires. |
30232 Spell Immunity |
30233 Spell Immunity (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None Casting this spell grants the wizard protection from one spell school of <PRO_HISHER> choice. After the spell is cast, the wizard must choose the school <PRO_HESHE> wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster. |
30234 Protection From Normal Weapons |
30235 Protection From Normal Weapons (Abjuration) Level: 5 Range: Self Duration: 1 round/level Casting Time: 2 Area of Effect: Self Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. |
30236 Breach |
30237 Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. |
30238 Lower Resistance |
30239 Lower Resistance (Abjuration) Level: 5 Range: 40 ft. Duration: 9 rounds + 1 round/level after 9th Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. |
30240 Oracle |
30241 Oracle (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 235-ft. radius Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 235-ft. radius around the caster. |
30242 Conjure Lesser Fire Elemental |
30243 Conjure Lesser Fire Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
30244 Protection From Acid |
30245 Protection From Acid (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled. |
30246 Phantom Blade |
30247 Phantom Blade (Evocation) Level: 5 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as do those of a real sword. The caster wields the phantom blade as if proficient with this weapon, at <PRO_HISHER> normal THAC0. The phantom blade acts as a +3 magical sword in terms of hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature it causes an extra +10 damage against undead. This sword can only be used by the caster and remains in <PRO_HISHER> hand for the duration or until dispelled. |
30248 Conjure Lesser Air Elemental |
30249 Conjure Lesser Air Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
30250 Conjure Lesser Earth Elemental |
30251 Conjure Lesser Earth Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do <PRO_HISHER> bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. |
30252 Minor Spell Turning |
30253 Minor Spell Turning (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from Dispel Magic. However, it will not be affected by Dispel Magic either. |
30254 Spell Shield |
30255 Spell Shield (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against <PRO_HIMHER>. The spells that this protects the wizard from are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process. Otherwise, it will last for the duration. |
30256 Wizard Eye |
30257 Wizard Eye (Divination, Alteration) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends <PRO_HIMHER> visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell. |
30258 Deafness |
30259 Deafness (Illusion/Phantasm) Level: 2 Range: 180 ft. Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The Deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell. |
30260 Glitterdust |
30261 Glitterdust (Conjuration/Summoning) Level: 2 Range: 30 ft. Duration: 4 rounds Casting Time: 2 Area of Effect: 20 ft. Saving Throw: Special This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalties to attack rolls and Armor Class) for 4 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 4 rounds. |
30262 Melf's Minute Meteors |
30263 Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of <PRO_HISHER> usual weapons. The meteors can be hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round. |
30264 Spook |
30265 Spook (Illusion/Phantasm) Level: 1 Range: 30 ft. Duration: 3 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected. |
30266 Remove Magic |
30267 Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect. |
30268 Contagion |
30269 Contagion (Necromancy) Level: 4 Range: 90 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted character is also slowed. These effects persist until the character receives a Cure Disease spell. |
30270 Ray of Enfeeblement |
30271 Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual range of the caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance. |
30272 Farsight |
30273 Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. |
30274 Sunfire |
30275 Sunfire (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: 1/2 A Sunfire is like a Fireball: An explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with <PRO_HISHER> hand and the entire area around <PRO_HIMHER> erupts in flames, striking all except for the caster. Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. |
30276 Buckler |
30277 Buckler +1 |
30278 A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Equipped abilities: – Armor Class: +1 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 2 |
30279 A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 2 |
30280 Small Shield |
30281 Small Shield +2 |
30282 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although <PRO_HESHE> cannot wield or carry another weapon. STATISTICS: Equipped abilities: – Armor Class: +1 – No protection against missile and piercing attacks Requires: 4 Strength Weight: 3 |
30283 Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. STATISTICS: Equipped abilities: – Armor Class: +3 – No protection against missile attacks Requires: 4 Strength Weight: 2 |
30284 Air Mephit |
30285 Earth Mephit |
30286 Fire Mephit |
30287 Ice Mephit |
30288 Mysterious Portal |
30289 To Aluend the Illusionist, Happy Birthday! From, Krancor |
30290 Wraith |
30291 Note from Krancor |
30292 So you're the current favorites. May Tymora favor thee... until we meet in the Black Pits. |
30293 Good luck to you, also... until we meet in the arena. |
30294 Luck has nothing to do with it. We'll defeat you because we're just that good. |
30295 You can't beguile me with polite words, Red Wizard. I know your kind. |
30296 That is the spirit I like to see. I look forward to seeing how you fare in your next battles. |
30297 They are obviously no match for us, my mistress. |
30298 Do you? We Red Wizards may appear similar to outsiders, but no two of us are alike. You are quick to judge based on appearance alone. Interesting... |
30299 Study our rivals, my friends. Identify their weaknesses, but show them none. |
30300 What will hurt the most? Fire? Acid? Lightning? So many delicious choices. |
30301 Let me at that Baeloth fool, and I will end this circus now! |
30302 You can depend on me to keep you in the fray, my sister. |
30303 First, we will triumph in the arena. Then we will crush this drow like a beetle. |
30304 Iâ€â€I can't wait to smear my hands with their blood. |
30305 The fateful hour draws closer. Ready yourselves, my companions. |
30306 As you wish, infallible Thespia. |
30307 Let's try these bars again, Voadikka. |
30308 I call on Cyric's spite to bolster your strength, sister! |
30309 Ungh! Ungh! It's no use. This prison is too strong. |
30310 Iâ€â€Iâ€â€I can't break this lock, butâ€â€but how I would love to open Baeloth's throat. |
30311 Well done, <CHARNAME>. You have proven to be a most effective leader, especially considering what you have to work with. |
30312 They cannot hold a candle to you, incomparable Thespia! |
30313 Silence your toady, Thespia! His mewling sickens me. |
30314 Cyric scorns such weaklings. I don't understand why you keep him around. |
30315 Say the word, Thespia, and I'll snap Treacle's neck for you. |
30316 Yeah! Perhaps you'd prefer I make this ingratiating smile, you know, like, permanent! A-a-and much wider! |
30317 Silence, all of you. The enemy is watching. Give them nothing. |
30318 At last, you've won the right to face us. I relish the opportunity to defeat a worthy foe. |
30319 It will be just like the time you led us to glorious victory over those drow. With Thespia leading us, we cannot lose! |
30320 It will be nothing like that, you simpering lickspittle! |
30321 We must leave nothing to chance. I will summon all the infernal blessings Cyric grants me. |
30322 No one will get past me and Lucille. |
30323 And nothing! N-nothing willâ€â€will stop me from wetting my fingers in the tenderest of our foes. |
30324 And nothing! N-nothing willâ€â€will stop me from wetting my fingers in the tenderest of our foes. |
30325 RELEASE ME, BAELOTH! Free me, or I shall rip the magisk from your pathetic alv body! |
30326 Helsingen, ettin. I see that disgusting magere Baeloth has trapped you as well. You look competent, as far as small folk go. |
30327 Yes, he is a disgusting "magere" indeed. |
30328 You have quite a commanding presence. How did Baeloth capture you? |
30329 We shall not be trapped for long. Soon Baeloth will fall to me. |
30330 I'll leave you to your bellowing. |
30331 Hah! I should not expect one of your sort to understand the words of the jotun. |
30332 How were you captured by Baeloth? |
30333 Well, I'll be on my way then. |
30334 He lured me away from my huslyder. After a furious slag, he stepped aside and let his pet djinn bind me. Were the circumstances similar for you? |
30335 Yes. Yes, they were. |
30336 Well, I was having a pint or two when suddenly a flash of light brought me here. It has been a frightening experience. |
30337 Not entirely. It was a sudden abduction with no warning. |
30338 It seems we are both kriggas through and through, then. I crave nothing more than another chance to drive my svend through his twisted alv hjerte. |
30339 Glad to hear it. |
30340 Well, assuming that "svend" means "fist," and "alv hjerte" means "drow head," then yes. We are both of a similar mind. |
30341 Forget whatever praise I may have heaped upon your tiny frame. Your success here must have been luck, for you certainly are no krigga. I shall see you again when it is time for you to die in the arena. |
30342 What? Fire giants don't take time out of their busy day to guzzle mead now and then? |
30343 Fair enough. |
30344 It is true that Baeloth has no paart; his sort hjerte beats with deception and trickery. Had he any prakt at all, he would face me himself in the arena! |
30345 Perhaps one of us will have that opportunity. Goodbye. |
30346 Mmm, I see you are filled to the brim with fiery prakt. Perhaps I shall stay my hand for a moment when we meet in the arena. But only for a moment. |
30347 How were you captured? |
30348 I must be on my way. |
30349 You amuse me, little one. Perhaps I will feel a twinge of regret when I am forced to shatter your spine. |
30350 That would be kind of you. |
30351 I await you, Baeloth! Let me crush these ettins so we may have a proper slag! |
30352 Your pathetic magisk is no match for the might of ildjotun! Come out of your hole and face me! |
30353 I will shatter this kongerike of yours, Baeloth! I will watch it burn while I gnaw upon your bones! |
30354 Do you worry it is a mistake to bring others on your mission? Someone could betray you. |
30355 Anyone who crosses me dies. |
30356 Do I have to start worrying about you, Dorn? |
30357 Is there someone you suspect? |
30358 Good. My betrayers let me live, but yours might not make such a mistake. |
30359 No one crosses me and lives. |
30360 Who would betray me? I'm adorable. |
30361 Is there someone you suspect? |
30362 You can rely on me as long as your leadership remains strong and sure. |
30363 No one crosses me and lives. |
30364 How did they make such a mistake? |
30365 Is there someone else I can't trust? |
30366 That is good, but you must remain alert to any treachery. |
30367 Who do you think I need to keep an eye on? |
30368 Something tells me you've been untrusting even before Simmeon betrayed you. |
30369 They underestimated the power of my anger to punish their treachery. |
30370 Since you ask... |
30371 I trust you are not disparaging my loyalty, blackguard. The wychlaran of Rashemen do not forget such insults. |
30372 I distrust her witch's ways and phony shows of virtue. |
30373 I know you CAN'T be talking about me. |
30374 She is a foolish child. |
30375 H-h-how dare y-you insinuate� |
30376 A sneeze would make that stammering coward surrender. |
30377 What is that, Boo? Someone questions our loyalty? |
30378 He is a mighty warrior, but he loves that "gerbil" above all else. |
30379 You dare to call Boo a GERBIL! Take back your much-malignant accusation lest the mighty boots of justice leap and bound across the territory of your backside! |
30380 I do not threaten your... hamster. |
30381 What? You aren't talking about sweet, innocent, cute little old me, are you? |
30382 The miniature thief? You even have to ask? |
30383 No one listens to the word of a half-orc. |
30384 I would watch where he points that bow. |
30385 Careful what you say, half-orc. |
30386 He has already proven himself weak for love. |
30387 We're already beaten. What's the point? |
30388 The elf mutters doom and defeat. |
30389 By the Foehammer, I mislike your insinuation, half-orc. |
30390 A fine warrior, but she serves her god before she serves you. |
30391 Leave me out of your gossip. |
30392 She cares too much about roots and squirrels. |
30393 Are you looking at me, blackguard? I have my eye on you. |
30394 She serves the Harpers, not you. |
30395 Do we have to stand here and listen to Dorn's conspiracy theories? |
30396 She betrayed her father. She will betray you. And listen, she speaks of conspiracy. |
30397 <CHARNAME>, can you doubt that I am at your service? |
30398 The conceited fool serves only himself. |
30399 One of my intellect knows better than to cause strife in the group. |
30400 You can never trust one who deals in illusion. |
30401 I generally avoid the temptation to betray my companions... unless I can't resist it. |
30402 She uses her wiles to manipulate men. She cannot be trusted. |
30403 Of course I will overthrow you underdeveloped primates... when the time is right. |
30404 Hear that? The Red Wizard bides his time, waiting to take control. |
30405 I don't care what you say. |
30406 The dwarf loves only gold. Anyone can buy him. |
30407 You can't be serious. Everyone knows you can trust a bard. |
30408 That seducer lives off the women he deceives. |
30409 Call me a traitor, and I'll cut ya off at the knees! |
30410 The little savage has his uses, but don't turn your back on him. |
30411 You surface-dwellers never trust my people. |
30412 The drow serves only her dark goddess. |
30413 Cross me, male, and I will break you over my knee. |
30414 Her hatred of men makes her unpredictable. |
30415 Tiax rules all! |
30416 Need I say more? |
30417 We have a circle of trust. We are standing in it right now. If somebody breaks that circle of trust, then... Aw, crap. I forgot the rest. I don't even know if I got the first part right! |
30418 You can never trust the mad. |
30419 I assure you, I harbor no thoughts of treachery. |
30420 The sanctimonious hide their true motives behind platitudes. |
30421 Don't listen to anything that big bully says. You know you can trust me. |
30422 Even if that is true, you cannot trust her wild magic. |
30423 So you see, even those you hold close cannot be trusted. |
30424 That's a bleak outlook. |
30425 You were suspicious of everyone even before Simmeon, weren't you? |
30426 You are right. No one can be trusted. |
30427 It is only realistic. |
30428 I was not suspicious enough of Simmeon's gang. They masked their hatred for my half-orc heritage, fooling me into thinking they were my friends. |
30429 Never again will I delude myself in such a manner. |
30430 I am your friend. |
30431 We don't need to be friends. We only need to trust each other. |
30432 Good. I will have no fools in my company. |
30433 The weak fear the strong, and their fear leads either to servitude or desperation. One such as you or me must always beware the treachery of the desperate. |
30434 You can trust me. |
30435 Only a fool would try to betray me. |
30436 As long as you serve me, you need fear nothing. |
30437 Hrmm. While that may one day prove true, I will not be fooled again. |
30438 Hrmm. Perhaps the strong may trust the strong, but it remains to be proved. |
30439 You may have welcomed fools into your company, but I am not one of them. |
30440 Do not mistake my companionship for servitude. I bend my knee for no one. |
30441 Hrmm. You take much time to talk with people we could more easily sweep from our path. You cannot trust their words, only their actions. |
30442 Not everyone has an ulterior motive. |
30443 Sometimes it's easier to talk than fight. |
30444 Are you questioning my decisions? |
30445 You cannot be so credulous! Everyone lies. |
30446 Even you? |
30447 I don't. I'm a paragon of honesty. |
30448 If you lie to me, I'll put you in the ground. |
30449 Hrmm. That may be true for some, but not for Dorn Il-Khan. |
30450 I don't know. You're pretty articulate for a half-orc. |
30451 I love it when you talk about yourself in the third person. It gives me chills. |
30452 Then shut up and let me do the talking. |
30453 What if I were? |
30454 Then I would listen to what you have to say and give it careful consideration. |
30455 Then I'm afraid I would respectfully ask you to leave. |
30456 If you are questioning me, I will end you. |
30457 My blade talks for me, and it always speaks truly. |
30458 Why Dorn, you're a poet! |
30459 It gives me a thrill to hear you talk tough. |
30460 Remind your blade that I'm the one who gets the last word around here. |
30461 Impossible! Even one such as you must dissemble sometimes, if only to yourself. |
30462 You make a good point. |
30463 Are you sure that's what you think, Dorn? Maybe you're lying to yourself right now. |
30464 If you're calling me a liar, you'll soon be a corpse. |
30465 You dare talk to me like that? You put yourself in danger. |
30466 Uh, perhaps I chose my words poorly. Don't hit me! |
30467 If you can't toe the line, I have no more use for you. |
30468 I'm not in danger, Dorn. I am the danger. |
30469 What? Do you dare mock me? |
30470 No. |
30471 Maybe. |
30472 Yes. |
30473 What? What are you saying? |
30474 I'm saying you're a worthy companion. |
30475 I'm saying that I don't care what others say about you. You're my kind of blackguard. |
30476 I'm saying don't ever change. I like you the way you are. |
30477 Hrmm. I had thought better of you. |
30478 You wish me to leave? |
30479 Yes. Get out of here. |
30480 No, not now. |
30481 If that is your wish, I will leave you. |
30482 Your uncertainty is a sign of weakness. You must be decisive. You must show your strength! |
30483 I surround myself with allies to be strong. |
30484 That's what I wanted to hear. I was testing you, Dorn. You pass. |
30485 Strength is often greater when hidden. Don't underestimate my strength or my guile. |
30486 Hrmm. Yes, you are right. You alone could defeat me. That is why I choose to remain with you. |
30487 Hrmm. A worthy companion. If only I could believe... |
30488 What others say about me?! Bah. Who dares gossip about me? |
30489 Forget it, Dorn. I don't want any trouble. |
30490 There wasn't any talk. I was just jerking your chain. |
30491 There wasn't any talk. It was just an expression. |
30492 It was Dynaheir. |
30493 It was Imoen. |
30494 It was Khalid |
30495 It was Minsc. |
30496 It was Boo. |
30497 It was Alora. |
30498 It was Coran. |
30499 It was Kivan. |
30500 It was Xan. |
30501 It was Branwen. |
30502 It was Faldorn. |
30503 It was Jaheira. |
30504 It was Skie. |
30505 It was Garrick. |
30506 It was Quayle. |
30507 It was Safana. |
30508 It was Edwin. |
30509 It was Kagain. |
30510 It was Eldoth. |
30511 It was Montaron. |
30512 It was Viconia. |
30513 It was Shar-Teel. |
30514 It was Tiax. |
30515 It was Xzar. |
30516 It was Rasaad. |
30517 It was Neera. |
30518 That is not true! Why would I say such a� |
30519 Die, witch! |
30520 Tell him you're joking, <CHARNAME>! What? I didn't I never |
30521 Die, you simpering child! |
30522 But Iâ€â€I never said anything a-about D-dorn or |
30523 Die, you stammering weakling! |
30524 But I said nothing about Dorn. Well, except when Boo and I were discussing whether the size of a half-orc's tusks was any indication of |
30525 Die, simpleton! |
30526 That is not true! Boo says only good things about our companions. Why, just the other day he was admiring Dorn's tusks, and I said |
30527 Die, simpleton! |
30528 What, me? I never said a word about |
30529 Never trust a halfling. Die, backstabber! |
30530 But I didn't say |
30531 Die, half-elf! |
30532 I said nothing |
30533 Die, elf! |
30534 Even if I had |
30535 Die, enchanter! |
30536 By the Foehammer, I have said |
30537 Die, battle-wench! |
30538 Me? I have no interest in idle goss |
30539 Die, druid! |
30540 Why would you tell such a lie, <CHARNAME>? I never |
30541 Die, Harper! |
30542 What? This is a foolish joke. Dorn will not under |
30543 Die, thief! |
30544 What? If I said anything at all about Dorn, naturally I was joking. I didn't |
30545 Die, minstrel! |
30546 Well, I wasn't the only one. Nobody likes that smelly |
30547 Die, gnome! |
30548 Listen, all I said is I like two kinds of men, foreign and |
30549 Die, temptress! |
30550 You can't be serious. I speak ill of all of you in equal |
30551 Die, Red Wizard! |
30552 If you want to keep yer teeth, stop pestering me with this non |
30553 Die, dwarf! |
30554 Don't be ridiculous. If I had anything to say to this brute |
30555 Die, cur! |
30556 My tongue's not half as sharp as this blade |
30557 Die, halfling! |
30558 Why do you point the finger at me? I never |
30559 Die, drow! |
30560 I'd sooner break a man than gossip |
30561 Die, wench! |
30562 All I said was when Tiax rules |
30563 Die, you annoying mite! |
30564 Huh? What? Oh, well. I regret noth |
30565 Die, lunatic! |
30566 I do not understand this jest. I said noth |
30567 Die, monk! |
30568 This isn't funny, <CHARNAME>. I didn't say |
30569 Die, sorceress! |
30570 Hrmm. I distrust such sentiment in others, but... perhaps you and I Oh, enough of this foolishness! |
30571 Then you are not who I thought you were. Hrm. Disappointing. |
30572 You dare test me?! Trifle with me at your peril. |
30573 Hrmm. Your argument is... persuasive. Guile is a sort of strength. You give me food for thought. |
30574 There. That should still any other tongues from wagging. |
30575 Don't you think you overreacted a bit? |
30576 Thanks for sparing me the effort of doing that myself. |
30577 I'll do the same to anyone talking behind my backâ€â€including you, Dorn. |
30578 I do not tolerate disrespect from inferiors. Neither should you. |
30579 It was a pleasure. If you need more killings, you have but to say the word. |
30580 I would expect no less. Mercy breeds contempt. |
30581 What madness impelled you to sic that brute on me? Minsc, we must go now. |
30582 How could you be so cruel? I don't know who you have become, and I don't want to know! |
30583 You n-never liked me! |
30584 No, Boo, I don't like <PRO_HIMHER> anymore, either. Let us go elsewhere to dispense butt-kickings for goodness! |
30585 You've become a big meanie! |
30586 What possessed you to turn Dorn against me? Never mind. I don't care to know. |
30587 No doubt you will soon turn to banditry. Good riddance to you! |
30588 I should have known it would come to this. I will not follow you to my death! |
30589 May the Foehammer smite you for your evil manipulations! |
30590 I never should have left my forest. Nature is not half so cruel as you. |
30591 Gorion would turn in his grave if he knew what a monster you have become. |
30592 You are worse than Dorn ever was! |
30593 That was the most despicable performance I have ever seen. Boo! |
30594 I will do the smartest thing I've ever done and leave you forever! |
30595 You don't have to get tough with me twice. I know when I'm not wanted. |
30596 You dare unleash your hound on me? ME? (The time has come to abort my patient scheme to subvert this unruly group and flee!) |
30597 No profit is worth this treatment. I'll go pester someone else. |
30598 Obviously, I've overstayed my welcome. |
30599 Watch your back, turncoat! |
30600 The Underdark was less treacherous than you! |
30601 At least there's one less man in this world, but I won't give you a second chance to betray me. |
30602 Tiax will never rule with "friends" like you. Time for new friends! |
30603 And I thought MY jokes were bad. Stay away from me! |
30604 What a harsh lesson. I must choose my companions more carefully. |
30605 You're a horrible schemer! I was wrong about you all along! |
30606 Farmer |
30607 Farmer Brun |
30608 Wait! One of these riddle cages sets off a deadly trap. |
30609 If you open the wrong cage, we'll all die horribly! |
30610 And you don't know which cage is trapped? |
30611 Who are you two? |
30612 Who put you in these cages? |
30613 Don't answer! You know the rules. |
30614 The moment either of us answers a question, the cage blasts everyone in the room. |
30615 I don't believe a word of this. |
30616 If that's true, then why aren't you dead? |
30617 No one has had the courage to open a cage yet. |
30618 If you open the right one first, you can free us both. I, for one, would be very grateful if you did. |
30619 After we tell you these rules, the magic of the cages lets us know which one is trapped, but it also forces one of us to lie and the other to tell the truth. |
30620 The hard part is that you can ask only one question. |
30621 The REALLY hard part is that we don't know which of us must lie or tell the truth until the riddle begins. |
30622 And after one of us answers your question, the cages prevent us from speaking to you again until you've opened one. |
30623 All right, this will be easy. |
30624 I don't know, this sounds hard. |
30625 Let's see, what's the right question to ask? |
30626 Forget it. You can both rot in those cages. |
30627 Ask me the right question and free us both. |
30628 Is your cage the one that's trapped? |
30629 Is the other cage the one that's trapped? |
30630 Which cage will the other prisoner tell me is safe to open? |
30631 If I ask the other prisoner, will he tell me the truth? |
30632 Which of these cages is NOT trapped? |
30633 Are you lying to me? |
30634 Is the other prisoner lying to me? |
30635 Yes. |
30636 No. |
30637 The other cage. |
30638 My cage. |
30639 Thank you! Now kill that Dark Moon spy before he kills one of us! |
30640 No chance of that. Now that I'm free from the cage, you'll never see me again. |
30641 You should have struck while you had the chance! Now there's no telling where he'll pop out from the shadows! No, I'm sorry. That's not fair. You freed me, and I'm grateful for that. |
30642 Who are you? |
30643 Who was that other prisoner? |
30644 Did you see a monk running this way? |
30645 My name is Jasper Banff. I served in this place when it was consecrated to Tempus, but my brothers and I heeded the summons to join our god's avatar in Battledale. |
30646 I saw that the Dark Moon monks slaughtered those we left behind and claimed the temple for their dark goddess. Before I could escape with news of the desecration, they captured me. |
30647 Bassano was one of the Dark Moon monks. He said their leader, Gamaz, imprisoned him for some minor infraction, but that ploy didn't fool me. He was a spy who hoped to ferret out my purpose in coming here. |
30648 No, nor did I hear anything. But one does not often see or hear these Dark Moon monks. In the shadows, they are silent and invisible. |
30649 I must go tell my brethren of the atrocity these Dark Moon monks have committed against us, unless you need to know something else. |
30650 Who are you? |
30651 Who was that other prisoner? |
30652 Did you see a monk running this way? |
30653 That's all I need to know. |
30654 By the Foehammer, we shall have our revenge against these Dark Moon monks... assuming you leave any alive. Good luck to you, friend. |
30655 Bassano |
30656 Jasper Banff |
30657 Jospil |
30658 You cannot go back downstairs. |
30659 You cannot use these stairs at this point in the tutorial. |
30660 Key |
30661 Treasury Key |
30662 I believe that I have seen where she fell. |
30663 Then the goblin king is dead. You have avenged my Rilsa. |
30664 I might have met this old mage. |
30665 Thank you, friend. Rilsa and I have watched over this area for years. Now that she is at peace, I will continue our work. |
30666 Did you find where those goblins murdered my Rilsa? |
30667 What have you discovered? Have you avenged my Rilsa? |
30668 How could you unleash that blackguard on my beloved? I will have no more to do with you, you monster! |
30669 Y-you are all b-b-beasts! Gorion must be r-rolling in his g-g-grave! |
30670 Montaron! You deserved... Well, this is about what you deserved. But I won't be next. Look over there, a monkey! |
30671 I should've been the one to gut that wizard. I won't let you cut my throat, too. Good riddance to you all! |
30672 No! Boo, look what they've done to our charge. We must strike out on our own, for great justice! |
30673 By the Three, such treachery I cannot bear! |
30674 Potion of Extra Healing |
30675 When wholly consumed, this potion restores 27 Hit Points to the person. The effect is instantaneous, and the potion is destroyed in the process. STATISTICS: Special: Restores 27 Hit Points Weight: 1 |
30676 Sensate Amulet |
30677 This amulet originates in the city of Sigil, where it was forged by the Society of Sensation. It was given out to the most loyal Sensates, to protect them when they traveled the planes looking for new experiences. STATISTICS: Equipped abilities: – Maximum Hit Points: +5 – Charisma: +2 – Protection From Evil Weight: 3 |
30678 Pearly White Ioun Stone |
30679 Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 1 Hit Point every 5 rounds. STATISTICS: Equipped abilities: – Regenerate 1 Hit Point every 5 rounds Weight: 0 |
30680 Dusty Rose Ioun Stone |
30681 This ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it. STATISTICS: Equipped abilities: – Armor Class: +1 Weight: 0 |
30682 Ioun Stone |
30683 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color. STATISTICS: Weight: 0 |
30684 Ring of Regeneration |
30685 A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however, and decades later a student of Huhhus created this ring building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer. STATISTICS: Equipped abilities: – Regenerate 1 Hit Point per round Weight: 0 |
30686 Medium Shield +2 |
30687 A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior to perform legendary deeds while wearing it, to finally give it a history. STATISTICS: Equipped abilities: – Armor Class: +3 Requires: 12 Strength Weight: 5 |
30688 Ring of Spell Turning |
30689 A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling the Cloakwood forest. Enraged at being disturbed, the Mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer. STATISTICS: Charge abilities: – Minor Spell Turning once per day Weight: 0 |
30690 Boots of Phasing |
30691 This item is cursed and can only be removed with a Remove Curse spell. Whether by mistake or malicious purposes, the creator of these boots enchanted them with dangerous magic. The wearer of the boots is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase, the wearer receives a +2 bonus to Armor Class. STATISTICS: Equipped abilities: – Armor Class: +2 – Wearer phases to a random enemy every 2 rounds (when an enemy is within sight) – May only be removed with the Remove Curse spell Weight: 3 |
30692 Gauntlets of Crushing |
30693 A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland. STATISTICS: Equipped abilities: – THAC0: +4 when attacking with fists – Damage: +4 when attacking with fists Weight: 2 |
30694 Chain Mail +2 |
30695 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 3 (1 vs. slashing, 5 vs. crushing) Requires: 8 Strength Weight: 10 |
30696 Cloak of Reflection |
30697 Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms. STATISTICS: Equipped abilities: – Reflects all electrical damage back to the source Weight: 3 |
30698 Two-handed Sword +2 |
30699 A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery. STATISTICS: THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 |
30700 Pale Green Ioun Stone |
30701 On his deathbed, aged hero Rigar Trueblood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green ioun stone now holds these essences and grants the owner Trueblood's health and skill. STATISTICS: Equipped abilities: – THAC0: +1 – Hit Points: +10% Weight: 0 |
30702 Bastard Sword +2 |
30703 Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type. STATISTICS: THAC0: +2 Damage: 2d4+2 (slashing) Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 |
30704 Wand of Cloudkill |
30705 This wand emits a vapor bubble that travels towards the target exploding into a deadly cloud of noxious gas that expands to fill an area roughly 20 ft. in radius. The cloud will instantly kill any creature with 4 HD or less with no Saving Throw. Any creature within 5 to 6 HD must make a Saving Throw or be slain. Creatures with greater than 6 HD simply take 1d10 damage for every round that they remain within the cloud. The cloud will dissipate after 1d4 turns. STATISTICS: Charge abilities: – Cloudkill Damage: 1d10 poison per round Special: Slays creatures with 1-4 HD; creatures with 5-6 HD must save vs. Spell or die Range: 60 ft. Area of Effect: 20-ft. radius Duration: 1d4 turns Requires: 9 Intelligence Weight: 1 |
30706 Girdle of Stone Giant Strength |
30707 As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den, the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock-throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away. STATISTICS: Equipped abilities: – Strength: 20 Weight: 2 |
30708 Composite Longbow +2 |
30709 This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use. STATISTICS: THAC0: +3 Damage: +4 Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 8 |
30710 Asp's Nest +1 |
30711 While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield. STATISTICS: Combat abilities: – Hit target takes 1 point of poison damage every 3 seconds for 2 turns THAC0: +1 Damage: 1d3+1 (missile) Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 |
30712 Longbow +2 |
30713 The longbow is similar to the shortbow, except that the staff is about as tall as the archer isâ€â€usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THAC0: +3 Damage: +2 Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 3 |
30714 Shortbow +2 |
30715 Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THAC0: +2 Damage: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 2 |
30716 Sunstone Bullet +1 |
30717 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. When the bullet strikes an opponent, it explodes in a flash of fire. STATISTICS: THAC0: +1 Damage: 1d4+2, +2 fire damage Damage type: Missile Launcher: Sling Weight: 0 |
30718 Periapt of Life Protection |
30719 A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!" STATISTICS: Equipped abilities: – Save vs. Death: +3 Weight: 3 |
30720 Necklace of Form Stability |
30721 Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a Mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS: Equipped abilities: – Save vs. Polymorph: +5 Weight: 3 |
30722 Flail +2 |
30723 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 12 |
30724 Boots of Etherealness |
30725 Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any Mage to become intangible to attacks while devastating an opponent with offensive magic. STATISTICS: Charge abilities : – Etherealness: These boots can make a wearer ethereal for 5 rounds once per day. This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used. Weight: 3 |
30726 Morning Star +2 |
30727 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THAC0: +2 Damage: 2d4+2 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 9 |
30728 Gloves of Healing |
30729 These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor. STATISTICS: Charge abilities: – Heal up to 10 Hit Points and any poison effects once per day Weight: 2 |
30730 Quiver |
30731 Usually made of leather, a quiver can hold anywhere from 20 to 40 arrows or crossbow bolts. |
30732 Quiver of Plenty +1 |
30733 The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Equipped abilities: – Unlimited +1 arrows Weight: 0 |
30734 Case of Plenty +1 |
30735 The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Equipped abilities: – Unlimited +1 bolts Weight: 0 |
30736 Bag |
30737 A simple cloth bag may be used for holding any number of items. STATISTICS: Weight: 0 |
30738 Bag of Plenty +1 |
30739 Although this soft cloth pouch is empty right now, there is still a powerful aura of magic surrounding it. STATISTICS: Equipped abilities: – Unlimited +1 sling bullets Weight: 0 |
30757 Don't care, shut up, casting anyway! |
30760 Ooh, I hate when it does that! |
30771 The Sun Soul Monk I met a Sun Soul monk named Rasaad. At first I might have mistaken him for a performer from the nearby circus, but he explained that he is devoted to the goddess Selûne, the Moonmaiden. He and his brother Gamaz grew up on the streets of Calimport until the monks took them in. An air of calm sadness surrounds Rasaad, but his martial arts skills may come in handy during my journeys. I invited him to join me. |
30772 Rasaad the Monk Outside the Nashkel Inn I met a Sun Soul monk named Rasaad. At first I thought he'd escaped the nearby circus, but it turned out he is a worshipper of Selûne, the Moonmaiden. Rasaad and his brother Gamaz grew up on the streets of Calimport until the monks took them in. An air of calm sadness surrounds Rasaad, and his martial arts skills seemed formidable. If I want to talk with him again, I can find him outside the Nashkel Inn. |
30773 The Enemies of My Friend I tracked Sorrem down at the Blade and Stars tavern. He's an untrustworthy little fink, but he turned on the Dark Moon cult once I applied a little pressure. Sorrem says I can find them at the Seven Suns building after dark. |
30774 The Enemies of My Friend I tracked Sorrem down at the Blade and Stars tavern. Things came to a head and I was forced to put him down. In his death, he revealed that the Dark Moon cult has taken up residence in the Cloud Peak Mountains. |
30775 The Enemies of My Friend The Dark Moon monks in Baldur's Gate receive orders from someone stationed in the Cloud Peak mountains south of the Nashkel mines. This person wanted them to kill Rasaad and deliver his body to a new temple there. He must have intended it as some sort of message for whoever's in charge. |
30776 The Enemies of My Friend These Dark Moon monks are brutal with their applicants. Those who fail their initial tests are executed, but apparently some of the unlucky rejects escaped into the nearby mountains. One of the monks mentioned something about ice trolls in the area. |
30777 The Enemies of My Friend Rasaad's brother is alive! Gamaz has converted from the worship of Selûne to that of Shar, Mistress of the Night. He has added the powers of the Shadow Weave to his already deadly martial arts. |
30778 The Enemies of My Friend Rasaad's brother is dead. While Gamaz had turned to evil, his death was still a blow to Rasaad, who has now lost his only living relative a second time. |
30779 Maybe you're right, Dorn. These people will never amount to anything. |
30780 You make a good point. |
30781 Yes! You and I are not like these livestock. Our names are destined to be known far and wide! |
30782 How did you start out on your journey? |
30783 Tell me more. |
30784 If you don't want to talk about it, fine by me. |
30785 You need to tell me more if I'm to trust you. |
30786 Not good enough. Tell me how you got your start. |
30787 Go on. |
30788 The only difference between them and the orcs of my tribe is that they are weaker. From them, I claimed my first blades. |
30789 A group of explorers hired me to protect them as they sought lost treasures all across the Sword Coast. |
30790 Riding across the mountains, slaying all challengers, and plundering ancient temples are good ways to start a legend. But now, the blood I most wish to spill belongs to my former... companions. |
30791 Why? |
30792 Because they betrayed you? |
30793 They betrayed me, of course! |
30794 Exactly, the treacherous curs! |
30795 Jealous of our success, rival bands spread word that we were tomb robbers and thieves. Local lords sent forth their men to capture us. |
30796 Our leader, Simmeon, decided it was time for a show of force. We pillaged the town of Barrow, slaying men, women, and children to show their lords not to trifle with us. |
30797 You murdered innocent people to make a point? |
30798 Your old friends weren't exactly subtle, were they? |
30799 A show of strength is often all it takes to cow the meek. |
30800 You are squeamish? Hrm. You are not ready to hear the rest of my tale. |
30801 They were more subtle than I realized. Hrm. But that is a tale for another time. |
30802 Yes! And so I thought at the time, but there was more to Simmeon's plan. Hrm. But that is a tale for another time. |
30803 You got what you deserved, butcher. |
30804 Simmeon feared you. |
30805 When a Luskan patrol arrived to investigate the smoking ruins, they took one look at me and clapped me in irons. |
30806 Cut to the chase, blackguard. |
30807 Since then, I have searched for my betrayers, leaving behind a wake of destruction where fools tried to stop me. |
30808 You are one bad man. |
30809 Note to self: Don't taunt Dorn. |
30810 They got what they deserved, the cowards. |
30811 The source of your divine essence doesn't matter, don't you see? Bhaal is DEAD! I say that the blood of a god is the blood of a god. It matters not from whence it came. |
30812 Perhaps when you discover that you are the progeny of a dead god who foresaw his death and left a score of mortal progeny across the realms, you can share you wisdom with me. Until then, I do not wish to hear your ramblings. |
30813 You are right. I should embrace this gift. |
30814 How Rude! A brooding half-orc at the Friendly Arm Inn mistook me for a servant. I had half a mind to tell him where to stick his jutting teeth but decided against it. He looks like the sort who'd be handy in a fight. Perhaps we'll meet again under more favorable circumstances. |
30815 Dorn Il-Khan I have recruited a blackguard by the name of Dorn Il-Khan. He is tracking down members of an old adventuring party that wronged him. He seems to be a thoroughly cruel man. I shall have to keep my eye on him during our journey together. |
30816 Tall Dark Stranger I met a foul half-orc by the name of Dorn on my way to the Nashkel mines. He asked to join my party, but it did not seem like a good idea at the time. He mentioned returning to the Friendly Arm Inn. |
30817 Good Riddance to Bad Rubbish I have dismissed Dorn from traveling with me for the time being. Despite his complaints, he announced his intention to return to the Friendly Arm Inn. Perhaps in the future I can recruit him there if I need his particular talents. |
30818 Right-Hand Man Dorn has become intensely excited about my status as the offspring of Bhaal. He seems to see himself as my right hand, working for the next god of murder for fame and glory. |
30819 When asked about his past, DORN says little. Despite your aid in fighting his former comrades, he seems slow to trust you with much personal information. From what you can piece together, the merciless half-orc hails from the north. You sense he has been betrayed in the past, and you expect he would exact harsh vengeance on anyone who betrays him in the future. His single-minded goals have left him with few interests or hobbies aside from combat. |
30820 This will not be a quick death. |
30821 Hrmm. A bold choice. |
30822 We shall hold here. You look... tired. |
30823 You know what they say about idle hands... Hrm, perhaps we should just wait and find out. |
30824 Argh! I... cannot fall! |
30825 Be direct. |
30826 Speak and begone. |
30827 I will listen... for now. |
30828 Try to keep up. |
30829 It shall be even bloodier than you hoped. |
30830 Hrmm. |
30831 Argh! |
30832 Ugh! Ohh... oh... |
30833 Do you ever stop to contemplate the moonlight reflected on water? |
30834 Of course I have. It's a beautiful sight. |
30835 I don't have time to stop and meditate on every pond we see. |
30836 Is this a riddle or something? |
30837 Now is not a good time for this, Rasaad. |
30838 Beautiful indeed, and illuminating in more ways than one. |
30839 Even when busy, one should pause to reflect... if you will forgive the pun. |
30840 It is sort of a riddle, for the moon sheds no light of its own. |
30841 What we see as moonlight first came from the sun. From the moon, it reflects again off the water before it reaches us. |
30842 What's so special about that? |
30843 You're saying everything is connected. |
30844 You're starting to sound more like an astronomer than a monk. |
30845 Light connects all of us, eventually. |
30846 I knew you would understand. Light connects us all, eventually. |
30847 My training at the Sun Soul monastery included much skygazing. Observing the motion of the moon, the shards, and the stars helped me understand that light connects us all. |
30848 Obviously, not ALL of us. |
30849 No, no, of course not. Those who dwell in the Underdark are deprived of both sunlight and moonlight. |
30850 We are not the least bit deprived, moon-male. The cloak of Shar envelops us in secrets, and in secrets lies power. |
30851 Darkness is a void, the absence of warmth, understanding, and humanity. |
30852 "Humanity"? You rivvil are so arrogant! |
30853 Excuse us, Viconia. Rasaad was talking to me, not you. |
30854 Put a cork in it, drow. I want to hear what Rasaad was saying. |
30855 Viconia has a point. Don't you think so, Rasaad? |
30856 You two need to get a room. I'm sick of all the sexual tension between the two of you. |
30857 I was simply... Never mind. I have more important matters to contemplate. |
30858 Now, Rasaad, you were saying...? |
30859 If you mean her point about human arrogance, I agree we are all afflicted with this flaw to some degree. As for her embrace of Shar, I will never submit to the void. |
30860 Oh, but you should, moon-child. You can begin by submitting to one who can instruct you in the truth that lies in darkness. |
30861 I... I think it is time for my meditations. |
30862 My, my, but that one flusters easily. |
30863 You stay away from him, drow. |
30864 I don't know what you mean. |
30865 You've had your fun, Viconia. Now go snuff out a candle or put a bag over your head or whatever it is you Sharrans do to commune with darkness. |
30866 You claim him for yourself so soon? I see the moon-monk's "inner glimmer" has caught your eye. You mustn't coddle him. Males require a firm hand on the lash. |
30867 Rasaad doesn't need me to defend him. |
30868 I don't treat men the way you do. |
30869 You drow sicken me. |
30870 Don't you? Hmm, I wonder. Keep your secrets. The Mistress approves of secrets. |
30871 Have I stumbled through the dark and found one of YOUR secrets, <CHARNAME>? Hm... That IS worth meditating upon. |
30872 No? My people shelter the males they desire. Perhaps I misjudged your interest. Hm... |
30873 No? Perhaps you too require instruction in such matters. We should discuss the matter another time... in private. |
30874 "Sicken"? I think that is the wrong word to describe your true feelings, <CHARNAME>. But I shall say no more... for now. |
30875 I'm sure I don't know what you mean. |
30876 Sexualâ€â€? There was nothingâ€â€um... |
30877 I, was talking about moonlight... andâ€â€and the reflecting... |
30878 This conversation is over. |
30879 Go on. Tell me more. |
30880 You seem flustered. Maybe you should meditate before you try this again. |
30881 Yes, of course. Forgive my clumsy words. |
30882 As the monks of Sune put it, the sun blows a kiss to the moon, and the moon blows the kiss down to us. On this point, my order agrees: The sweetest light is that which we reflect from others. |
30883 What about your own light? |
30884 Are you trying to say that I'm radiant? |
30885 If you're going to turn all poetical on me, I've got work to do. |
30886 I try to live by the tenets of the Sun Soul monks. I pray that my light reveals the truth in darkness, offers succor to those in need, and obeys all just authority. |
30887 That sounds admirable. What light do you see coming from me? |
30888 Wait a second. Are you trying to enlist me in this cult of yours? |
30889 *yawn* Sorry, was that all? |
30890 What? No! That is not what I ...You are teasing me, aren't you? |
30891 Yes, I was only teasing. You were about to tell me about my inner light. |
30892 Wait a second. Are you trying to enlist me in this cult of yours? |
30893 *yawn* Sorry, was that all? |
30894 Enlist you� Cult? No, I Forgive me for giving you the wrong impression. My interest was merely... it does not matter. Please forget I said anything. |
30895 Yes, I, ah... I suppose that was all. Forgive me for boring you. |
30896 Your inner light? To be honest, I have given the matter some thought, and I, er... |
30897 Yes? |
30898 Yes? |
30899 Yes? |
30900 Yes? |
30901 Yes? |
30902 Yes? |
30903 Yes? |
30904 Yes? |
30905 Yes? |
30906 Yes? |
30907 No! I mean, yes! I mean, I was speaking metaphorically, but you are also very... very... ah... |
30908 Yes? |
30909 Yes? |
30910 Yes? |
30911 Yes? |
30912 Yes? |
30913 Yes? |
30914 Yes? |
30915 Yes? |
30916 Yes? |
30917 Yes? |
30918 Your insight reveals a path through darkness that others would do well to follow. |
30919 You like me because you think I'm insightful? |
30920 But you also think I'm radiantly beautiful, right? |
30921 Thanks, Rasaad. You're not so bad yourself. |
30922 Now that you've buttered me up, what is it that you really want? |
30923 Your keen intellect is a beacon for others to follow. |
30924 You like me because you think I'm clever? |
30925 But you also think I'm radiantly beautiful, right? |
30926 Thanks, Rasaad. You're not so bad yourself. |
30927 Now that you've buttered me up, what is it that you really want? |
30928 Your allure draws everyone closer to you. |
30929 You like me because you think I'm charming? |
30930 But you also think I'm radiantly beautiful, right? |
30931 Thanks, Rasaad. You're not so bad yourself. |
30932 Now that you've buttered me up, what is it that you really want? |
30933 The kindness and mercy you have shown to others is more beautiful than moonlight. |
30934 You like me because you think I'm a good person? |
30935 But you also think I'm radiantly beautiful, right? |
30936 Thanks, Rasaad. You're not so bad yourself. |
30937 Now that you've buttered me up, what is it that you really want? |
30938 What? I... You are teasing again, aren't you? |
30939 Only because I like you, Rasaad. |
30940 You really can't tell when I'm kidding, can you? |
30941 Could be yes. Could be no. The question is whether you can figure it out before I pounce! |
30942 I... uh... thank you, <CHARNAME>. Hearing that from you means... You are teasing me again, aren't you? |
30943 Only because I like you, Rasaad. |
30944 You really can't tell when I'm kidding, can you? |
30945 Could be yes. Could be no. The question is whether you can figure it out before I pounce! |
30946 Buttered you� I assure you, I have no ulterior You are teasing me again, aren't you? |
30947 Only because I like you, Rasaad. |
30948 You really can't tell when I'm kidding, can you? |
30949 Could be yes. Could be no. The question is whether you can figure it out before I pounce! |
30950 Among other reasons, yes. I am blessed to know someone like you. |
30951 Because you like me? Yet another reason why I am blessed to know someone like you. |
30952 No, you always surprise me. I suppose that is one of the many reasons I am blessed to know someone like you. |
30953 Ha ha! Now I can tell you are teasing. You... ARE teasing, yes? Yes? |
30954 This man Sorrem wished to join the Dark Moon monks, the assassins who murdered my brother. Much as I try to calm my heart, it pounds with rage. |
30955 I'm sorry, Rasaad. I know how you must feel. |
30956 Naturally, you want revenge. |
30957 Get over it. We have a job to do. |
30958 In my anger, I forgot that you too are an orphan. Please forgive my selfishness. |
30959 You aren't being selfish. You have every right to be angry. What's important is that you do not let that anger change you for the worse. |
30960 We may have lost our families, but we are never alone in this world so long as we have friends. |
30961 All right, but just this once. Not everything is about you, you know. |
30962 No! Revenge only overturns the balance again. What I need is time to consider my feelings. These Dark Moon assassins killed Gamaz, my only brother. |
30963 Take all the time you need, Rasaad. If |
30964 If you want to talk about your brother |
30965 Now that's settled, let's move along. |
30966 I... You are of course correct. I am here to help you, not to distract you with my selfish desires. |
30967 You... you have reminded me of a lesson I should never have forgotten, even in my anger. Thank you, <CHARNAME>. You are a better friend than you may realize. |
30968 I'm always here for you, if you want to talk |
30969 If you want to talk about your brother |
30970 Now that's settled, let's move along. |
30971 You are right, of course. I must not give in to despair. The umbra of Shar may envelop the moon each month, but soon after, the smile of Selûne reappears. |
30972 Sometimes it helps to talk |
30973 If you want to talk about your brother |
30974 Now that's settled, let's move along. |
30975 If I had just beaten him, Gamaz would still be alive! |
30976 Don't blame yoursel Wait a second. Did you say, "If I had just beaten him"? |
30977 Is this some mystical paradox you learned at the monastery? |
30978 What are you keeping from me? |
30979 I mean I should have helped Gamaz more. He always strove to be the best. If I had been a better brother, he would have trained harder, maybe enough to fight off his attackers. |
30980 You can tell me anything, Rasaad, any time you're ready to talk about it. |
30981 I'm sure it wasn't your fault. I'm sure you were the best brother you knew how to |
30982 That can't be the whole story. Tell me the rest. Now. |
30983 You always seem to understand, even before I have spoken. Thank you, <CHARNAME>. |
30984 You know nothing about it! I... forgive me, <CHARNAME>. These memories of my brother lead only into shadow. I must meditate and restore my inner light. |
30985 No. I do not lightly refuse you, <CHARNAME>, but I must mediate upon the shadows within my soul. |
30986 Even in the shadow of my brother's death, I feel the light of Selûne has truly blessed me. |
30987 Because the power of your goddess allowed you to defeat Gamaz? |
30988 Because you are traveling with me, right? |
30989 Why? |
30990 Even with everything I learned at the Monastery of the Moon, I would not have been able to defeat Gamaz and his Dark Moon monks without you. |
30991 So you value me for my fighting ability? |
30992 Lucky for you I happened to need a monk. |
30993 It was on the way. Don't give it a second thought. |
30994 Your skill at battle is incredible, but even more than that, I admire the way you help those who lack your power. You inspire me. |
30995 You inspire me as well, Rasaad. |
30996 Yeah, I have that effect on people. |
30997 That's terrific. Now, did you have something important to say? |
30998 I am even beginning to appreciate your sense of humor. Only since meeting you have I realized that I can come off as somewhat... well... |
30999 Stiff? |
31000 Stuck up? |
31001 Self-righteous? |
31002 Do I? In what way? |
31003 You always try to do what's best for others, even when it's difficult. |
31004 It's that awesome spinning back kick. Can you show me how to do that? |
31005 You're very clean. I never see you shaving, but there's your bald head, smooth as an egg! |
31006 I suppose not. Forgive me for bothering you. |
31007 You are right. It has been difficult to relax ever since I thought Gamaz had been murdered. Is it wrong that his death has granted a sort of relief? |
31008 Not knowing your brother's fate must have been much worse than learning the truth. |
31009 Beats me. I leave the introspection to monks. Isn't that your specialty? |
31010 No, Rasaad. Gamaz had turned evil. It's good that he's dead. |
31011 You think me conceited? I never realized this particular flaw in my character. |
31012 It seems obvious to everybody else. I'm not saying we laugh behind your back. I'm just saying there's been talk. |
31013 I'm kidding! Your only real flaw is your sense of humor. That is, your complete lack of one. |
31014 Maybe you should go mediate on it for a while. |
31015 Do I truly appear self-righteous? You are not the first to say so, but I never heard such criticism from a friend. |
31016 You're the most sanctimonious monk I've ever met. |
31017 "Self-righteous" might be a little strong, but you could relax a little. The world isn't all light and darkness. There's plenty in between as well. |
31018 Maybe you should go meditate on it for a while. |
31019 You are right. The uncertainty unsettled my soul even more than the realization that my brother had turned to evil. |
31020 Now that you have closure, you can move on with your life. |
31021 Forget about the past. It's time to live in the present, maybe even have a little fun. |
31022 Now that's settled and you can quit your moping. |
31023 Perhaps you have a good point. I You are joking again, aren't you? |
31024 Yes. |
31025 No. |
31026 Maybe. |
31027 I cannot believe that. While Gamaz turned to the Dark Moon cult, most of his life was devoted to good. Surely that still matters. |
31028 If that's what you need to tell yourself... *shrug* |
31029 What do I know? It's not like I have any experience with evil siblings. |
31030 Gamaz threw away all of his good acts when he turned to evil. He's damned now. |
31031 Yes, of course. I will meditate upon this. |
31032 If that is how you feel... I must meditate upon this. |
31033 There is wisdom in what you say. I feel the same way, but perhaps my actions do not reflect my thoughts as they should. |
31034 Nobody's perfect. |
31035 On the other hand, who am I to judge you? I've got my own flaws. |
31036 Maybe you should go meditate on it for a while. |
31037 This time, I can tell you are joking! Perhaps with your help I can improve in this regard. |
31038 I would love to help you. |
31039 You're on. To start, I want to see you do 100 push-ups and 100 sit-ups. You'd better take off that shirt first. |
31040 I don't know. You might do better to run off and join a circus, study with some clowns. |
31041 Of all the people I have met on my travels, you are certainly the closest to perfect. |
31042 If I didn't know better, I'd think you were sweet on me, Rasaad. |
31043 Flattery will get you nowhere, brother. |
31044 Flattery will get you... Well, let me think on that a while. |
31045 Well, I Suddenly, it seems very warm. Areâ€â€are you very warm also? Perhaps we should walk some more. |
31046 Good idea. Let's move. |
31047 *sigh* |
31048 I did not mean to sound so insincere! I only meant to say |
31049 Don't worry, Rasaad. I know what you meant. |
31050 Relax, Rasaad. I'll let you off the hook. For now. |
31051 Excellent! I will meditate on some humorous things to say later. |
31052 Great! |
31053 Uh, oh. |
31054 I do not see how Ah! You are very funny. I will meditate on some humorous things to say later. |
31055 Great! |
31056 Uh, oh. |
31057 But I have always found clowns to be quite frighten No, I get it! This is another of your splendid jests. I will meditate on some humorous things to say later. |
31058 Great! |
31059 Uh, oh. |
31060 You do? Ahem. |
31061 Of course. Take all the time you wish. Ahem. |
31062 Of course! You must begin in horse stance, with your feet like so. Then you Why are you laughing? |
31063 If someone told you to go jump in a lake, would you? |
31064 I was thinking of that famous thief who stole the word "gullible." |
31065 Oh, no reason. |
31066 Well, of course. Cleanliness is one of the most import Why are you laughing? |
31067 I wonder what would happen if someone told you to go jump in a lake. |
31068 I was thinking of that famous thief who stole the word "gullible." |
31069 Oh, no reason. |
31070 It is easier to know what is right when I travel with someone like you. Your inner light guides me when I am uncertain. |
31071 That's me, a beacon of hope and glory. I should hold up a lantern. |
31072 You guide me, too. We guide each other. |
31073 You're laying it on a bit thick, don't you think? |
31074 While I will never forget the past, it is better to live in the present. Perhaps soon... I can begin to think about the future. |
31075 Be careful mixing up all those times. You'll end up too tense. Get it? Get it? |
31076 Whatever the future holds, I know we can face it together. |
31077 Don't get ahead of yourself there, Rasaad. You're starting to sound like a lothario. |
31078 Knowing that gives me hope that after the recent darkness we have faced, we will soon bask in full moonlight... together. |
31079 Hey there, pal. If ye're looking for Duke Eltan, ye're outta luck. The duke is a busy man, so I suggest ye talk to Scar. |
31080 We'd be honored. |
31081 You've slain some doppelgangers? Fantastic! I suppose Laola has already lectured you on the difference between sanctioned and rogue actions, eh? Well, you and I know these things can't always go by the book. |
31082 Did you come across Jhasso? Is he alive? |
31083 I am afraid not. We weren't able to save Jhasso. |
31084 Alive and well. Jhasso is back in control of the business. |
31085 Hm. I don't actually think I saw... Yes. He is. |
31086 Yes, we're interested. |
31087 Yes, of course. We'll get to it. |
31088 According to one of the merchants we met, the Seven Suns has been infiltrated by some sort of shapeshifter. The same thing happened to the Merchants' League. |
31089 You are confident, <CHARNAME>. That can be a virtue... or a critical flaw. |
31090 Neera the Wild Mage |
31091 After a disastrous wild surge maimed her fellow students, Neera fled her home to wander the High Forest. Even there, her capricious spells threatened the highly flammable woods, forcing the mighty treant Turlang to banish Neera from his domain. On the open road, Neera enjoyed only fleeting companionship before the Red Wizards caught up with her. Neera's whimsical humor clashes with the guilt she still harbors over the harm she has inadvertently caused in past. She hopes to find a way to control her wild magic, even as she delights in the surprises that could come with every spell. Fleeing the Red Wizards and seeking a better understanding of her own powers, Neera hopes for friends who can help her survive both her hunters and her own magic. |
31092 Dorn Il-Khan |
31093 Born in the Spine of the World, Dorn fled to Luskan with his human mother when a rival tribe annihilated his father's savage people. In that northern city, Dorn's ruthless strength soon won him a deadly reputation and the attentions of a band of mercenaries whose wickedness exceeded even Dorn's. Imprisoned for the crimes of the entire group, Dorn made a fiendish bargain granting him even greater power and the promise of revenge. A Blackguard of few words, Dorn is only too happy to ally himself with Gorion's ward and cut a bloody swath across the Sword Coast with his black greatsword, as long as that path continues to lead him to the traitors he has sworn to destroy. |
31094 Jason Manley Portrait Pack |
31095 Give your Baldur's Gate experience a fresh look with ten new portraits from artist Jason Manley. This pack contains ten new portraits, five men and five women of various adventuring and magical professions. To use these portraits, you can either create a new character or alter your existing character through the customization button on the Character Record screen. |
31096 Player Character Voice Sets |
31097 Enhance your Baldur's Gate experience with the Player Voice Pack! This pack contains three new male and three new female voice sets. You can either create a new character to use these voices or change the voice of your existing character through the customization button on the Character Record screen. |
31098 Balquo |
31099 They may call themselves druids, but they're no better than wild animals. |
31100 The Mistress of the Night whispers that you must die! |
31101 Moonlight approaches. Quench it, my brothers and sisters! |
31102 Infidels have come to defile our dark shrine. Slay them! |
31103 A Sun Soul approaches. Darken his light! |
31104 You can pick any of the above sound sets for your character's voice. Tap the Play button to hear samples from the sound set. |
31105 The selected item has all of the abilities listed above. You can change the currently selected ability by tapping on one. |
31106 Identify  Tap and hold on item to use |
31107 Welcome to Candlekeep, your home! To select your character, tap on the circle around their feet or on the character portrait to the right. You can move by tapping on the ground. As you move around the keep, you will find green-robed monks. Your character should walk over and talk with them. To talk with the monks, tap on them while your character is selected. Many important messages will be given to you through the text window on the bottom of the screen. To expand and contract this window, simply use the two small buttons to the right. |
31108 If you have a Mage, Cleric, or Druid in your party, your character must memorize spells using the Rest button on the Mage Book or Priest Scroll pages. To get to these pages, tap on the character and then select the book or scroll button on the left. |
31109 You can look at your Inventory page by tapping on the Inventory button on the left. |
31110 Equip items by placing them in the appropriate slots around your character on the Inventory page. Once equipped, you can pick the weapon you wish to use by tapping on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
31111 You can pause the game at any time by tapping on the clock face in the lower left. Unpausing occurs the same way. Pausing is most useful during combat, where it gives you the time to carefully orchestrate your party's attack. |
31112 Buy items by talking to the keeper of a store or inn. You can also rest your party by renting a room, try to hear a few rumors over a mug of ale, or attempt a little shoplifting. In the Buy/Sell screen, items that the currently selected character cannot use (due to class limitations or weapon proficiencies) will be tinted red, though others in your party may have a use for them. |
31113 While in temples, talk to the priests as you would an innkeeper. They offer an array of useful services, and you will often be able to heal your party, purchase specialty items, or identify treasures acquired during your travels. |
31114 Thieves access their skills using the icons along the bottom of their screen. "Thieving" includes Open Locks, Pick Pockets, and Find Traps, when used in conjunction with the appropriate targets (chests, people, and traps, respectively). "Find Traps" examines a general area and outlines found traps in red. "Stealth" uses Move Silently and Hide In Shadows to render a Thief effectively invisible until their next attack. That attack is automatically a backstab, increasing the damage of a successful hit dramatically. |
31115 Thieves access their skills using the icons along the bottom of their screen. "Thieving" includes Open Locks, Pick Pockets, and Find Traps, when used in conjunction with the appropriate targets (chests, people, and traps, respectively). "Find Traps" examines a general area and outlines found traps in red. "Stealth" uses Move Silently and Hide In Shadows to render a Thief effectively invisible until their next attack. That attack is automatically a backstab, increasing the damage of a successful hit dramatically. |
31116 Bards can inspire their comrades in combat by use of the Bard Song. They are able to move when singing, but any other action will end the song. While they may be rogues, Bards primarily concern themselves with people. Because of this, they can pick pockets but lack the other thieving skills. |
31117 Open doors by tapping on the doorway. Your party can then enter the building if you tap on the area just inside the door. |
31118 Direct your selected character to climb stairs by tapping on the top of a stairway. |
31119 Hostile creatures have red circles around their feet. Tapping within the circle will direct your character to attack. You can switch weapons using the Quick Weapons icons. The weapon outlined in green is the current weapon. Attack with fists only (empty quick slot) if you only wish to knock your opponent unconscious. If you have a character with magical abilities, try casting a spell using their Spell icons. |
31120 If you are having trouble coordinating your attacks, try pausing the game by tapping on the clock icon in the lower left. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. |
31121 Interaction defaults to Talk for neutral targets and Attack for hostile targets. To talk to a neutral character (neutrals are identified by blue circles), tap on one of them. Don't forget to select one of your party members to do the talking. If you would like to talk to a hostile character, select the Talk icon and then tap on the character. If you would like to attack a neutral, select a weapon icon and then tap on the target. |
31122 Wizards, Clerics, Druids, and Bards can all cast spells. Select their Cast Spell button, choose a spell, and tap on your target. You can also configure Quick Spells by tapping and holding on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. To cast the quick spell, tap on the appropriate quick spell slot and then select your target. |
31123 Hostile creatures have red circles around their feet. Tapping within the circle will direct your character to attack. You can switch weapons using the Quick Weapons icons. The weapon outlined in green is the current weapon. Attack with fists only (empty quick slot) if you only wish to knock your opponent unconscious. If you have a character with magical abilities, try casting a spell using their Spell icons. |
31124 To assist you in recording important information, many details will automatically be entered in your Journal. To access the Journal, tap the quill icon on the left side of the screen. Entries are catalogued according to the story chapter in which you encountered them. |
31125 Interaction defaults to Talk for neutral targets and Attack for hostile targets. To talk to a neutral character (neutrals are identified by blue circles), tap on one of them. Don't forget to select one of your party members to do the talking. If you would like to talk to a hostile character, select the Talk icon and then tap on the character. If you would like to attack a neutral, select a weapon icon and then tap on the target. |
31126 Interaction defaults to Talk for neutral targets and Attack for hostile targets. To talk to a neutral character (neutrals are identified by blue circles), tap on one of them. Don't forget to select one of your party members to do the talking. If you would like to talk to a hostile character, select the Talk icon and then tap on the character. If you would like to attack a neutral, select a weapon icon and then tap on the target. |
31127 You can look at your Inventory page by tapping on the inventory icon on the left side of the screen. |
31128 Equip items by placing them in the appropriate slots around your character on the Inventory page. Once equipped, you can pick the weapon you wish to use by tapping on the Quick Weapon slot at the bottom of the main gameplay screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode. |
31129 Hostile creatures have red circles around their feet. Tapping within the circle will direct your character to attack. You can switch weapons using the Quick Weapons icons. The weapon outlined in green is the current weapon. Attack with fists only (empty quick slot) if you only wish to knock your opponent unconscious. If you have a character with magical abilities, try casting a spell using their Spell icons. |
31130 If you have a Mage, Cleric, or Druid in your party, your character must memorize spells using the Rest button on the Mage Book or Priest Scroll pages. To get to these pages, select your character portrait and then tap the book or scroll icon on the left. |
31131 To assist you in recording important information, many details will automatically be entered in your Journal. To access the Journal, tap the quill icon on the left side of the screen. Entries are catalogued according to the story chapter in which you encountered them. |
31132 Wizards, Clerics, Druids, and Bards can all cast spells. Select their Cast Spell button, choose a spell, and tap on your target. You can also configure Quick Spells by tapping on a Quick Spell slot. This summons a list of memorized spells to choose. If no spells are listed, the character either does not have any spells memorized or cannot cast until higher levels. To cast the Quick Spell, tap on the appropriate Quick Spell slot and then select your target. |
31133 Direct your selected character to climb stairs by tapping the top of a stairway. |
31134 Hostile creatures have red circles around their feet. Tapping within the circle will direct you to attack me. You can switch weapons using the Quick Weapons icons. The weapon outlined in green is the current weapon. Attack with fists only (empty Quick Slot) if you only wish to knock your opponent unconscious. You don't have to worry about that with me, so use your staff. If you have magical abilities, try casting a spell at me by tapping on the spell icon at the bottom of the screen. Tap on one of the spells that come up and cast it on whichever target you want. I just hope you have an offensive spell memorized. |
31135 You can pick any of the listed sound sets for your character's voice. Tap the Play button to hear samples from the sound set. |
31136 When you have more than one character selected, you can access more formations by tapping on any of the formation buttons. |
31137 Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply tap on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. |
31138 Good! Then I will create some more illusory monsters. This time I'll create some xvarts. Xvarts are primarily mountain dwelling creatures, but they can be often found on the Coastway. Also, if you would like to use that wand in Osprey's possession, then simply tap, hold, and then release on its icon in her inventory. This will bring up a description of the wand. There will be a button at the bottom of that page that says "Identify." Press that button to identify the wand, and you will then be able to place it in Osprey's Quick Item slot where she can make use of it in combat. Whenever a Mage in your party has the Identify spell memorized, just remember to put the item in his inventory and repeat the instructions that I've given you. |
31139 If you are having trouble coordinating your attacks, try pausing the game by clicking on the clock in the lower left. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. |
31140 You can pause the game at any time by tapping on the clock in the lower left. Unpausing occurs the same way. Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's attack. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. If you do not pause frequently, you will find the entire game very difficult to play. |
31141 During our fight, I'm going to spring a little surprise on you. Remember, you can tap the clock in the lower left at any time and pause the game. This will give you time to think, especially once my little surprise comes up. Are you ready now? Good! |
31142 Night Club +1 |
31160 Katana +1 |
31161 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 5 |
31162 Amulet of Spell Warding |
31163 A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting. STATISTICS: Equipped abilities: – Save vs. Spell: +2 Weight: 3 |
31164 Gold Digger +1 |
31165 Periapt of Proof Against Poison |
31166 This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particular periapt when sampling their emperor's food. STATISTICS: Equipped abilities: – Immunity to poison Charge abilities: – Cure poison once per day Range: Touch Area of Effect: 1 creature Weight: 1 |
31167 Amulet of Power |
31168 This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018 DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle. STATISTICS: Equipped abilities: – Vocalize – Magic Resistance: +5% – Immunity to level drain – Improves casting speed by 1 Weight: 3 |
31169 Ring of Fire Control |
31170 This burnished red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding. STATISTICS: Equipped abilities: – Fire Resistance: +50% Charge abilities: – Charm Fire Elemental once per day (Save vs. Spell at +2 negates) Range: Touch Duration: 45 seconds Area of Effect: 1 fire elemental – Burning Hands once per day Damage: 1d3+2 fire Range: 5 ft. Area of Effect: 1 creature – Flame Strike once per day Damage: 6d8 fire (Save vs. Spell for half) Range: Visual range of the user Area of Effect: 1 creature Weight: 0 |
31171 Belt of Inertial Barrier |
31172 When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier, provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon. STATISTICS: Equipped abilities: – Save vs. Breath: +5 – Resistance to Missile Damage: +25% – Resistance to Magic Damage: +50% Weight: 2 |
31173 Cloak of Bravery |
31174 This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic. STATISTICS: Equipped abilities: – Immunity to fear and panic Weight: 3 |
31175 Improved Cloak of Protection +2 |
31176 The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many formsâ€â€including hiding from view and running away. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 Special: – Improved Haste once per day – Improved Invisibility once per day Weight: 3 |
31177 Gargoyle Boots |
31178 Legend holds that the Mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate. STATISTICS: Equipped abilities: – Immunity to backstab Special: – Stoneskin twice per day Special: 2 skins Duration: 12 hours Weight: 1 |
31179 For every adventuring band that makes a name for itself along the Sword Coast, a dozen groups of would-be heroes meet at inns and taverns. Feldepost's Inn in Beregost is one such site. On any night, one can eavesdrop on a group of one-day dragonslayers who drink ale and nibble oat cakes as they share their dreams of fame, glory, and riches. Lately, some of those groups have vanished into the night without paying their bill. Curiously, not even the scullery wench saw them slip out the back door... |
31180 Driven away by the endless hordes of ungrateful duergar, the champions of Baeloth the Entertainer's Black Pits vanished into the swirling portal to a destination unknown. What perils they faced, what untrodden regions they discovered, and what fame, glory, and riches they earned, no one knows. All Feldepost knows is that he still hasn't been paid for those ales and cakes. |
31181 Gather near as Baeloth the Entertainer presents the greatest spectacle in the Underdarkâ€â€mortal pitted against mortal in a desperate struggle to survive the trials of THE BLACK PITS! |
31182 store |
31183 Store |
31184 Hogarl |
31185 The mighty fire giant takes a swig from what appears to be an ornate keg... |
31186 Create a new character. |
31187 Bonus |
31188 Marek and Lothander I managed with the use of trickery to obtain the antidote from Marek. I believe it best to avoid him in case he realizes what happened. |
31189 Dorotea, what are you saying...? Ah! A ruse, of course. But the half-breed brute is too stupid for that to work. Men! Rush them! |
31190 UR-GOTHOZ HAS MANY ENEMIES! BEHOLD, DORN! WE ARE BOTH PAWNS, BUT ONLY ONE OF US SHALL BE CAPTURED! |
31191 Ask me the right question and free us both. |
31192 Yes. |
31193 No. |
31194 The other cage. |
31195 My cage. |
31196 This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason. STATISTICS: Equipped abilities: – Strength: 19 Weight: 2 |
31197 Bottle |
31198 Efreeti Bottle |
31199 This appears to be a small, empty bottle. STATISTICS: Weight: 1 |
31200 This magical bottle is similar to an efreeti bottle. This particular bottle is quite ornate and small, and labeled "Cespenar" with odd, chiseled letters. It will summon the imp, Cespenar to build and upgrade items for you. STATISTICS: Weight: 1 |
31201 Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravadoâ€â€no man other than he would joust without armorâ€â€he soon became a favorite to the ladies that watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forgot to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly. STATISTICS: Equipped abilities: – Armor Class: 3 Weight: 2 |
31202 Tzu-Zan's Bracers |
31203 Although Monks traditionally shun armor, these gauntlets of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat. STATISTICS: Equipped abilities: – Armor Class: +1 – Max Hit Points: +15 Weight: 1 |
31204 Energy Blade |
31205 Created by the Energy Blades spell. When thrown at opponents, they cause 1d4+5 points of missile damage as well as an additional 1d10 points of electrical damage. Energy blades are used as weapons. STATISTICS: THAC0: +10 Damage: 1d4+5 (missile/slashing) + 1d10 (electrical) Weight: 0 |
31206 This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 99% in move silently and hide in shadows, 60% in finding and removing traps, 60% in detecting illusions & invisibility |
31207 This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast the spell 'glitterdust' twice per day to assist its master. Abilities: Armor Class: 6 Hit Points: 24 Magic Resistance: 10% Special abilities: Can cast 'Glassdust' 2 times/day. Glitter dust 1 time/day. |
31208 This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 45% Special abilities: Can cast Mirror Image, Invisibility 10' radius and Improved Invisibility each 1/day. |
31209 This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magically made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 95% pick pockets ability. Has a 60% stealth ability. He has find traps 60%. |
31211 This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 35% Special abilities: 2 attacks per round at THAC0 8 for 1d6 damage. Save vs. Death or be rendered unconscious for 2 turns. It can also cast 'Blur' and 'Ghost Armor' once per day and 'Detect Illusion' twice per day. |
31212 This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat. The rabbit also has a keen nose for sniffing out traps on behalf of its master. Abilities: Armor Class: 1 Hit Points: 48 Magic Resistance: 65% Special abilities: Has a 85% Detect Traps ability. 60% stealth ability. 50% detect illusions ability. The rabbit moves as if under a constant Haste spell. |
31213 Ring of Acuity |
31214 The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane and, as such, its maker will remain a mystery to you. STATISTICS: Equipped abilities: – Can memorize 2 extra 2nd-level, 1 extra 3rd-level, and 1 extra 4th-level wizard spell Weight: 0 |
31215 A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though. STATISTICS: THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 |
31216 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 5 |
31217 This is a standard key. Keys are used to open doors. STATISTICS: Weight: 1 |
31218 Wand of Spell Striking |
31219 Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves. STATISTICS: Charge abilities: – Breach – Pierce Magic Requires: 9 Intelligence Weight: 1 |
31220 Wand of Cursing |
31221 This wand instantly renders the target blind, deaf, and mute. But perhaps the most dangerous aspect of this terrible device is that anyone can use it. STATISTICS: Charge abilities: – Blindness, Deafness, and Silence (Save vs. Spell negates all effects) Duration: 1 turn Area of Effect: 1 creature Weight: 1 |
31222 Meryll |
31223 A fan of strong drink and boisterous tales, Meryll is an unlikely leader of men and women alike. She has spent most of her nascent adventuring career in taverns and inns across Cormyr, rather than plundering dungeons and slaying dragons like any proper adventurer should. Most recently, Meryll lashed her current party together with the promise and intention of investigating some nearby ruins. Before the group could get moving, however, they spent a solid week drinking and sharing tales across a dizzying array of taverns. It was within one of these taverns that a flash of light and the smell of stale cavern air signalled her arrival to the Black Pits. |
31224 Gallus |
31225 Descending from the north, Gallus is a man who only respects an individual based on their martial ability. He considers the weak, inexperienced, and clumsy to be far beneath him, regardless of their social standing. This has contributed to his distaste for visiting cities, but has not stopped it altogether. Cities provide coin and, for a barbarian, Gallus has expensive tastes. Signing up with Meryll was previously an excellent career move for Gallus, as his responsibilities seemed to only involve drinking and embellishing stories. His recent abduction to the Black Pits has made him reconsider his enthusiasm for the job. |
31226 Andor |
31227 Andor makes his living as a guide and bodyguard for those that wish to venture into the wilds, outside the protections offered by guardsmen. He picked up this profession from his father, who trained him in the ways of rangers. Meryll offered him a significant percentage of the plunder from her adventuring scheme, and Andor agreed to waive his initial fee. But when the next week was spent drinking in taverns, he decided the job wasn't for him. Unfortunately, he was taken along with the others before he had a chance to tender his resignation. |
31228 Talana |
31229 Talana sees herself as an excellent example of professional evil, hard at work in our day to day lives. She takes a very pragmatic approach to cruelty and terror, applying them only when it is absolutely necessary to further her selfish goals. When Meryll offered Talana a sum of money for the use of her magical talents, the sorceress had planned to refuse... And perhaps burn the skin off of Meryll if she refused to give up her purse. Instead, she realized that if she were to betray the party at a critical moment she could march out of the ruins with far more than her fair share of treasure. Talana is understandably upset that she now rots within the Black Pits, unable to carry out her plan until everyone escapes. |
31230 Rhian |
31231 Rhian Thunderburp, or T-Burp as she prefers to be called, is an anomaly among dwarves. She worships Talos, an aspect of the orcish god Gruumshâ€â€the hated enemy of her entire race. When asked to explain this discrepancy, Rhian merely grunts and stomps her enormous war hammer. Immediately following, a thunderclap can be heard in the distance, regardless of how clear the day may be. She feels this to be a satisfactory answer despite frequent claims to the contrary. Enlisted by Meryll, Rhian's job is to provide healing and protection to the party as they risk life and limb drinking themselves into an early grave. Her job responsibilities have changed only slightly since coming to the Black Pits. |
31232 Zelnick |
31233 When asked about his past, Zelnick is refreshingly forthcoming. In time, however, one experiences this refreshment rapidly turn into boredom as he drones on about the books and scrolls he read during his adolescence. If someone can sit through the entire tale, they may be able to sift through it to discern that he hails from Baldur's Gate, studied under the Calishite archmage Tabish Sayeem, and once had a memorable encounter with "a particularly lusty Argonian maid." Zelnick is otherwise happy to offer his magical skills to the highest bidder, or in the case of Meryll, someone who agrees to a date at some point in the future. Wondering whether or not this promise is still valid after being taken to the Black Pits, Zelnick has so far been unable to extract an answer from Meryll. |
31234 Ammo Belt |
31235 This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. STATISTICS: Weight: 2 |
31236 Bag of Holding |
31237 As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. STATISTICS: Weight: 2 |
31238 Diseased |
31239 Chaos Shield |
31240 Chaos Shield (Abjuration) Level: 2 Range: 0 Duration: 5 rounds + 1 turn/5 levels Casting Time: 2 Area of Effect: The caster Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Improved Chaos Shield |
31241 You cannot have more than one Chaos Shield cast at one time. |
31242 Improved Chaos Shield |
31243 Improved Chaos Shield (Abjuration) Level: 7 Range: 0 Duration: 2 hours Casting Time: 7 Area of Effect: The caster Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Chaos Shield. |
31244 Spin already active. |
31245 Controlled |
31246 It would appear that you glossed over some of the finer details. |
31247 Casts True Sight |
31248 Rather than dying, the creature splits into two. |
31249 *quaffs a potion* |
31250 Undead Destroyed |
31251 Ice Salamander Cleric |
31252 FIGHTER: Fighters use melee weapons to inflict damage up close. They have a high number of Hit Points and can equip heavy armor. Fighters are excellent on both offense and defense. |
31253 MAGE: The Mage is a master of magical energies, shaping them in offensive and defensive ways. Mages can be excellent damage dealers, and are useful in disabling the defenses of enemies. |
31254 THIEF: Thieves possess a wide variety of skills. They can pick locks on chests and doors, disarm traps, and sneak up on enemies to deliver crippling blows. |
31255 CLERIC: The Cleric can call down divine powers to both mend and defend their allies. Clerics are also adept at destroying the undead. |
31256 PALADIN: Paladins are divine warriors, exemplars of everything good and true. Paladins are typically melee combatants, but they can also call upon their divine patron for aid. |
31257 RANGER: Rangers are warriors and woodsmen. They are skilled with light weapons and are knowledgeable in the ways of the forest. They can wield two weapons at once and are excellent with ranged weaponry. |
31268 BARBARIAN: Barbarians are excellent warriors, but are not as disciplined as Fighters. They cannot wear heavy armor, but their wild berserker rages and powerful attacks more than make up for it. |
31269 BARD: The Bard is like a Thief, but requires allies to truly excel. Their specialty is boosting the morale and skill of others through song, while at the same time inhibiting foes. |
31270 Important Events |
31271 A Bard's Request |
31272 A Book for Firebead |
31273 A Child in the Lighthouse |
31274 A Contract Killing |
31275 A Corpse for Arkion |
31276 A Curious Business Proposal |
31277 A Fair Reward |
31278 A Farmer's Tales |
31279 A Hidden Base in the Cloakwood |
31280 A Hidden Base? |
31281 A New Suit of Armor |
31282 A Practical Reward |
31283 A reminder from Belt |
31284 A Ring for a Lady |
31285 A Rogue Ogre |
31286 A Seer's Vision |
31287 A Tour of Durlag's Tower |
31288 Afoul of the Law |
31289 Alatos and the Thieves' Guild |
31290 Albert and His Dog |
31291 Aldeth Sashenstar |
31292 Algernon's Cloak |
31293 An Offer from Taerom |
31294 Ankheg Culling |
31295 Arcand the Mad |
31296 Arkion and Nemphre |
31297 Arkion's Bloodstone Amulet |
31298 Balduran's Final Voyage |
31299 Basilisk on the Loose |
31300 Bassilus the Murderer |
31301 Bathtime? |
31302 Brage's Life Spared |
31303 Branwen Rescued |
31304 Brielbara's Baby |
31305 Centeol's Sad Story |
31306 Confronting Tranzig |
31307 Cordyr and the Sirines |
31308 Dalton Rescued |
31309 Delainy's Task |
31310 Dradeel's Spellbook |
31311 Dreppin's Cow |
31312 Drienne's Cat |
31313 Dryad of the Cloud Peaks |
31314 Duke Eltan's Illness |
31315 Durlag's Tower |
31316 Durlyle's Task |
31317 Edwin and Dynaheir |
31318 Eldoth and Skie |
31319 Entar's Son |
31320 Evalt's Missing Brother |
31321 Fahrington's Scroll |
31322 Faldorn and the Shadow Druids |
31323 Farmer Brun's Missing Son |
31324 Farthing's Dolly |
31325 Fenrus Boulon |
31326 Firewine Bridge and Gullykin |
31327 Flooding the Cloakwood Mine |
31328 Flowers for Delainy |
31329 Flowers for Durlyle |
31330 G'axir the Seer |
31331 Galken's Wardstone |
31332 Galken's Wares |
31333 Garrick the Bard |
31334 Ghorak the Cured! |
31335 Ghorak the Diseased |
31336 Ghostly Knights in Firewine |
31337 Giant Insects? |
31338 Gorion's Effects |
31339 Gurke's Cloak |
31340 Half-ogres Near Beregost |
31341 Hurgan's Offer |
31342 Investigating the Iron Throne |
31343 Investigating the Merchants' League Estate |
31344 Investigating the Nashkel Mines |
31345 Jaheira and Khalid |
31346 Jared and the Bear |
31347 Joia's Flamedance Ring |
31348 Jondal's Murder |
31349 Joseph's Wife |
31350 Kagain's Quest |
31351 Karoug and the Wolfweres |
31352 Laerta and Louise |
31353 Landrin and the Spiders |
31354 Landrin's Husband's Old Boots |
31355 Landrin's Possessions |
31356 Landrin's Wine |
31357 Larceny at the Hall of Wonders |
31358 Madness Most Fowl |
31359 Maralee's Child |
31360 Marek and Lothander |
31361 Melicamp Restored |
31362 Melicamp the Chicken |
31363 Melicamp's Transformation |
31364 Mirianne's Husband |
31365 Mirianne's Letter |
31366 Missing Citizens |
31367 Murder Most Foul |
31368 Nadine and Euric |
31369 Narlen's Heist |
31370 Niklos's Master |
31371 Noralee's Gauntlets |
31372 Officer Vai |
31373 Ogre Hunting |
31374 On the Trail of Sarevok |
31375 Oublek the Bounty Officer |
31376 Palin and the Monsters |
31377 Payment Denied! |
31378 Perdue's Short Sword |
31379 Petrine's Cat |
31380 Phandalyn |
31381 Phlydia's Book |
31382 Poe's Tale of Firewine |
31383 Prism the Sculptor |
31384 Prisoner of the Gnolls |
31385 Quinn's Friend |
31386 Recovering "Soultaker" |
31387 Reevor's Storehouse |
31388 Rescuing Dynaheir |
31389 Return to Candlekeep |
31390 Rising Tensions with Amn |
31391 Samuel and Lena |
31392 Scar |
31393 Scar and the Iron Throne |
31394 Scar's Death |
31395 Shlimes and Oozshes |
31396 Slythe and Krystin |
31397 Spiders in the Cloakwood |
31398 Tamah Rescued |
31399 Tamoko |
31400 Tandem in Extremis |
31401 Tazok and the Bandits |
31402 The Cloak of Balduran |
31403 The Firewine Ruins |
31404 The Great Book of the Unknowing |
31405 The Helm of Balduran |
31406 The Iron Throne |
31407 The Mage's School |
31408 The Seven Suns |
31409 The Wizard's School |
31410 The Captive Nymph |
31411 The Fishermen and the Priestess |
31412 The Four Warders |
31413 The Gibberling Hordes |
31414 The Mysterious Island |
31415 The Reclusive Scholar |
31416 The Rise of Sarevok |
31417 The Sea Charts |
31418 The Tale of Captain Brage |
31419 Therella's Missing Son |
31420 Tomes of Magic |
31421 Tremain's Son |
31422 Troubles in the Region |
31423 Tutorial |
31424 Ulcaster's Ghost |
31425 Vai's Bounty Upon Bandits |
31426 Winter Wolf Pelts |
31427 Xan |
31428 Xvart Raids |
31429 Xzar and Montaron |
31430 Zhurlong's Missing Boots |
31431 Zombie Infestation |
31432 Take her. I don't want to be involved. |
31433 When asked about her past, NEERA says she has been on the run from Red Wizards for months and months. She seems quick-thinking and a little glib, but you have heard that wild mages are among the most powerful spellcasters... as long as they don't have an accident. Despite her cheerful and capricious demeanor, you sense her past haunts her. As much as she loves unleashing the powers of her wild magic, she also seems to fear the harm it can cause. |
31434 When asked about his past, RASAAD speaks sorrowfully about losing his brother, Gamaz, to the Shadow Thieves of Athkatla. Both Rasaad and Gamaz grew up in the Monastery of the Moon in Calimshan after a Sun Soul monk rescued them from the streets of Calimport. There the young boys had barely eked out a living as pickpockets after their father died in the Arena Efreetum, where he had been consigned for his debts. Despite the tragedy of his upbringing, Rasaad seems to have found peace in his order's teachings and their worship of Selûne, the Moonmaiden. |
31435 Gots to keep movin'! Much more to see! |
31436 No matter how hard you try, you cannot remove this plain iron ring. Baeloth must have had Najim place it on you when you were first transported to the Black Pits. STATISTICS: Weight: 0 |
31437 When struck by the troll, the slime splits in two... |
31438 Find Gorion Gorion, my foster father, has informed me that we must immediately leave Candlekeep and set out on a journey. He has given me some gold, and I must purchase supplies for the road, including weapons and armor. |
31439 Go to the Friendly Arm Inn With Gorion slain, I must continue onward by myself. My first destination should be the Friendly Arm Inn to the north. Gorion claims that his former associates Khalid and Jaheira will be there waiting for me. |
31440 Meet with Khalid & Jaheira Safe at last at the Friendly Arm Inn! My next step should be to find and introduce myself to Khalid and Jaheira, friends of Gorion. They can give me some advice as to what to do next. |
31441 Travel to Nashkel As I have little else to do and few allies, I should devote some time to investigating the cause of the iron shortage in the region. My next stop should be the town of Nashkel to the south. |
31442 Speak to the Mayor of Nashkel I have arrived in Nashkel. If I am going to look into the iron crisis, I should speak with someone in power who might have useful information for me. Perhaps the mayor will be of some help. |
31443 Visit the Nashkel Mines Berrun Ghastkill has informed me about the situation at the Nashkel mines. I should make my way there to investigate the source of its problems. It lies to the southeast of the town, and I should be able to arrive there quickly. |
31444 Enter the Nashkel Mines I have arrived at the impressive pit known as the Nashkel mines, and people seem to be on edge. I should speak with the owner of the mines for permission before attempting to enter. |
31445 The Nashkel Mines Emerson, owner of the mines, has allowed me entrance. My next step will be to delve deep into the mines to see whether I can find what's causing all these problems. |
31446 Demons in the Mines I've encountered kobolds in the mines and there seems to be more of them in the lower levels. I should seek out their leader. |
31447 Return to Nashkel Having plumbed the depths of the Nashkel mines, I should return to Berrun Ghastkill and inform him of the situation. Additionally, I should travel to Beregost and pay a visit to Feldepost's Inn. A man by the name of Tranzig is there and should have interesting information for me. |
31448 Tranzig I should travel to Beregost and pay a visit to Feldepost's Inn. A man by the name of Tranzig is there and should have interesting information for me. |
31449 The Bandits I should travel to Larswood or Peldvale next. It appears that the bandit attacks come from there and are related to the iron shortage. There should be a base hidden away somewhere in the forests. |
31450 The Bandit Camp I've discovered the bandit camp. The largest tent should belong to their leader, and within it I should be able to find documents that reveal who pulls their strings. |
31451 Cloakwood The investigation of the bandit camp has directed me to Cloakwood. It appears there is a competing iron mine hidden somewhere deep within the forest. |
31452 Crippling Cloakwood I must find a way to stop or at least temporarily disable the mining operation here in Cloakwood. Searching the mine may provide me with a way to accomplish this goal, but I fear it will be a bloody affair. |
31453 Flooding the Cloakwood Mine I have a way to disable the Cloakwood mine. I must remove the plug that prevents water from pouring in and thus flooding the mine. Removing the plug will be no small feat, however, as it is magically sealed. I should search the mine for whomever created that seal. |
31454 Baldur's Gate I have flooded the Cloakwood mine, rendering it useless. It seems that it is time to visit the nearby city of Baldur's Gate. I must investigate the Iron Throne and discover their intentions. |
31455 Scar's Job Scar of the Flaming Fist has expressed an interest in meeting with me, and I imagine it would be in my best interests to do so. He will wait for me at the Flaming Fist headquarters in the southwest quadrant of the city. |
31456 Eltan's Orders Duke Eltan of Baldur's Gate has ordered us to investigate the Iron Throne. A good start would be their headquarters in the southern quadrant of the city. |
31457 Investigating the Iron Throne From my investigations I have learned that the true leaders of the Iron Throne are meeting within Candlekeep, my former home. I must inform Duke Eltan at once. |
31458 Return to Candlekeep Duke Eltan has instructed me to return to Candlekeep. There I must find and investigate the leaders of the Iron Throne, potentially exposing their links to the bandit groups plaguing the area. The duke has given me a book that should allow me to pass the Keeper of the Portal and reenter my former home. |
31459 Candlekeep Investigation I have returned to Candlekeep. I must find Rieltar and expose his connection to recent events. I should head to the central keep right away. |
31460 Kill Rieltar? A man named Koveras gave me a ring and instructed me to assault Rieltar while he is at his weakest and does not suspect my intentions. A tempting plan, as it could stop the schemes of the Iron Throne right away. But there could be another way. |
31461 Gorion's Chambers My old friend Piato has informed me that some items were left in Gorion's chambers for me. I imagine that it is important for me to examine them. After I search Gorion's room, I should continue my investigation into the Iron Throne leaders. |
31462 Murder I have been accused of murdering several high ranking Iron Throne officers, including Rieltar. Koveras is my accuser, and he must be involved in this iron crisis plot somehow. |
31463 Murder I have been accused of murdering the leaders of the Iron Throne, including Rieltar. While I did commit the deed, I believe that my actions were just. Koveras turned me in. I must investigate him more closely. |
31464 Freed by Tethtoril Tethtoril has freed me from my imprisonment, knowing that I am not guilty. He has sent me to the catacombs beneath Candlekeep where I should be able to make my escape. I must then travel to Baldur's Gate to stop Sarevok, or Koveras, as he has been calling himself recently. |
31465 Wanted I am wanted by the Flaming Fist. Scar has apparently been slain, and the Flaming Fist seek to imprison me under the orders of their new leader. I must make contact with Duke Eltan somehow. I assume he is hidden away within the Flaming Fist compound. |
31466 The Dying Duke Duke Eltan is on his deathbed, and I have stopped an assassination attempt on his life. I must get Duke Eltan to safety with the Harbor Master in the southern portion of the city. |
31467 Return to the Iron Throne Now that Duke Eltan is safe I can make my way to the Iron Throne. Surely there I will be able to intercept Sarevok and stop his plans. |
31468 The Collapse of the Throne Sarevok has abandoned the Iron Throne and seeks to become one of the Grand Dukes of Baldur's Gate. I must find evidence to discredit him, and quickly. Perhaps searching the Iron Throne will yield documentation to aid me. |
31469 Reaching the Coronation I have acquired Sarevok's diary, and now have the proof I need to stop him. I must prevent him from being declared a Grand Duke, but I doubt I will be allowed entry to the Ducal Palace without an explicit invitation. Such an invitation may be found with his lackeys, hidden away in the Undercellar of the city. I can access the Undercellar through the sewers, of which there are many entrances scattered about the city. |
31470 Slythe and Krystin Upon entering the Undercellar, I was accosted by the assassins Slythe and Krystin, associates of Sarevok. Among several important documents on their bodies was an invitation to the Ducal Palaceâ€â€my next destination. |
31471 Stop Sarevok I have entered the Ducal Palace. Now I must prevent Sarevok from becoming a Grand Duke and slaying the other Grand Dukes to seize ultimate power! |
31472 The Hunt for Sarevok Sarevok's plans have been shattered, but he has escaped to the Thieves' Guild. I must pursue him there and end his crusade of terror once and for all. If I do not, he will most likely return to strike at me in the future, perhaps when I am not prepared. Grand Duke Belt can transport me to the Thieves' Guild instantaneously, so I must make haste. |
31473 The Maze Sarevok has fled the Thieves' Guild and has escaped into a maze. The maze leads to the Undercity, an old settlement that once stood where Baldur's Gate is now. It appears he intends to make his final stand there. |
31474 The Undercity At last I have made my way through the maze and into the Undercity. Sarevok lurks nearby. I must find him and kill him for this to be over. |
31475 The Temple of Bhaal This shall be my final confrontation with Sarevok. I do not intend to let him escape, and I doubt he will surrender. I must make preparations for the difficult battle ahead. |
31476 Well said, Brother Rasaad. |
31477 That's very generous. Thank you. |
31478 I don't have a secret! There isn't any secret! |
31479 Farewell. |
31480 *wink* |
31481 Watch your back, Thardek. |
31482 Man up, Devlin! Or elf up, or whatever it is you do. Don't be such a coward. |
31483 Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. |
31484 There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. |
31485 Let's hurry, child! The night can only get worse, so we must find shelter soon. |
31486 Don't worry, I will explain everything as soon as there is time. |
31487 When you unpause, your characters will carry out the orders you have given. If you do not use the pause feature, you may find the game very difficult to play. |
31488 Eddard |
31489 Katana +2 |
31490 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 4 |
31491 Girdle of Hill Giant Strength |
31492 While your foster father did his best to guide you toward virtue, you have always been fascinated by the power that can be attained through evil. Uninterested in spellbooks or knowledge of the divine, you would plead with the Watchers to teach you the deadly art of martial combat. Each teacher, increasingly uneasy about your growing darkness, eventually refused to teach you more. But you would simply move on to the next, casually casting your former tutors away. Your lust for power eventually led you to a forbidden tome deep within Candlekeep, a tome that put you into contact with an evil outsider. In exchange for dark power, you agreed for that outsider to become your patron. Now you seek nothing more than an excuse to leave Candlekeep and exercise your new abilities upon an unsuspecting world. |
31493 Much to the irritation of your loving foster father, you have always been a wild spirit. Books held no interest for you, nor did disciplined combat. The Watchers spent years wondering what to do with you, until the fateful day when an Uthgardt barbarian from Icewind Dale delivered an ancient scroll to Candlekeep. The short time she remained had a deep impact upon you. She taught you the ways of the barbarian, the connection to spirits of nature, and how to unleash wild rages. By the time she left, you knew that you would follow the same path. Her visit was several years ago, and ever since then you have found the walls of Candlekeep to be intolerably stifling. |
31494 Your youth was shaped by two major influences: your foster father Gorion and a group of monks in the service of Bahamut who spent several years within Candlekeep. While Gorion worked to grow your intelligence and kindness, these seemingly strange monks fostered your wisdom and discipline. After they left, you adopted their ways as your own and can now rightfully call yourself a monk. While you treasure the years spent in Candlekeep, you now feel the urge to pursue spiritual wisdom. |
31495 Inspired by your foster father's knowledge of the magical arts, you took steps to duplicate his abilities. Uninterested in a structured study of magic, you chose instead to harness raw magic and use it how you saw fit. Gorion was kind enough to give pointers here and there, but was never entirely comfortable with your reckless approach to magic. After years of practice, you now feel that you are a capable sorcerer, but could be so much more if you were to travel the realms in search of greater knowledge. |
31496 EAT FLAMINGâ€â€or, uh, possibly frostyâ€â€DEATH! |
31497 All right, if you're sure. Oh, it's so fun to be in charge! |
31498 *yawn* Casting spells isn't as easy as I make it look. I'm tired. |
31499 There was way more excitement in High Forest... |
31500 I could really use Tenser's Floating Bandage over here! |
31501 Uh huh? |
31502 What is it this time? |
31503 You rang? |
31504 I'll do it! |
31505 MY turn to save the day! |
31506 Stand back, and watch this! |
31507 Augh! |
31508 Oof... only take me to a licensed cleric... ugh... argh... |
31509 I will show you justice! |
31510 I shall endeavor to let wisdom be our torch. |
31511 My training did not prepare me for such extended... *yawn* activity... |
31512 I am sure the Moonmaiden frowns upon such inactivity. |
31513 Please...! Aid me! |
31514 Your wish? |
31515 I am prepared. |
31516 I look forward to your instruction. |
31517 Selûne guides my hand. |
31518 I shall commit to the task. |
31519 I understand. |
31520 Ooof! |
31521 Haargh... ugh... |
31522 Not usable by: |
31523 Contingency Fired |
31524 Deathbringer Assault |
31525 Someone disturbs me?! I have no time to talk with you, <CHARNAME>. Don't take it personally. I'm just a very busy man. |
31526 The small dragon-like creature purrs quizzically with wide eyes. Nervously, it backs away towards <CHARNAME>. Obviously, it doesn't want to talk to you. |
31527 The small dragon-like creature flutters its wings happily, looking at you with almost kaleidoscopic eyes. "You wish something?" It awaits your attention, tail flicking. |
31528 Come here. I want to pick you up and put you in my pack, where it's a bit safer. |
31529 *pet and play with it* |
31530 How are you? Everything okay down there? |
31531 No, it's all right. Let's just keep going. |
31532 Come here. I want to pick you up and put you in my pack, where it's a bit safer. |
31533 Its eyes brighten, and it practically leaps into your arms, ready to be stowed amongst your belongings where it can sleep and occasionally poke its head out. |
31534 The dragon coos with delight, its multicolored eyes whirling as you pat its warm, leathery hide. "You are very kind to me, my <PRO_LADYLORD>," it purrs. |
31535 Come here. I want to pick you up and put you in my pack, where it's a bit safer. |
31536 How are you? Everything okay down there? |
31537 Let's just keep going, then. |
31538 Come here. I want to pick you up and put you in my pack, where it's a bit safer. |
31539 The dragon flicks its tail with pleasure and gazes up at you with colorful eyes. "So long as you are well, my <PRO_LADYLORD>, then I am well." |
31540 "But since you are asking, I could use a snack. Perhaps a nice gopher. Or some pie... ooooh, yes, I *like* pie!" |
31541 "I... I am a little hurt, though, my <PRO_LADYLORD>. The cuts sting, and I am bleeding. It... it is not pleasant." |
31542 "I... I am hurt badly, my <PRO_LADYLORD>. I don't want to die, my <PRO_LADYLORD>. I want to stay with you." The dragon whimpers a little and curls its tail around your leg. |
31543 "I do like traveling with you. Very much, my <PRO_LADYLORD>. Do you have an apple? I could roast the apple a little and then eat it down. Apples are good!" |
31544 "I am amazed at all the new places I see with you. Everything is so wonderful and so colorful! Is all of the world like this, my <PRO_LADYLORD>?" |
31545 "I feel wonderful myself, my <PRO_LADYLORD>. My hide is clean, and I stand ready to aid you against danger!" |
31546 The dragon flicks its tail contentedly and then turns its eyes back to the path before you. "As you wish, my <PRO_LADYLORD>." |
31547 The creature stares with open derision, sticking out its forked tongue rudely. It scoots off to <CHARNAME>. Obviously, it doesn't want to talk to you... |
31548 The impish creature regards you suspiciously, wary of a kick or slap headed its way, before sidling a step or two closer. "Yeah, boss? You want something?" |
31549 Come here. You're going in my pack, for now. |
31550 Don't be so frightened of me, idiot. *pet the familiar* |
31551 *slap it in the head* |
31552 Come here. You're going in my pack, for now. |
31553 Come here. You're going in my pack, for now. |
31554 Are you all right, familiar? All is well? |
31555 Never mind. Just keep moving. |
31556 "Oh, sure. Stick me in your smelly pack. Ever thought of putting some mint in there? Baaah..." Reluctantly, the imp crawls into your pack. |
31557 It seems disgusted as you pat it on the head. "Oh, now I'm a cute little bunny? Give me a break, boss." The imp darts away and does a heebie-jeebie dance. |
31558 Come here, then. Get in my pack. |
31559 Is all well down there? |
31560 All right, let's just keep going. |
31561 It looks at you suspiciously, its sulfur eyes squinting. "Hmph. Since when are you so interested in me, boss? Up 'til now, it's all been you, you, you." |
31562 "But if you're really concerned, you could get me some healing. I got scratches, you know... you wouldn't want me to die, would you? I'm too useful!" |
31563 "But since you're asking, I could use healing. Ichor's running bad... you wouldn't want to send me back to the planes, would you? *That* would be a shame..." |
31564 "But, hmmm, let me see. I'm kinda hungry. How about a puppy sandwich? A steak? A chicken sacrifice? C'mon, throw me a bone here, sheesh!" |
31565 "But since you asked, I think you should get more gold. I wanna sleep in a BIG bag of gold. I could swim in it... yeah, that's it, swim in the gold... yeah..." |
31566 "But I would like to say that you run around too much. Here, there, back again... sheesh! Don't you ever stop awhile, set up shop? Gimme a break, boss!" |
31567 "But since you asked, I wanna register a complaint. Where's all *my* magical stuff? I want a big sword... and a bag of holding... and some wands, yeah, wands..." |
31568 It looks ahead and sighs, scratching its rear luridly. "Oh, sure. Only, what, another fifty years of wanderin' around? Don't you ever settle down? Sheesh..." |
31569 The imp reels from the blow. "HeeEEYY! Cripes! What wuz that for?! I did everything you told me to, boss! Sheesh! Some people..." |
31570 *slap it again* |
31571 Another slap sends it to the floor, frantically covering its head. "Gaaah! Okay! You're the boss-<PRO_MANWOMAN>! YOU boss, ME just little follower! I get it!" |
31572 "Ow! Dammit, stop it! I'll do whatever you say, just stop slappin'!" It takes steps away, muttering something about "abusive codependent relationships" or similar. |
31573 The imp darts away at the last second. "Nyah! Thhhppppfffttt! You couldn't hit the broad side of a barn! You suck!" It dashes away before a reprisal can come. |
31574 It rolls its eyes. "Oh, sure. Stick me in your smelly pack. Ever thought of sticking some mint in there? Baaah..." It reluctantly crawls in. |
31575 The small creature looks at you with suspicion, and after a moment's inspection, it turns and gives you full view of its rear while it strolls to <CHARNAME>. |
31576 The familiar sighs, its nose twitching slightly with curiosity as it looks up with dark eyes. "What is it now, <PRO_MANWOMAN>? I am hungry. I wish to be petted and fed." |
31578 Come here. I want to pick you up and put you in my pack, where it's a bit safer. |
31579 *pet the familiar* |
31580 How are you? Everything okay down there? |
31581 Give me anything you have pickpocketed, will you? |
31582 Perhaps later. Let's just keep going. |
31583 The familiar eyes your pack and then reluctantly crawls inside. "Very well. It is better that you carry me. Do not bump me around so much this time." |
31584 "Aahhhh..." The familiar half-closes its eyes with contentment, a pleased smile creeping across its face. "Yes, this is good. Food would also be nice." |
31585 Let's just keep going, then. |
31586 It looks up with dark eyes, seemingly content to just be near you. It sighs and looks away briefly. "We are connected, you and I. If you are well, so am I." |
31587 "But I myself have a few insignificant injuries. I am strengthened because you are stronger than I. If you could treat my wounds, it would please me." |
31588 "But I myself am hurt very badly. I bleed, <PRO_MANWOMAN>. I may survive, or I may not... we shall see." |
31589 "But since you ask, I am possessed of a craving for food. Procure some for me, and I shall allow you to pet me for a while longer." |
31590 "But I think you are a good enough traveling companion. I am pleased with the progress we make. Perhaps I shall remain with you for some time to come; we shall see." |
31591 The small animal seems to ponder saying something else, but eventually, its attention drifts, and it finds something more interesting than you elsewhere. Walking away, it presents its tail and bum to you. |
31592 "But all is well enough, <PRO_MANWOMAN>. Why? Are you not well? You will not sicken and die on me, <PRO_MANWOMAN>, would you? If you did, it would sadden me, for a while." |
31593 The familiar sighs and turns its eyes disinterestedly to the path before you. "I would prefer to choose our path myself, but you'll no doubt want to be stubborn." |
31594 The familiar eyes your pack for a moment and then reluctantly crawls inside. "Very well. It is better that you carry me. Do not bump me around so much this time, however." |
31595 The familiar eyes your pack for a moment and then reluctantly crawls inside. "Very well. It is better that you carry me. Do not bump me around so much this time, however." |
31596 The familiar eyes you suspiciously. "But when I take things, they belong to me." |
31597 Never mind that. Hand it over. |
31598 Pretty please? I'll feed you and pet you... |
31599 Oh, never mind, then. |
31600 The small animal rolls its eyes and sighs petulantly. "Fine. But you are very cruel to me, you know." |
31601 The small animal twitches its tail, pondering. "Well... perhaps. But I would not put it past you not to keep your word." *sigh* "Oh, very well. It amuses me when you beg." |
31602 "As it should be. I earned it, after all." |
31603 *sigh* "Very well. Although next time, don't expect such cooperation just from a few seconds of petting." |
31604 Hull's Sword |
31605 An Errand for Fuller |
31606 Firebead's Scroll |
31607 Samuel the Deserter |
31608 Wild Thing I met a half-elf named Neera on the road and rescued her from a group of Red Wizards intent on studying her talent for wild magic. Between her unpredictable spells and manner, I thought it better to let her go on her way. She said she would be at the Friendly Arm Inn. |
31609 Something Wild I met a half-elf named Neera on the road and rescued her from a group of Red Wizards intent on studying her talent for wild magic. Her spells are unpredictable but sometimes far more powerful than those of other spellcasters. Her personality seems just as unpredictable, so I hope I made the right choice in bringing her along. |
31610 Restitution An angry halfling named Meklin accosted us. He claimed that Neera robbed him. She denied it at first, but the truth came out. Fortunately, he was satisfied when I paid him the amount she had stolen. I hope Neera proves worthy of my coin, not to mention my trust. I will feel pretty foolish if I wake up with a pot on my head and my purse gone. |
31611 Unpaid Debts An angry halfling named Meklin accosted us. He claimed that Neera robbed him. She denied it at first, but the truth came out. Unfortunately, it all ended in blood. Fortunately, that blood was not mine. Something tells me that it's only a matter of time before Neera betrays me, too. Still, her wild magic is a powerful tool to use in my own quest. |
31612 Accidents Happened Neera says she left High Forest after a spellcasting accident maimed several of her fellow students. It doesn't sound as though her teachers banished her, but she seems to think they would have kicked her out if she hadn't chosen to flee. Her judgment doesn't seem to be the best, but I think there's a good heart behind her frivolous attitude. |
31613 Adoy Neera has heard rumors of another wild mage, an old man named Adoy. People say he lives somewhere east of the Firewine Bridge. If he has managed to survive to a ripe old age despite the dangers of using wild magic, maybe he will have some helpful advice for Neera. Also, I think Neera wants a flute. |
31614 I Think She Likes Me Neera has become increasingly chatty. It is difficult to know whether she is becoming fond of me or just fond of teasing me. Her personality is as unpredictable as the spells she casts. One moment I think she is mocking me, and the next... well perhaps she is mocking me that moment, too. It's so hard to tell with her. |
31615 Sure of Herself Neera's confidence has grown since we began traveling together. Maybe all she needed was the chance to be part of a group. Or maybe she's responding to the presence of one particular person... |
31616 Watch What I Say It's becoming obvious that Neera still needs the occasional reassurance of her value to the group... or to me personally. Whatever comes next, one thing's for sure: I must be careful what I say to her. She has one thin skin! |
31617 Created by a djinni as a "gift" to the drow sorcerer Baeloth Barrityl, this obsidian ring with blood-red ruby almost hypnotically draws the eye to it. Acting as additional storage space for magical knowledge, once placed upon a spellcaster's finger it imbues <PRO_HIMHER> with the ability to learn additional spells beyond what <PRO_HISHER> skill normally allows. It also gives the wearer the chance to spontaneously create wealth once a day in the form of some gemstone, but that is a double-edged sword; should the gem fail to materialize, the wearer endures a period of searing pain. The djinni that created the ring, not entirely trusting the person to whom it was gifted, wove a curse into the black stone band. In battle with a djinni, the ring's wearer will find <PRO_HIMHER>self at an extreme disadvantage. Once donned, it cannot be removed from its wearer's finger, no matter how much <PRO_HESHE> might wish it so. STATISTICS: Equipped abilities: – Can learn 3 additional spells of 1st, 2nd, and 3rd level (Sorcerers only) – THAC0: -5 vs. genies – Damage: -5 vs. genies Charge abilities: – Create a random gem or damage the wearer, once per day Weight: 0 |
31618 Are You a God? The wild mage Adoy was captured by the very goblins he accidentally summoned while making his supper. The good news was that they worshipped him like a god. The bad news was that their god likes to eat tree bark and raw snails. The worse news is that a tough hobgoblin named Rogdok heard about the situation and decided to keep Adoy prisoner so Rogdok could make himself king of the goblins. Fortunately, I was able to free him from captivity. Unfortunately, I managed to lead the Red Wizard Ekandor straight to another wild mage to capture. In the end, with help from both Neera and Adoy, I put an end to that kidnapping Red Wizard once and for all. |
31619 GO GO GO! |
31620 Everybody listen to me now. |
31621 That, *yawn* was a full day's work. |
31622 Let's DO something... |
31623 Healer...! Healer needed, right here! |
31624 What do you need? |
31625 Tell me. |
31626 Give it to me straight. |
31627 You want it, you got it. |
31628 I've got this. |
31629 Don't worry about me. |
31630 Argh! |
31631 Hoaghh... augh... |
31632 Now you're going to be sorry! |
31633 I've always been leadership material. |
31634 Sleepytime can't come soon enough! |
31635 Are we loitering now...? Are we loiterers?! |
31636 I've got the world's biggest ouchie! |
31637 Now what? |
31638 Uh huh? |
31639 You need something? |
31640 I'm on it like ugly on an orc. |
31641 It's in the bag. |
31642 If you're sure that's what you want. |
31643 Agh! |
31644 Eugh... not like this... |
31645 Who's in for it now?! |
31646 It's about time you recognized my superior qualities. |
31647 A little nap about now wouldn't hurt none. |
31648 Is there nothing else we should be doing? |
31649 Oy! That smarted. |
31650 Haven't you got nothin' better to do? |
31651 I'm not bothered. |
31652 What do you want? |
31653 Right. It's on me, is it? |
31654 I'll get it in a minute, guv. |
31655 I may as well. |
31656 Yeagh! |
31657 Ogh... |
31658 You got this coming! |
31659 If nobody else is gonna step up, why not? |
31660 Ready for that nap anytime now. |
31661 What's it gonna take to get a little action around here? |
31662 Augh... that one's going to leave a mark! |
31663 Yeah? What do you want? |
31664 Huh? |
31665 Whatcha got for me this time? |
31666 Yeah, I'll get right on that. |
31667 Top of my to-do list. |
31668 Way ahead of ya, boss! |
31669 Aagh! |
31670 Haagh... ohh... |
31671 Let's give them a right thrashing! |
31672 Well, of course! I AM the obvious choice... |
31673 *yawn* I grow torpid and require slumber. |
31674 Egh... how tedious all this becomes. |
31675 My spleen...! Alas, my life's blood seeps out... |
31676 How may I be of assistance? |
31677 What is it this time? |
31678 Yes? |
31679 I shall attend to it in a trice. |
31680 It shall be as you wish. |
31681 You have but to ask. |
31682 Eugh! |
31683 Hagh... ack... ohh... |
31684 Get over 'ere! |
31685 Right then, I'm in charge. |
31686 That's about enough, *yawn* for one day. |
31687 You don't want my hands getting idle. |
31688 I could use a little patching up! |
31689 Spit it out. |
31690 You rang? |
31691 Go on, then. |
31692 Right. What's this, then? |
31693 Sorted. |
31694 I'm on it. |
31695 Oof! |
31696 Gack... grarrhh... |
31697 There is a locked chest on the west side of this floor. Use my abilities to pick the lock of the chest and steal the gem inside. To aid in finding chests and other containers, you can use the Hint button. The Hint button is at the bottom right of the screen and has a magnifying glass over a barrel. When you tap this button, objects that you can interact with will be highlighted for a moment. |
31698 Tutorial Retrieve the star sapphire for Belt. Once you have obtained the star sapphire, return upstairs to speak with Belt and end the tutorial. You will need to use many different abilities in searching for the star sapphire. Be sure to use the Hint button in the lower left portion of the screen to highlight chests and other objects that you can interact with. If you would like to start over once you have entered the basement, you can load your Auto Save. |
31699 I know most women would just move on, but Hagar loved me! I can't imagine him leaving me for some tramp, but I can't think of any other reason. That doesn't explain the others who left with her, but none of this makes any sense. |
31700 I'll see what I can do about Hagar. Wait here. |
31701 You don't need to rub it in. I know better than anyone the harm I caused. |
31702 So you blame yourself? |
31703 You can't blame yourself. |
31704 It's kind of you to put it that way. There are times when I've wanted to think that way. It was confusing, and I didn't mean to hurt anyone. Still... |
31705 Horrible, I know. |
31706 Afterwards, I ran into the woods and couldn't bear to go back to face the consequences. I snuck back into the village now and then for food, and once to leave a note for my parents, but eventually I had to leave. |
31707 Albruin +1 |
31708 Basalin was a large man, rumored, far from his hearing, to be a werebear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown. STATISTICS: Equipped abilities: – Immunity to poison Charge abilities: – Detect Invisibility once per day THAC0: +1 Damage: 2d4+3 (slashing) Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 8 |
31709 You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was an orcish caravan guard, part of a larger mercenary company that operated out of Waterdeep. Through the course of his adventuring career, Gorion grew to become her close friend. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing. |
31710 play |
31711 play |
31712 I apologize, <CHARNAME>, but I must take my leave of you. From your actions, it seems that you are not interested in enlightening yourself, nor those around you. My time would be better spent in the company of those who seek to bring light into this world. I shall return to Nashkel, but perhaps our paths will cross again. |
31713 You can pause the game at any time by tapping on the clock face in the lower left. Unpausing occurs the same way. Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's attack. While paused, issue your commands. When you unpause the game, your characters will obey the orders you have given them. If you do not pause often, you will find the entire game very difficult to play. |
31714 Slave Ring |
31715 That be all the tales I be tellin' right now. Come again, and perhaps there be a tale awaitin'. |
31716 Bracers of Defense AC 3 |
31717 Undroppable helmet with no animation |
31718 Wild color changes |
31719 Squirrels... Everywhere squirrels! |
31720 I'm so itchy! |
31721 It's so bright! |
31722 Area effect |
31723 Sex change |
31724 Color change |
31725 What was that? Over there! |
31726 Explosion? |
31727 Entangled |
31728 Slowed |
31729 Polymorphed |
31730 Held |
31731 Hastened |
31732 Polymorphed |
31733 Gold Destroyed! |
31734 Weakened |
31735 Burst |
31736 Legs... so... heavy. |
31737 Caster also targeted |
31738 Held |
31739 Fear |
31740 Roll twice more |
31741 Area explored |
31742 Globe of Invulnerability |
31743 Silence |
31744 Invisible |
31745 Pretty sparkles |
31746 Caster becomes target |
31747 Invisible |
31748 Colors! |
31749 Shouldn't this spell do something? |
31750 I've always said that bird magic is the most difficult. |
31751 Gems! |
31752 Berries in my pocket. |
31753 Projectile changed |
31754 What's this in my pocket? |
31755 Combat ready! |
31756 *hiccup*... *hic*... |
31757 Polymorphed |
31758 Ooops, wrong target. |
31759 I feel refreshed. |
31760 Monsters summomed |
31761 Is that snow? |
31762 What's with the noise? |
31763 Oops, a gate... Is that a demon?! |
31764 Duration halved |
31765 Swirly things |
31766 Projectile speed halved |
31767 Weapons glow |
31768 No Save |
31769 Held |
31770 Detect magic |
31771 Roll 4 more times! |
31772 Slowed |
31773 Ooops wrong spell |
31774 Lightning bolt |
31775 Strengthened |
31776 Heal |
31777 Entangle |
31778 Weakened |
31779 Fireball |
31780 Turned to Stone |
31781 Spell cast and I feel refreshed |
31782 Heal |
31783 Dizzy |
31784 Burst |
31785 Held |
31786 Blinded |
31787 Charmed |
31788 Gems! |
31789 My legs! What have you done? |
31790 What's in my pack? |
31791 Silence |
31792 Sex change |
31793 Explosion? |
31794 Stinking cloud |
31795 COW! |
31796 Area effect |
31797 Itchy |
31798 Hit Points doubled |
31799 Held |
31800 Hastened |
31801 My gold! |
31802 Spell cast twice |
31803 Spell cast, +4 save |
31804 Color change |
31805 Spell cast at double level |
31806 Spell cast normally |
31807 Double Hit Points |
31808 Tier |
31809 Deafened by the roar of the crowd, you watch as Baeloth the Entertainer collapses in death. With the drow slain, the geas lifts from your spirit. You have performed the impossible, freeing both yourself and the other captives of the Black Pits. While the duergar are grateful, they can no longer tolerate the presence of outsiders in their home. As they close in upon you, Najim urges you into a swirling portal that leads home, to the surface world. You leap into the magical passage, eager to leave the Underdark behind. As the Black Pits fade from your view, an unfamiliar sight takes shape on the other side... |
31810 Thieves' Guild Entrance |
31811 Thieves' Guild |
31812 Highlight |
31813 Quick Save |
31814 Selection |
31815 FIGHTER/MAGE: The combination of martial prowess and magical ability make Fighter/Mages highly versatile. They can adapt to many different kind of combat situations, but they must use light armor. |
31816 I really don't feel so great... THE VOICES ARE SCREAMING... AHHHHH! |
31817 Yes, we should leave. You should watch out for your partner, Gallor. He wanted me to kill you so he could profit from your find. Tread carefully. |
31818 Best of luck to you. |
31819 This accursed place shall be your final resting place. Die! |
31820 Yes, we should leave. You should watch out for Gallor. He hired me to kill you, but enough blood has been spilled this day. |
31821 Follow mode on |
31822 Follow mode off |
31823 Shout for help at three-quarter Hit Points |
31824 Shout for help at half Hit Points |
31825 Shout for help when almost dead |
31826 Never shout for help |
31827 Help |
31828 Usable by: |
31829 Believe me, her words bring no comfort! Shar does not coddle the infirm or insubordinate. But to the worthy who obeys, she grants strength and power. |
31830 Please choose which network protocol you wish to use for your multiplayer connection. TCP/IP: To connect to another person, you will need to know their IP address. If you are hosting a game and experiencing difficulty in having people connect to you, please ensure that you have port 47630 (UDP) open or forwarded to your computer. Beamdog.net: Beamdog.net allows you to browse active games and connect to other players through firewalls, without having to obtain their IP address. |
31831 Long Sword +2 |
31832 You've done everything that I asked. Thank you kindly for helping me dear, you've earned every copper. |
31833 [Movie]The Black Pits Introduction |
31834 [Movie]Shipwreck |
31835 We met little resistance from the villagers. They had few warriors of any merit. Those who dared defend themselves soon fell to our spells and swords. Then, it was only a matter of slaughtering the women and children. |
31836 Beta |
31837 This slender deer hide belt lined with rabbit fur grants its wearer resistance to polymorph effects: the perfect gift for wild mages or those who stand near them. STATISTICS: Equipped abilities: – Save vs. Petrification/Polymorph: +5 Weight: 2 |
31838 d |
31839 Waiting on the store |
31840 Purchase in progress |
31841 Purchase successful |
31842 Purchase failed, please try again |
31843 Purchase canceled |
31844 Create Party |
31845 This finely crafted and intricately engraved quarterstaff was "improved" upon by Neera herself. Her intent was to create a staff that would inflict fiery pain upon its victims, but she fell slightly short of that goal. While it can light enemies aflame, there is also the chance that the staff will backfire and incinerate its wielder. STATISTICS: Combat abilities: – When the staff strikes a target, there is a 10% chance that either the target or the wielder will take 1 point of fire damage. THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 |
31846 Adoy's Belt |
31847 hardware mouse cursor |
31848 Irritated by Glass Dust |
31849 Ted |
31850 Fist +1 |
31851 Fist +2 |
31852 Fist +3 |
31853 Fist +4 |
31854 Charm Fire Elemental |
31855 colored markers |
31856 Enable this option if you want party member markers to use their character's primary color. |
31857 Total Roll: |
31858 It's about time you came through for me. I was beginning to wonder whether your incompetence was Wait, this isn't right! |
31859 You fool! I am not fully revived! I am diminished, damaged, and DANGEROUSLY DETERIORATED! Why, I've even lost some of my perspicacity! |
31860 Hehehe! |
31861 Najim? Are you even LISTENING? My most obedient servâ€â€friend! WHERE ARE YOU?! Surely you aren't going to leave me UP HERE! |
31862 Argh! YOU CONNIVING CUR! I will crack your realm wide open and DRAG YOU INTO THIS PLANE OF Oh, hello. Well, this is awkward. |
31863 Well met, I am <CHARNAME>. |
31864 Who the hell are you? |
31865 Greetings, friendly, ah, surface-dweller. You wouldn't happen to know the direction of the nearest entrance to the Underdark, would you? |
31866 I'm afraid I don't. |
31867 Where on earth did you come from? |
31868 Die, drow! |
31869 From the Underdark. Was that not clear? Goodness, are you blind? Eugh, I hadn't realized how sickly you surfacer sort are. |
31870 As pleasant as you are, I'm afraid I don't know where an Underdark entrance can be located. |
31871 Who are you, exactly? |
31872 Is he doing that on purpose? |
31873 Shush, Neera. |
31874 I hope so! |
31875 No, I suppose you wouldn't. This is particularly problematic for a popular power player such as myself! |
31876 And who might, ah, yourself be? |
31877 He must be! Five words! Did you hear that? |
31878 Silence yourself, mageling. He is not to be trusted. Drow! Speak your name. |
31879 How could I forget?! Allow me to introduce myself. I am Baeloth Barrityl, more commonly known as BAELOTH THE ENTERTAINER! Yes, I know. THAT Baeloth. Fall to your knees and beg for mercy; I'm sure you know the drill. |
31880 I shall do no such thing. |
31881 The thing about that is... I left my kneepads back at home, and, well, you know how these things go. |
31882 Stay your hand a moment, <CHARNAME>. Drow do not typically leave the Underdark of their own accord, and I do not wish to see one of my kind slain without good reason. |
31883 Ooooh, I LIKE this one! |
31884 Check your tongue, male. Clearly you do not know what I consider to be "good reason." |
31885 But of course, slender one. Anything for a lady of such grace. What house did you say you were from again? Please don't say Do'Urden. |
31886 House Do'Urden?! The depths of their treachery cannot even BEGIN to Ahem. Consider your hand unstayed, <CHARNAME>. |
31887 Oh my, tough crowd! In any case, it seems that I am in a bit of a bind. I am unable to return to my home, and I am bare to the boundless barbarism of the surface world! |
31888 That's a shame, a nice guy like you mixed up in a situation like this. |
31889 Hmm. Perhaps you aren't as cultured as I had assumed. In any case, it seems that I am in a bit of a bind. I am unable to return to my home, left bare to the boundless barbarism of the surface world! |
31890 That's a shame. How could such a nice guy like you get mixed up in a situation like this? |
31891 Two! |
31892 You must be crawling with questions, but first let me elucidate recent events. Perhaps many of your petty ponderances will be answered! |
31893 By the gods, if my eyes continue to roll at this speed, they'll begin to smoke! |
31894 Perhaps they will be. Carry on, then. |
31895 Is no one else catching this? These are great! |
31896 My most recent project was a little something I called the Black Pits. I'm sure you've heard of it. Mortal pitted against mortal in a desperate bid to... oh, it doesn't matter anymore. |
31897 Can't say that I have. |
31898 Yes, in fact! I've visited that particular bank of outhouses many times. |
31899 You must be out of the loop. It was a marvelous sight! The roaring crowd, my obedient djinn slave keeping the prisoners in line, the sound of hammer crushing boneâ€â€ah, such fond memories! |
31900 How did you GET the djinn in the first place? |
31901 Sounds like quite the hotspot. |
31902 A favor here, a clever spell there, a geas or two. It's not so hard. |
31903 And it worked out so well for you! |
31904 Outhouses? You dare compare my barony of bloody battles to a privy? |
31905 I must have been mistaken. |
31906 Things went quite swimmingly until some upstarts tricked me into facing them in battle. They cheated, of course. |
31907 But I am nothing if not calculatingly cautious, and so I instructed that djinn jerk Najim to grant me a final wish: that I be protected from death. Oh, he granted that one, all right. |
31908 Oooh! That was a good one! Wait, how is djinn spelled? |
31909 I believe that it technically does not count because of how the word is spelled, but his verbal agility is still quite impressive. |
31910 As you can see, I live again. No Demonweb Pits for me! But I am bereft of my previous power, forced to converse with a pack of mouth-brea Oh, I apologize. I'm beginning to ramble! |
31911 I've been called worse by better. In any case, I feel a request coming. |
31912 Did he also rob you of your manners? |
31913 I am simply unaccustomed to dealing with your kind on less than crushingly advantageous terms. |
31914 I'll try to speak slowly and in reverent tones. |
31915 I do not make it a habit to beg others for aid, and I prefer to lend favors rather than request them. |
31916 Now I definitely feel a request coming. |
31917 Clearly, I still command SOME of my powers. Even in this diminished state, I must remain one of the top five spellcasters in all the realms. If someone were to offer me martial protection, I'm sure I could be of great help to... whatever it is you're doing. |
31918 There it is! Fine. Whatever. Welcome aboard. |
31919 I'm afraid I can't take you with me. |
31920 Wait, there's a list? Who even keeps track of that? Is there someone I can write to? This isn't one of those "Who's Who in Faerûn" scams, is it? |
31921 Excuse me if I chortle, drow. I doubt you would rank within the top five spellcasters within your own bed! |
31922 And it's true! I am shockingly popular with sorcerous women. |
31923 What?! That quick wit will last you only so long, dark one. (If we elect to bring him with us, I shall see that I am rewarded handsomely for his head.) |
31924 You may be in the top five, but Tiax is number ZERO! |
31925 So I can really come with you? How perspicacious of you! You won't regret this. Now then, I assume you'll want me in a leadership capacity. |
31926 Back of the line, drow. |
31927 Indeed! Just write down your suggestions and then choke on them. |
31928 Don't think you can intimidate me. Let us hope that you learn proper respect before my patience withers. |
31929 Very crass. Fine then, lead onward. |
31930 No! NO! NO, NO, NO! Don't LEAVE me here, you moronic miscreant! There are pale-skinned barbarians everywhere! |
31931 Make your way to the Friendly Arm Inn. It's not far, and if you hide outside the walls on the east side, you probably won't be discovered and killed. Probably. |
31932 On second thought, sure. Your whining convinced me. |
31933 Fine! I'll just make my way there myself. I don't need your help. Begone! |
31934 Oh, COME ON! |
31935 I hope you're satisfied. Look at my clothing! Caked-on mud everywhere! Do you have any idea how many hairy, four-legged BEASTS I had to avoid while making my way here? Woofs, were they? Wharves? I don't know. |
31936 Hello to you too, Baeloth. I have need of you. Will you join me? |
31937 Well, keep it up. You're doing a good job so far. |
31938 YES! At last, some protection! Protection for YOU, that is. I will join you. So that you can feel safe. |
31939 No! NO! NO, NO, NO! Don't LEAVE me here, you moronic miscreant! Don't let me die at the hands of pale-skinned barbarians! |
31940 Sorry. |
31941 Being the center of attention is something I normally aspire to, but I am beginning to rethink that stance. |
31942 Stand at attention, you deficient dimwits! Grab a shovel. We can make the Underdark in a few hours of digging. |
31943 A den of diminutive dullards! What would possess us to come to such a filthy hovel? |
31944 Now this... THIS I like. Secure a room for us at once! |
31945 There aren't any elves around here, are there? I have no qualms about vaporizing a few of those abrasive curs, but they have an irritating habit of attacking in large numbers. |
31946 Ugh, a pretentious pile of petty ponderances. No wonder you surface folk never get anything doneâ€â€you're too busy poring over ancient manuscripts. Where's the flair? Where's the excitement? |
31947 If I recall correctly, it's "rock crushes lizard." I won't forget that one again. |
31948 The Undercity? Well, it's close enough to home, I suppose. |
31949 This brutish brawler we're about to beat had better be the finale to this little escapade. We need to focus on GETTING ME HOME ALREADY. |
31950 When asked about his past, Baeloth Barrityl, or "Baeloth the Entertainer" as he prefers to be called, claims to be a drow sorcerer of some repute. While he keeps some of his earlier exploits vague, he brags excessively about his most recent endeavor, the Black Pits. While it all ended in failure, he maintains that it was "the best show in all the realms." The circumstances of his defeat within the pits are unclear; he claims dishonesty on the part of his combatants was a key factor. |
31951 The Entertainer While traveling through Larswood, a drow by the name of Baeloth was resurrected before my eyes. He was obnoxious and rude, and I put him to the sword. His new lease on life was a short one. |
31952 The Entertainer While traveling through Larswood, a drow by the name of Baeloth was resurrected before my eyes. He was obnoxious and rude, and he asked if he could join with me for protection. Instead, I sent him to the Friendly Arm Inn. Perhaps he will not be eaten by bears on his way. |
31953 The Entertainer While traveling through Larswood, a drow by the name of Baeloth was resurrected before my eyes. He was obnoxious and rude, and asked if he could join with me for protection. He seemed to be a spellcaster of some skill, so I allowed him to join me. My hope is that he becomes slightly less acerbic over time. |
31954 Oohoohoohoo, I'm gonna work out some anger on you. |
31955 OBVIOUSLY, this was going to happen, but the amount of TIME it took borders on insanity! How do you function on a day-to-day basis? |
31956 *yawn* I have little taste for sleeping in a dog pile with you rivvil. Find me an inn! |
31957 You wouldn't be interested in playing a little GAME, would you? Mmm? |
31958 Agh! Exit stage... left? |
31959 Eh? What do YOU want? |
31960 Is there REALLY no one else you can bother? |
31961 Touch someone else, you filthy swine! |
31962 With my usual panache, I assume. |
31963 You must be loving this. |
31964 All right... but NOT because you TOLD me to. |
31965 Argh! |
31966 Augh... NOT AGAIN!! *gurgle* |
31967 Sashenstar's Ruby Ring |
31968 A simple gilt hand mirror. STATISTICS: Weight: 1 |
31969 Wyvern Hunting Season I have been well rewarded for delivering a wyvern head to Kelddath. No doubt this 2,000 gold shall come in quite handy. |
31970 shadowdancer |
31971 Shadowdancer |
31972 SHADOWDANCER: Shadowdancers can harness the power of magic to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves are able to blend seamlessly into the shadows in ways that a normal Thief cannot, striking without warningâ€â€sometimes with supernatural speed. Advantages: – +10% bonus to Hide In Shadows and Move Silently. – Hide In Plain Sight: A Shadowdancer may hide in shadows even while being observed. – May cast Shadowstep once per day. Gains one use at level 5 and an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The Shadowdancer cannot attack or cast spells while in the Shadow Plane. – Slippery Mind: +1 bonus to Saving Throws. Disadvantages: – Alignment restricted to any non-lawful. – -1 to backstab multiplier compared to an unkitted Thief: Level 1-4: x1 (no multiplier) Level 5-8: x2 Level 9-12: x3 Level 13+: x4 – May only distribute 20 skill points per level (30 at level 1) among thieving skills. – May not use the Set Snare ability. Prime Requisites For Dual-Classing: Strength, Dexterity, Charisma |
31973 dwarven defender |
31974 Dwarven Defender |
31975 DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable. Advantages: – May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter. DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. – Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20. – Hit Die: d12 Disadvantages: – Race restricted to dwarf. – May not exceed High Mastery (four slots) in axes and war hammers. – May not exceed Specialization (two slots) in any other weapon. |
31976 dragon disciple |
31977 Dragon Disciple |
31978 DRAGON DISCIPLE: Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities. Advantages: – 1st level: +1 bonus to AC. – 3rd level: May use Breath Weapon once per day. BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. – 4th level: Gains 25% innate Fire Resistance. – 5th level: +1 bonus to AC and Constitution. – 6th level: Breath Weapon damage increases to 4d8. – 8th level: Innate Fire Resistance rises to 50%. – 9th level: Breath Weapon damage increases to 5d8. – 10th level: +1 bonus to AC. – 12th level: Breath Weapon damage increases to 6d8. – 12th level: Innate Fire Resistance rises to 75%. – 15th level: Breath Weapon damage increases to 7d8. – 15th level: +1 bonus to AC and Constitution. – 16th level: Innate Fire Resistance rises to 100%. – 18th level: Breath Weapon damage increases to 8d8. – 20th level: +1 bonus to AC. – Hit Die: d6 Disadvantages: – May cast one fewer spell per level per day. |
31979 dark moon monk |
31980 Dark Moon Monk |
31981 DARK MOON MONK: The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision. Advantages: – +10% to Detect Illusion. – May invest points into the Detect Illusion skill. – May use the Frozen Fist ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. FROZEN FIST: When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit. – 1st level: May cast Blindness once per day. – 3rd level: May cast Blur once per day. – 7th level: May cast Vampiric Touch once per day. – 11th level: May cast Mirror Image once per day. Disadvantages: – Alignment restricted to lawful evil. – May not use the Lay On Hands ability. – May not use the Stunning Blow ability. |
31982 sun soul monk |
31983 Sun Soul Monk |
31984 SUN SOUL MONK: Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril, but today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it. Advantages: – 2nd level: May cast Sun Soulray once per day. SUN SOULRAY: The Sun Soul Monk projects a blast of light from <PRO_HISHER> open palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. – 5th level: May cast Flaming Fists once per day. FLAMING FISTS: The Sun Soul Monk channels <PRO_HISHER> inner light into <PRO_HISHER> unarmed attacks, turning <PRO_HISHER> fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done. – 6th level: Gains an additional use of Sun Soulray. – 8th level: May cast Greater Sun once per day. GREATER SUN: The Sun Soul Monk wreathes <PRO_HIMHER>self in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting <PRO_HIMHER> from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d8+2 points of fire damage. – 10th level: Gains an additional use of Sun Soulray. – 13th level: May cast Soul Sunbeam once per day. SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the Monk must save vs. Spell or be blinded for 2 hours. – 15th level: Gains an additional use of Sun Soulray. Disadvantages: – Alignment restricted to lawful good. – May not use Stunning Blow ability. – May not use Quivering Palm ability. |
31985 Defensive Stance |
31986 Breath Weapon |
31987 Kylee's Dagger |
31988 Coran the Wyvern Hunter |
31989 Sun Soulray |
31990 Flaming Fists |
31991 Greater Sun |
31992 Shadowstep |
31993 If you have taken your look around, then I kindly ask you to leave. |
31994 Hmm, I might have spoken too soon. Your thrashing must come another time, when I am not naked and weaponless. |
31995 My dear, even naked, you aren't entirely "weaponless"... |
31996 Ahem! Samantha, my sweet, we really must do something about that dirty mind of yours. More urgently, however, we must run! |
32127 Colquetle's Family Amulet |
32128 copy note |
32129 * You must restart the game for changes to take effect. |
32130 Language |
32131 Note copied. |
32132 Grrraaahh! The witch hasss gotten loose! I sshhhall gut herrr, gut herrr with my teethhhh! |
32133 Anyone |
32134 I'm not a murderer. I couldn't kill Rieltar in cold blood. Something strange is going on in Candlekeep. I shall investigate further. |
32135 You should not make a habit of picking fights in the street, my friend. Be careful when inviting danger into your life, for it comes all too willingly. |
32136 Sorry, I don't have time for proverbs right now. |
32137 Who're you? |
32138 Sun Soulbeam |
32139 Go about your business already! I grow tired of your constant jabbering! |
32140 I see you have returnedâ€â€what is it this time? |
32141 Buy your goods and be quick about it, I have no time for this! |
32142 Howdy, <CHARNAME>! What can I do ya fer? |
32143 Yes? YES? Out with it! |
32144 I take it from the quivering in your jaw that you have need of me. |
32145 (The mind flayer gives you a harsh stare, but says nothing.) |
32146 Oh, y-y-you're back. |
32147 Hurry it up. |
32148 Kivan and Tazok |
32149 What were you saying earlier? |
32150 Seawatcher |
32151 Lion's Way |
32152 Coast Way |
32153 Areana |
32154 Brevin |
32155 Zhurlong's Boots |
32156 Take a moment, child. I think I know who you are talking about. Do you mean Officer Vai? We have already spoken with her. |
32157 Yeah. She is really nice, isn't she? Well, I better go before Momma starts to worry. Tymora be with you, okay? |
32158 A New Suit of Armor In three days, Taerom "Thunderhammer" of Beregost should have my new ankheg-shell plate mail ready for me. I will look ferocious in it! |
32159 Oh my, hello there. I haven't seen a face in… forever! I suppose it makes sense given that this gate is no longer to be used for passageâ€â€I've been given strict orders to keep it that way. It's probably best you be on your way. |
32160 To be honest, Dorn... You might be on to something. |
32161 And yet, it is you that I fear treachery from the least. |
32162 Ye attempt to cast doubt on me, when it is you who we shan't dare turn our backs to? |
32163 What of your god, dwarf? Surely Moradin takes exception to me? Surely he has whispered for you to deal with me in some way? |
32164 All who know me vouch for me. I am above your reproach, half-orc. |
32165 And yet, horrifying acts have been performed under the mask of a white robe and a divine symbol. I trust you least of all, boy. |
32166 Nâ€â€no, you can't...! |
32167 I will be the last... |
32168 ...and you will go first! |
32169 There are others, I can show you! Please |
32170 Come one, come all! |
32171 Feast your eyes upon the most marvelous martial magnificence that the Underdark has to offer! |
32172 I, Baeloth the Entertainer... |
32173 ...cordially invite you to join the audience of my latest spectacle: |
32174 THE BLACK PITS! |
32175 Afoul of the Law We escaped the Flaming Fist prison by following a killer named Neb out through a secret passage he had concealed. |
32176 The cell door appears to have been tampered with. |
32177 master |
32178 mistress |
32179 Rilsa's Ring |
32180 With eternal devotion. Magreb |
32181 Hostile creatures have red circles around their feet. Left-clicking within the circle will direct you to attack me. You can switch weapons using the Quick Weapon icons. The weapon outlined in green is the current weapon. Since you're a Monk, attacking with your fists (empty Quick Slot) can kill your opponentâ€â€but you don't have to worry about that with me. If you have magical abilities, try casting a spell at me by left-clicking the star icon at the bottom of the screen. Left-click on one of the spells that come up and cast it on whichever target you want. I just hope you haven't used up your abilities for the day. |
32182 Hey there, <CHARNAME>! I see you're up early this day. Well, your father, Gorion, has asked me a strange favor. Seems like he wants you to learn some fighting and asked me to be the teacher. |
32183 Hostile creatures have red circles around their feet. Tapping within the circle will direct you to attack me. You can switch weapons using the Quick Weapons icons. The weapon outlined in green is the current weapon. Since you're a Monk, attacking with your fists (empty Quick Slot) can kill your opponentâ€â€but you don't have to worry about that with me. If you have magical abilities, try casting a spell at me by tapping on the star icon at the bottom of the screen. Tap on one of the spells that come up and cast it on whichever target you want. I just hope you haven't used up your abilities for the day. |
32184 Carl |
32185 Jurgen |
32186 Mongo |
32187 A merchant sold me a potion of intelligence at the Nashkel fair for only 40 gold! Cheap at twice the price! |
32188 Fighting alongside that boorish idiot was almost bearable with a strong woman like you to keep him in line. Until we cross paths again, <CHARNAME>. Don't think yourself second to any man. |
32189 Give me that cloak, Buttercup, or I shall pluck your petals and watch ye rot! |
32190 Hehahee-he-heeee... |
32191 This is a dead body. STATISTICS: Weight: 130 |
32192 First Elban and now this! We must tread very carefully, for if these documents bear truth, then we are potentially in a very dangerous situation. Rumor has it that my anniversary is this very day. It isn't, but perhaps we can use it to get the bottom of this. Shall we meet upstairs in a bit? You go ahead and I'll be right behind; I need to consult with Brandilar. |
32193 So the documents speak the truth... You foul creatures will answer for what you have done. Brandilar! Arrest these fools. |
32194 Those monsters still live. Put an end to them. |
32195 You should not have lied to Brandilar! I suppose I should have mentioned that he can be trusted, but it's too late for that, as the damage has been done and he no longer trusts you. I'll talk to him, but in the meantime all further proceedings will be handled by me. |
32196 Surprisingly, you've done very well! Aldeth should have your reward, if he hasn't already given it to you. |
32197 Cook |
32198 Magreb and Rilsa A ranger named Magreb talked of a recent goblin uprising in the local area. These goblins murdered his close friend, Rilsa, as she tried to make contact with them. They've apparently taken over a series of caves to the northeast. |
32199 Magreb and Rilsa We found where the goblins had slain Rilsa. We gave her a proper burial and returned a ring we found on her to Magreb. He was happy with the news, considering. |
32200 Magreb and Rilsa We found Rilsa and returned a ring we found on her to Magreb. While thankful, he was not very happy that we did not give Rilsa a proper burial and ran off to do it himself. We simply have more important things to do. |
32201 What? You left her there all alone? I must go and bury her properly. |
32202 Magreb and Rilsa |
32203 I am <CHARNAME>, but am certainly no deva. |
32204 scale user interface |
32205 Use hardware cursor for improved performance. Disabling this option can resolve some compatibility issues. |
32206 Stretch the UI to fill the available screen space when the window is resized. Otherwise, the UI will shrink as the screen resolution increases. Note: If your screen's resolution is smaller than 1024x768, this option will have no effect. |
32207 He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you. |
32208 Baldur's Gate: Enhanced Edition is being translated to other languages by dozens of hardworking volunteers. Additional languages will be provided as free updates when they become available. To see what languages are currently being worked on, please visit translate.baldursgate.com. Baldur's Gate: Siege of Dragonspear is currently only available in English. Other languages will be officially supported in a future free update. At present those languages are offered in an unfinished state for testing purposes. |
32209 Show subtitles |
32210 Advanced |
32211 You cannot leave during the tutorial. |
32212 Speedily Stolen Slaves' Salve |
32213 Oh, I swoon to hear such words. And by "swoon," I mean "gag." Don't get me wrong: I'm grateful you helped me, and I'm glad to travel with you, but I'm not exactly a damsel in distress. |
32214 return to game |
32215 Shadow Thief |
32216 installed |
32217 Quick Loot |
32218 Shilo Chen's Plea for Help |
32219 Ludrug |
32220 Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 2d8+5 missile damage. 11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds. 16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage. 21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed. |
32221 Set Special Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st Level: Mazes the target. |
32222 Sun Soulray The character projects a blast of light from <PRO_HISHER> open palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. There is no Saving Throw against this ability. |
32223 Greater Sun The character wreathes <PRO_HIMHER>self in flames that act as a Fireshield (Red), granting <PRO_HIMHER> 50% Fire Resistance and protecting <PRO_HIMHER> from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage. |
32224 Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the character must save vs. Spell or be blinded for 2 hours. |
32225 Lay On Hands (Self-Only) The character channels positive energy to heal <PRO_HIMHER>self of 2 Hit Points per level. |
32226 Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster. |
32227 Flaming Fists The character channels <PRO_HISHER> inner light into <PRO_HISHER> unarmed attacks, turning <PRO_HISHER> fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done. |
32228 Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harmsâ€â€or attempts to harmâ€â€the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. |
32229 Absorb Health The character deals 2 points of damage per level to an enemy, healing <HIMHER>self the same number of Hit Points. |
32230 Aura of Despair Targets all enemies within 30 ft. with effects that improve based on the caster's level: 3rd Level: -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 6th Level: -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 15th Level: -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; causes fear in enemies of level 8 or below. 20th Level: -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; causes fear in enemies level 18 or below. There is no Saving Throw against this ability. |
32231 Called Shot All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the caster: 4th Level: -1 penalty to target's THAC0. 8th Level: -1 penalty to target's Saving Throws vs. Spell. 12th Level: -1 penalty to target's Strength score. 16th Level: +2 bonus to damage roll. |
32232 Kai All successful attacks within the next 10 seconds deal maximum damage. |
32233 Shadowstep The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. |
32234 Barbarian Rage The character is enraged for 5 rounds, which grants <PRO_HIMHER> a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. |
32235 Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious). After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls. |
32236 Poison Weapon Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) |
32237 Offensive Spin During the next 4 rounds, the character's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. |
32238 Defensive Spin During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. |
32239 Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. |
32240 Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. |
32241 Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. |
32242 Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. |
32243 Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. |
32244 Shapeshift: Spider Strength: 16 Dexterity: 16 Base Armor Class: 3 Number of Attacks: 4 Attack Damage: 1d4 (piercing), strikes as a +1 weapon Special Abilities: – Hasted – Immunity to web |
32245 Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 2d8 (crushing) + 1d6 (piercing), on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Hits as though using a +2 weapon Special Abilities: – Immunity to hold, paralysis, slow, level drain, web, entangle, and grease |
32246 Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d6 + 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Hasted – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target) |
32247 Shapeshift: Mustard Jelly Strength: 14 Dexterity: 9 Base Armor Class: 4 Number of Attacks: 1 Attack Damage (ranged): 1d6 (missile) Attack Damage (melee): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates) Special Abilities: – Cold Resistance: 50% – Electrical Resistance: 100% – Magic Resistance: 100% – Magic Cold Resistance: 50% – Slashing Resistance: 30% – Crushing Resistance: 60% – Piercing Resistance: 100% – Missile Resistance: 85% – Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain – Immunity to non-magical weapons |
32248 Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. |
32249 Seeking Sword This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. |
32250 Boon of Lathander This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain. |
32251 Stunning Blow All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. |
32252 Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. |
32253 Breath Weapon The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The ability deals an additional 1d8 points of fire damage for every three levels beyond 3rd level the character has attained (4d8 at 6th level, 5d8 at 9th level, and so on, up to a maximum of 8d8 at 18th level). |
32254 Defensive Stance For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. Defensive Stance may not be used in conjunction with Hardiness. |
32255 Druid Polymorph This ability allows the character to polymorph into a bear or wolf. |
32256 Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Hasted |
32257 Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Hasted |
32258 Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Hasted |
32259 Shapeshift: Natural Form This ability causes the character to return to <PRO_HISHER> natural shape and ends the polymorph effect. |
32260 Shapeshift: Flind Strength: 17 Dexterity: 17 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon Special Abilities: – THAC0: +1 – Hasted |
32261 Shapeshift: Ogre Strength: 18/00 Dexterity: 9 Base Armor Class: 5 Number of Attacks: 1 Attack Damage: 2d4 (crushing), strikes as +1 weapon |
32262 Shapechange: Mind Flayer Strength: 10 Dexterity: 10 Base Armor Class: 5 Number of Attacks: 4 Attack Damage: 1d2 (crushing), -5 Intelligence |
32263 Shapechange: Iron Golem Strength: 24 Dexterity: 9 Base Armor Class: 3 Number of Attacks: 1 Attack Damage: 4d10 (crushing) Special Abilities: – Fire Resistance: 125% – Cold Resistance: 100% – Electrical Resistance: 100% – Acid Resistance: 100% – Magic Resistance: 100% – Magic Fire Resistance: 125% – Magic Cold Resistance: 100% – Slashing Resistance: 20% – Crushing Resistance: 20% – Piercing Resistance: 20% – Missile Resistance: 20% – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison. |
32264 Shapechange: Giant Troll Strength: 18 Dexterity: 20 Base Armor Class: 4 Number of Attacks: 3 Attack Damage: 2d6 (piercing) Special Abilities: – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second. |
32265 Shapechange: Greater Wolfwere Strength: 19 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 3 Attack Damage: 1d12 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electrical Resistance: 50% – Acid Resistance: 50% – Magic Fire Resistance: 50% – Magic Cold Resistance: 50% – Immune to non-magical weapons; regenerates 6 Hit Points per second. |
32266 Shapechange: Fire Elemental Strength: 9 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 3d8 (crushing), +1d6 fire Special Ability: – Fire Resistance: 100% – Magic Fire Resistance: 100% – Immune to weapons of +2 enchantment or less. |
32267 Shapechange: Earth Elemental Strength: 19 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 4d8 (crushing) Special Ability: – Immune to weapons of +2 enchantment or less. |
32268 Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack. |
32269 Water Jet This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round. |
32270 Boiling Rain Storm This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round. |
32271 Mist Ball This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 points of magic damage unless it makes a Save vs. Breath. In addition, the target is blinded for 1 round (no save). |
32272 Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage. |
32273 Sooty Ball This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round. |
32274 Stone Spit This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact. |
32275 Salt Crystals This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon. |
32276 Glass Dust This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into <PRO_HISHER> flesh. |
32277 Ice Shard This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon. |
32278 Flame Fan This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability. |
32279 Flame Jet This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon. |
32280 Mimic Acid This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability. |
32281 Mimic Glue This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon. |
32282 You must wait before you can pause again. |
32283 Tilly Underwood Andrew Beale - Anduin Gaëtan Landry - Headbomb Sofia Favro - Sophia Claudio Merlo - Metalloman Petr HavlÃÂ�ek - Pecca Alexander Heddini - Shin K. Marshall Christophe Marchi |
32284 There is no room to drop that item here. |
32285 This game is full. You must gather your party and find another game. |
32286 name: |
32287 description: |
32288 players: |
32289 password: |
32290 Error while writing to file. |
32291 This spell is already in your spellbook. |
32292 test string, feel free to replace it |
32293 Condition |
32294 Target |
32295 enable confirmation |
32296 With this option enabled, you will be prompted to confirm your decision to remove memorized spells or rest at an inn. With this option disabled, no confirmation window will appear when resting at an inn or removing memorized spells. |
32297 Choose Your Portrait |
32298 (These images were found in your portraits folder.) |
32299 MONK: Monks use their fists and feet to attack foes in melee combat. Monks typically do not use armor or weapons, but their natural abilities improve enormously as they gain levels. |
32300 SORCERER: Like Mages, Sorcerers use their arcane might to cast offensive and defensive spells. Unlike Mages, Sorcerers learn their spells automatically and do not need to memorize specific spells each day. |
32301 DRUID: The druid serves the cause of nature and neutrality; the wilderness is their community. They use their special powers to protect those who would aid nature and to oppose those who would seek to harm it. |
32302 Lost Class: Blackguard |
32303 Lost Class: Cavalier |
32304 Lost Class: Inquisitor |
32305 Lost Class: Undead Hunter |
32306 fallen blackguard |
32307 Fallen Blackguard |
32308 The image you selected is too large. |
32309 Restoring purchases |
32310 Purchases restored |
32311 Restore Purchases |
32312 As the host, losing connection to Beamdog.net (including your device entering sleep mode) will disconnect your multiplayer connection. |
32313 You have lost your connection to the Beamdog.net server. To reconnect, save and create a new multiplayer game. |
32314 * Newly enhanced user interface * New unique default colors for every race and class during character creation * Cross-platform multiplayer matchmaking (beta) * Custom portraits now only require a large portrait and will scale and resize from resolutions up to 1024 * Spellcasters can now select the same spell to be memorized more than once during character creation * New, sharper fonts * Locked containers will now highlight green for thieves * Movies now offer subtitles (change this option in the Language screen) * Rasaad's kit changed to Sun Soul Monk * Shadowdancer kit rebalanced * New language support for Brazilian Portuguese, Czech, French, Italian, Polish, Spanish * Dual-class characters now receive the correct number of Hit Points when imported * Arriving on the east side of an area now correctly places the party at the edge of the map * Spells that can be written into a mage's spellbook now display a green overlay * User journal entries added during multiplayer no longer appear as invalid strings when created * Characters that deplete a stack of ammunition will now automatically switch to the next stack if one is available * The game no longer remains paused after resting (this prevents duplicate spawns from appearing in towns or other areas where rest is interrupted) |
32315 Baldur's Gate: Enhanced Edition contains the original 60-hour epic, as well as the following expansions: * Tales of the Sword Coast: Explore the fabled Durlag's Tower and more locations from the original Baldur's Gate expansion. * The Black Pits: You have been captured and forced to fight in Baeloth's marvelous arena. A myriad of monsters await, as well as countless other adventurers who face the same fate. Maim, murder, and maul your way to freedom… if you can! * Brothers Lost: Lend your aid to Rasaad yn Bashir, the Sun Soul monk, as he scours the Cloud Peaks in search of his lost brother. * Neera and the Red Wizards: Save the wild mage Neera from the cruel machinations of Thay's dreaded Red Wizards. * Path of the Bloodied: Join the blackguard Dorn Il-Khan in taking revenge against those who betrayed him in Luskan. * Gallery of Heroes: Reimagine your character with eleven never-before-seen character portraits from acclaimed Icewind Dale artist Jason Manley! * New professionally recorded voice sets to choose from to further customize your character. * Discover countless improvements we've made to the original game, including high-resolution fonts, an improved interface, dynamic zooming, and more! |
32316 The dawn is especially cruel this morning... For as long as you can remember, your view of the world has been limited to the heavily fortified walls of Candlekeep. Your foster father, Gorion, has done everything in his power to protect you and keep you out of harm's way. All of that is about to change. Forced to leave your home under mysterious circumstances, you find yourself drawn into a conflict that has the Sword Coast on the brink of war. An iron shortage of unknown origin threatens to plunge the city of Baldur's Gate into conflict with Amn. Meanwhile, there is something else at work, far more sinister than you can even begin to fathom... Since its release in 1998, this classic saga of mystery, intrigue, and adventure has set the standard for Dungeons & Dragons™ computer roleplaying games. Customize your hero's traits and abilities, recruit a party of brave allies, and explore the far corners of the Sword Coast in your search for adventure, profit… and the truth. |
32317 Since its initial release in 1998, Baldur's Gate has entertained millions of fans around the globe and has received countless awards. This classic saga of mystery, intrigue, and adventure has set the standard for Dungeons & Dragonsâ„¢ computer roleplaying games ever since. Running on an upgraded and improved version of the Infinity Engine, Baldur's Gate: Enhanced Editionâ„¢ includes the entire Baldur's Gate adventure, the Tales of the Sword Coast expansion pack, and never-before-seen content, including a new adventure and three new party members: the Calishite monk Rasaad yn Bashir, Neera the wild mage, and Dorn Il-Khan, the evil blackguard. FEATURES * New Adventure: The Black Pits * New Character: Dorn Il-Khan * New Character: Neera the Wild Mage * New Character: Rasaad yn Bashir * A new collection of player character voice sets * Native support for high-resolution widescreen displays * Over 400 improvements to the original game * Improved multiplayer support with connectivity between all platforms in an upcoming patch |
32318 REVIEWS "The writing of Baldur's Gate has always been one of its strongest aspects. The story remains unchanged and still holds up." 8.5/10 - Destructoid "Hammers out a multitude of bugs found in the original release, as well as introduces brand new characters, storylines, and modes to play through. 8.5/10 - Inside Gaming Daily "Enhanced Edition has received a number of visual upgrades including support for high resolutions that provide a far more panoramic view of the game's lovely, lush backgrounds, and a mousewheel-controlled zoom function for quickly shifting to a more down-and-dirty view of the battlefield." The Escapist ABOUT THE GAME The dawn is especially cruel this morning... For as long as you can remember, your view of the world has been limited to the heavily fortified walls of Candlekeep. Your foster father, Gorion, has done everything in his power to protect you and keep you out of harm's way. All of that is about to change. Forced to leave your home under mysterious circumstances, you find yourself drawn into a conflict that has the Sword Coast on the brink of war. An iron shortage of unknown origin threatens to plunge the city of Baldur's Gate into conflict with Amn. Meanwhile, there is something else at work, far more sinister than you can even begin to fathom... Since its release in 1998, this classic saga of mystery, intrigue, and adventure has set the standard for Dungeons & Dragons™ computer roleplaying games. Customize your hero's traits and abilities, recruit a party of brave allies, and explore the far corners of the Sword Coast in your search for adventure, profit… and the truth. Baldur's Gate: Enhanced Edition contains the original 60-hour epic, as well as the following expansions: * Tales of the Sword Coast: Explore the fabled Durlag's Tower and more locations from the original Baldur's Gate expansion. * The Black Pits: You have been captured and forced to fight in Baeloth's marvelous arena. A myriad of monsters await, as well as countless other adventurers who face the same fate. Maim, murder, and maul your way to freedom… if you can! * Brothers Lost: Lend your aid to Rasaad yn Bashir, the Sun Soul monk, as he scours the Cloud Peaks in search of his lost brother. * Neera and the Red Wizards: Save the wild mage Neera from the cruel machinations of Thay's dreaded Red Wizards. * Path of the Bloodied: Join the blackguard Dorn Il-Khan in taking revenge against those who betrayed him in Luskan. * Gallery of Heroes: Reimagine your character with eleven never-before-seen character portraits from acclaimed Icewind Dale artist Jason Manley! * New professionally recorded voice sets to choose from to further customize your character. * Discover countless improvements we've made to the original game, including high-resolution fonts, an improved interface, dynamic zooming, and more! We're making improvements all the time; join the discussion on our official forums, or visit the Baldur's Gate: Enhanced Edition website to learn more! |
32319 Download <PERCENT_COMPLETE>%, <TIME_REMAINING> remaining. |
32320 Download <PERCENT_COMPLETE>%. |
32321 We were unable to load the content for <MISSING_CONTENT>. If you have not purchased it yet, please do so from the store. |
32322 Your youth was shaped by two major influences: your foster father Gorion and Hemma, a monk in service to Shar who spent several years in Candlekeep. Though Gorion worked to grow your intelligence and kindness, Hemma secretly taught you the ways of the dark goddess, fostering strength and discipline while hardening your heart. After Hemma died, you adopted her ways as your own and can now rightfully call yourself a monk of the Dark Moon. While you respect your foster father, you feel you must pursue your own destiny in the shadows. |
32323 Your youth was shaped by two major influences: your foster father Gorion and a trio of Sun Soul monks in service to Lathander who spent several years within Candlekeep. While Gorion worked to grow your intelligence and kindness, the Morninglord's worshippers fostered your wisdom and discipline. After the three monks departed Candlekeep, you adopted their ways as your own and can now rightfully call yourself a monk of the Sun Soul. While you treasure your time with Gorion, you now feel called to pursue spiritual wisdom and physical perfection. |
32324 Rhyte's Last Arrow +2 |
32325 Summon Ghast No one knows just how Tiax managed to learn this particular bit of necromancy, perhaps because it seems an odd question to ask while being mauled by one of his creations. The spell summons a feral ghast, which remains for 2 hours to serve Tiax's bidding before returning to dust. |
32326 Summon Dread Wolf Faldorn's connection to nature manifests in an ability to call upon a powerful dread wolf. The wolf will follow Faldorn's commands until slain or after 2 hours. |
32327 Frozen Fist When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit. |
32328 Shapeshift: Werewolf Strength: 19 Dexterity: 16 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as +2 weapon Special Abilities: – Magic Resistance: 20% |
32329 Shapeshift: Greater Werewolf Strength: 21 Dexterity: 20 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 2d8 (slashing) Special Abilities: – Immune to all weapons except cold iron – Fire Resistance: 50% – Cold Resistance: 50% – Electricity Resistance: 50% – Acid Resistance: 50% – Magic Resistance: 40% – Regenerates 3 Hit Points per second |
32330 Berserk Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious). |
32331 The dawn is especially cruel this morning... For as long as you can remember, your view of the world has been limited to the heavily fortified walls of Candlekeep. Your foster father, Gorion, has done everything in his power to protect you and keep you out of harm's way. All of that is about to change. Forced to leave your home under mysterious circumstances, you find yourself drawn into a conflict that has the Sword Coast on the brink of war. An iron shortage of unknown origin threatens to plunge the city of Baldur's Gate into conflict with Amn. Meanwhile, there is something else at work, far more sinister than you can even begin to fathom... Since its release in 1998, this classic saga of mystery, intrigue, and adventure has set the standard for Dungeons & Dragons™ computer roleplaying games. Customize your hero's traits and abilities, recruit a party of brave allies, and explore the far corners of the Sword Coast in your search for adventure, profit… and the truth. Baldur's Gate: Enhanced Edition contains the original 60-hour epic, as well as the following expansions: * Tales of the Sword Coast: Explore the fabled Durlag's Tower and more locations from the original Baldur's Gate expansion. * The Black Pits: You have been captured and forced to fight in Baeloth's marvelous arena. A myriad of monsters await, as well as countless other adventurers who face the same fate. Maim, murder, and maul your way to freedom… if you can! * Discover countless improvements we've made to the original game, including high-resolution fonts, an improved interface, dynamic zooming, and more! * Brothers Lost: Lend your aid to Rasaad yn Bashir, the Sun Soul monk, as he scours the Cloud Peaks in search of his lost brother. Baldur's Gate: Enhanced Edition also offers the following premium content available for purchase: * Neera and the Red Wizards: Save the wild mage Neera from the cruel machinations of Thay's dreaded Red Wizards. * Path of the Bloodied: Join the blackguard Dorn Il-Khan in taking revenge against those who betrayed him in Luskan. * Gallery of Heroes: Reimagine your character with eleven never-before-seen character portraits from acclaimed Icewind Dale artist Jason Manley! * New professionally recorded voice sets to choose from to further customize your character. |
32332 Evades effects from <RESOURCE> |
32333 Evades effects |
32334 Unaffected by effects from <RESOURCE> |
32335 [Hungarian translation credits]Eredeti Baldur Kapuja magyar fordÃÂtásban részt vettek: Duke <dukai@EUnet.yu> SAM <gutasi@mailbox.hu> KiPéTa <kipeta@netposta.net> Bandar <berenjia@EUnet.yu> Jocika <jocika@intermail.hu> Szoke <szoke@inf.bme.hu> Maminti <lovelylilac@hotmail.com> Mr. Grent <Mr.Grent@buli.net> Myotan <acanadi@ptt.yu> Sforzan <vlaci@interware.hu> Kubul <kubul@freemail.hu> Frankeinstein <frankeinsteins@freemail.hu> Ner'zhul <mszaszko@rmg.c3.hu> jnc <jnc@magyaritasok.hu> Rico <gabor.koroknai@hu.flextronics.com> Panyi <panyi@magyaritasok.hu> JoKeR <jokayel@axelero.hu> Roberto és felesége Baldur Kapuja: JavÃÂtott Kiadás magyar fordÃÂtásban részt vettek: Roberto és felesége Nemes <nemes.level@gmail.com> |
32336 [Hungarian translation notes]Valamint szeretnénk köszönetünket kifejezni mindenkinek, akik valamilyen formában segÃÂtettek a Baldur Kapuja eredeti vagy JavÃÂtott Kiadásának magyarÃÂtásában, de a fenti listában nem szerepelnek. |
32337 Join Game |
32338 Dryad of the Cloud Peaks I encountered a dryad who beseeched me to defend her oak. She came to regret that, if only briefly, before suffering the fate of all who provoke my wrath. |
32339 Story Mode: On |
32340 Story Mode: Off |
32341 SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance. CLASS FEATURES: – May only wear leather, studded leather, and hide armor. – May not equip shields larger than bucklers. – May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May cast druidic spells. – Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization. – Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate. – Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20. – May use Shamanic Dance at will. SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Shaman dances, there is a 35% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 75% at level 20. Any summoned spirits will disappear if the Shaman moves, stops dancing, or if the spirits leave visual range. The spirits grow in power as the Shaman gains additional levels: Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time. Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time. Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time. Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time. The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly. – Does not gain bonus spells per day from high Wisdom. – Alignment restricted to neutral good, true neutral, and neutral evil. – May not dual-class or multi-class. – Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.) – Hit Die: d8 |
32342 Shaman |
32343 As a child, your sightings of invisible creatures and spirits greatly concerned your foster father, Gorion. It was only after the shaman of an Uthgardt barbarian tribe from Icewind Dale delivered an ancient scroll to Candlekeep that your abilities' true nature became known. He performed the initiation ceremony that was the first step on the spirit path towards becoming a shaman. |
32344 SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. Shamans select new spells to learn when they gain levels; once learned, the Shaman can cast them daily without memorization. |
32345 Priest of Tyr |
32346 PRIEST OF TYR: Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom. Advantages: – May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use). EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. – May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use). DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. Disadvantages: – Alignment restricted to lawful good, neutral good, or lawful neutral. |
32347 Long did you marvel at the tales your foster father, Gorion, read to you from the various holy books housed in your childhood home of Candlekeep. The strength and power of faith inspired you, but the petty squabbles of the gods only filled you with disdain. From this you came to understand the monks of the keep and the nature of their beliefs. Some of the brethren, perhaps responding to Gorion's subtle urging, graciously answered your many questions, teaching you much about the meaning and role of the priesthood. |
32348 Spirit Ward |
32349 Spirit Ward (Abjuration) Level: 1 Sphere: Wards Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead. |
32350 Writhing Fog |
32351 Writhing Fog (Conjuration) Level: 2 Sphere: Summoning Range: Visual range of the caster Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell. |
32352 Spiritual Clarity |
32353 Spiritual Clarity (Abjuration) Level: 3 Sphere: Protection Range: Visual range of the caster Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature. |
32354 Spirit Fire |
32355 Spirit Fire (Conjuration) Level: 4 Sphere: Summoning Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage. |
32356 Recall Spirit |
32357 Recall Spirit (Necromancy) Level: 5 Sphere: Summoning Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality. |
32358 Spiritual Lock |
32359 Spiritual Lock (Enchantment) Level: 6 Sphere: Wards Range: 40 ft. Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: Negates The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects. |
32360 Ether Gate |
32361 Ether Gate (Alteration) Level: 7 Sphere: Travelers Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects. |
32362 Ethereal Retribution |
32363 Ethereal Retribution (Conjuration) Level: Quest Sphere: Summoning Range: 40 ft. Duration: 3 rounds Casting Time: 8 Area of Effect: 30-ft. radius Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1. |
32364 Favored of the Spirits |
32365 Favored of the Spirits Range: 0 Duration: 5 turns Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful rite shields the shaman from death for 10 turns or until discharged. While under the protection of this rite, the shaman is immune to all forms of death magic. In addition, if the shaman is reduced below 10% Hit Points and the rite is active, the shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. Requires: Spirit Form |
32366 Favored of the Spirits protection discharged |
32367 Mind Locked Away |
32368 Exaltation |
32369 Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. |
32370 Divine Favor |
32371 Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. |
32372 Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 30-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. |
32373 Elder Fire Elemental |
32374 Greater Air Elemental |
32375 Elder Air Elemental |
32376 Elder Earth Elemental |
32377 Ring of Free Action |
32378 Enemies have a hard time slowing this ring's wearer down. The runes etched in the silver band ward off spells designed to impede movement, granting its owner a freedom of mobility others affected by such magic are denied. STATISTICS: Equipped abilities: – The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells. Weight: 0 |
32379 K'logarath +4 |
32380 The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown – Hit target must save vs. Death or be knocked down and take 2d6 extra damage THAC0: +4 Damage: 1d6+4 Damage type (melee): slashing Damage type (thrown): missile Speed Factor: 0 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 1 |
32381 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 4 |
32382 Sword of Flame +1 |
32383 This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword. STATISTICS: THAC0: +1 Damage: 1d8+1, +1 fire damage Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 |
32384 Velvet Gem Bag |
32385 Gold Gem Bag |
32386 Red Gem Bag |
32387 Brown Gem Bag |
32388 Old Scroll Case |
32389 Gold Scroll Case |
32390 Red Scroll Case |
32391 Brass Scroll Case |
32392 Rustic Potion Case |
32393 Gold Potion Case |
32394 Red Potion Case |
32395 Black Potion Case |
32396 Safana's Kiss (Enchantment/Charm) Level: 1 Range: Touch Duration: 100 seconds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. Safana can charm any single person she can kiss. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Save vs. Spell to negate the effect. If the spell's recipient fails <PRO_HISHER> Saving Throw (with a +2 modifier), <PRO_HESHE> regards Safana as a trusted friend and ally to be heeded and protected. Safana may give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible. If Safana (or one of her allies) harmsâ€â€or attempts to harmâ€â€the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> is charmed. |
32397 Snow Troll |
32398 Shamanic Dance |
32399 Dancing Shamanic Dance |
32400 Stopped Dancing Shamanic Dance |
32401 A minor animal spirit answers your call. |
32402 No spirits answer your call. |
32403 A major animal spirit answers your call. |
32404 A minor nature spirit answers your call. |
32405 A major nature spirit answers your call. |
32406 Fox Spirit |
32407 Snake Spirit |
32408 Hound Spirit |
32409 Bear Spirit |
32410 000000000-Auto-Save |
32411 000000001-Quick-Save |
32412 000000002-Final-Save |
32413 000000003-Auto-Save-TOB |
32414 000000004-Quick-Save-TOB |
32415 000000005-Final-Save-TOB |
32416 000000006-Start-Combat-Save |
32417 000000001-Quick-Save-2 |
32418 000000001-Quick-Save-3 |
32419 000000001-Quick-Save-4 |
32420 Panther Spirit |
32421 Boar Spirit |
32422 Lesser Fire Spirit |
32423 Lesser Air Spirit |
32424 Lesser Earth Spirit |
32425 Fire Spirit |
32426 Air Spirit |
32427 Earth Spirit |
32428 fire |
32429 piercing |
32430 slashing |
32431 crushing |
32432 missile |
32433 electricity |
32434 cold |
32435 magic |
32436 acid |
32437 poison |
32438 magical fire |
32439 magical cold |
32440 nonlethal |
32441 shaman |
32442 Barrityl's Burden |
32443 Mace +2 |
32444 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of <PRO_HISHER> hand. STATISTICS: THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 7 |
32445 Hagar |
32446 Safana's Kiss |
32447 You can feel the excitement growing in the small dragon. "It is good we leave this place, my <PRO_LADYLORD>," it says. "Beyond these walls a new world awaits." |
32448 The little dragon's tail coils around its body. "Your path is clear, my <PRO_LADYLORD>. You must bear the burden of the past and press on into the future." |
32449 Your familiar's tail coils protectively around your neck. "We enter dangerous territory, my <PRO_LADYLORD>. If we are to leave it safely, we must take care." |
32450 The dragon cranes its neck, head swaying from side to side. "There is danger here, my <PRO_LADYLORD>. Not just for us, but all who pass this way." |
32451 Your familiar's tail coils protectively around your neck. "We enter dangerous territory, my <PRO_LADYLORD>. If we are to leave it safely, we must take care." |
32452 The dragon's tail flicks back and forth through the air. "Be mindful, my <PRO_LADYLORD>. We know not what peril awaits us here." |
32453 "You were safe here once, but no longer," your dragon says. "The Iron Throne must be purged from this place." |
32454 When asked for advice, the dragon is uncharacteristically evasive. "You have done well to survive thus far, my <PRO_LADYLORD>," is all it will say, ignoring any request for clarification. |
32455 Your diminutive companion is clearly uneasy with the idea of leaving Candlekeep. "It's safe and warm and there's food and it's safe here. Why would you ever leave?" |
32456 The little animal trembles anxiously as it considers the journey ahead. "We should go back home," it says. "People there gave me food when you weren't watching. I liked that." |
32457 The idea of mines seems to confuse your familiar. "Digging in the dirt makes sense. Digging in rock? Who does that? WHY would they do it?" |
32458 Your familiar twitches happily. "I like it here! Better than dark stupid dangerous mines anyway." |
32459 Your familiar has little to offer. "I'm hungry," it says, and it says nothing more for some time, even after it's been fed. The animal is a fickle creature. |
32460 "You can't eat an iron throne," your familiar says. "So I don't care about it and neither should you." |
32461 Even under the circumstances, your furry companion is thrilled to be back "home". It bounds away, looking for the monks who fed it during your last stay. |
32462 Your friend isn't thrilled with the path you find yourself on. "If you're killed, who will feed me?" |
32463 Your familiar is ambivalent about your leaving Candlekeep. "A century in the fugue plane would be more exciting than this place, but at least you're safe in here, boss." |
32464 "You want advice? Here it is: keep doing what you're doingâ€â€not dying. As long as you can manage that, you'll survive." The beastly creature grins, obviously pleased with the "wisdom" of its words. |
32465 Your beastly companion welcomes the change of scenery. "It's dark in mines. You can get things done in the dark." |
32466 "The Woods of Sharp Teeth. HAH!," your vile friend mutters. "I'LL show 'em some sharp teeth..." |
32467 "I don't know much, boss, but I do know this," your companion says. "Hanging out in the woods doesn't make a body rich or powerful or any of the things a smart <PRO_MANWOMAN> wants to be." |
32468 "You sure you want to do this, boss? The Iron Throne are the kind of people you don't want to get on the wrong side of." |
32469 Your foul companion is not thrilled with the situation. "You go all that way, do all those things, and you end up back here? Doesn't really seem fair now, does it?" |
32470 "You know I'll do what you say, boss, but my advice? If I were you, I'd be running the exact opposite way we're going now." |
32471 You wouldn't happen to have any advice, would you? |
32472 Hello child. I've been instructed to tell you about basic mechanics of movement and time, if there is anything in that sort you would know more of? |
32473 Tell me about pausing the game. |
32474 Tell me about the area map. |
32475 Tell me about camera zoom. |
32476 Tell me about movement. |
32477 Tell me about the combat rounds. |
32478 Nothing now. I'll just be moving on. |
32479 Can I tell you anything else about the mechanics of time and movement? |
32480 Selecting the clock button at the bottom of the menu bar on the screen's left side pauses the game, except in special circumstances, such as cutscenes. This gives you time to reflect on your next move. |
32481 While the game is paused, you can plan party member actions, manage inventory, or even review spell descriptions. Selecting the clock button again resumes gameplay as normal. |
32482 Select the compass button on the left side of the screen to visit the current area's map. Party member locations are marked by small green circles. |
32483 Your current field of view is outlined in green. Dragging the green outline moves your field of view around the map. Be aware that time is NOT paused while you view area maps. |
32484 Use your mouse's scroll wheel to zoom in and out, changing your view of the world. |
32485 On a touch screen or touch pad that uses gestures, this effect is achieved by pinching two fingers together to zoom in, or spreading two fingers apart to zoom out. |
32486 To move through the world, select a point on screen and the selected character will make their best effort to reach it. |
32487 If you've chosen an invalid destination, the character will stay where they are. You cannot set a destination in a map area you haven't yet explored. |
32488 Combat flows in a series of rounds. Every creature on the battlefield exists in its own initiative round. This means that as you move and attack, your enemies are moving and attacking at the same time. |
32489 Weapons with lower Speed Factors and spells with lower Casting Times can greatly improve your chances of survivalâ€â€though you can cast only one spell at a time, no matter how quickly you cast it. |
32490 Very well. Return to me if you wish to continue your lessons. |
32491 Hello, child. I'm here to teach you about the circles on the ground around everyone's feet. Is there a color you'd like explained? |
32492 Blue. |
32493 Green. |
32494 Red. |
32495 Yellow. |
32496 Purple. |
32497 I know all I need to know about feet, thanks. |
32498 Is there any other colored circle you would like to know about? |
32499 A character with a blue circle around their feet is neither friendly nor hostile. You can freely initiate dialogue by selecting them. |
32500 If that character has anything interesting to say, a dialogue window will appear. You may also be prompted to replyâ€â€if so, choose your response wisely! |
32501 A green circle around a character's feet indicates they are either a party member or creature you have summoned. You can select these characters to direct their actions. |
32502 Every enemy you face will have a red circle around their feet, giving you a clear indicator you may attack them. |
32503 If one of your party members is charmed, their foot circle will also turn red. Try to avoid killing friends under the influence of enemy spellcasters! |
32504 A yellow circle indicates a character out of control. The most common reason for this is fear or morale failure; these characters will avoid battle at all costs, often running to a remote area of the map. |
32505 This circle also appears when some characters become enraged. Berserkers, for instance, have been known to lose control in the heat of battle, turning on their own allies. |
32506 A purple circle appears around your character's feet if they are inaccessible, usually for the purposes of a cutscene or similar event where you are unable to use your full party. |
32507 It is not the feet, but the aura surrounding them that is important. Return to me if you change your mind and wish to continue your lessons. |
32508 Greetings, child. I can teach you about some less common adventuring hazardsâ€â€and how to avoid them. Is there anything you'd like to know about? |
32509 Tell me about fatigue. |
32510 Tell me about morale. |
32511 Tell me about the effects of intoxication. |
32512 Tell me about disease. |
32513 Tell me about poison. |
32514 I don't need any lessons right now. |
32515 Is there anything else I can tell you about the hazards of the adventuring life? |
32516 Characters, especially those with low Constitutions, grow tired after going too long without rest. As fatigue increases, they accumulate a luck penalty which negatively impacts all attack rolls and saving throws. |
32517 You can eliminate fatigue by resting, either at an inn or in the wilderness. But take care resting in the wild; you never know what manner of beast might disturb you. |
32518 As a battle drags on, characters might lose composure and flee, running to a remote area. If your party includes a Bard, their Bard's Song can prevent morale failure. |
32519 Characters imbibing libations may become intoxicated. This has two effects. Firstly, as many warriors can attest, it increases morale, making it easier to keep fighting without losing composure. |
32520 However, as you become more and more drunk, you accumulate increasing luck penalties, negatively affecting everything you do. Drink in moderation, if you must drink at all. |
32521 Certain monsters such as ghasts may inflict terrible withering diseases upon their victims. These diseases have various effects, but all can be removed by a Cure Disease spell or, frequently, a full night's sleep. |
32522 Some attacks may poison you, costing you health every second until the poison runs its course... or kills you. The poisoned have two options: First, they can drink an antidote or have a Slow Poison spell cast upon them. |
32523 Alternatively, a poisoned person can simply wait it out and hope for the best. Healing spells can keep one alive long enough to survive MOST poisonsâ€â€but some act too quickly for healing to counteract. |
32524 Very well. Return to me if you wish to continue your lessons. |
32525 Hello, child. Gorion asked me to teach you about your inventory, as well as customizing your character and gaining levels. |
32526 Tell me about the inventory screen. |
32527 Tell me about customization. |
32528 Tell me about leveling up. |
32529 Tell me about the character record. |
32530 I know everything I need for now, thanks. |
32531 Is there anything else you'd like to know? |
32532 Select the backpack button to access your inventory. Here, you can manage items your character carries, equipping weapons, armor, and other items as the need arises. To check the inventories of your companions, select their portraits. |
32533 Pay close attention to the weight of items in your inventory. Carrying too great a load slows your movement. You may even be forced to stop altogether until you shift some of the weight. |
32534 On the Character Record, select Customize to access advanced options pertaining to your character's portrait, color scheme, sound set, and combat script. |
32535 Of these, perhaps the most directly relevant is your combat script. Choose the actions you wish the computer to make on your behalf when your character has no other commands. |
32536 Every character's script is different, so you can customize a unique party strategy that suits your play style. |
32537 When you gain enough experience points, a plus symbol (+) appears on the corner of your character's portrait, indicating that you can Level Up. To do so, press the Level Up button on the Character Record screen. |
32538 Leveling up may yield additional proficiency points, thieving skill points, spell slots, or other abilities, depending on your class. Each level also grants additional hit points, making it easier to survive the world's dangers. |
32539 Similar to the Inventory is the Character Record. Here you can view your character's proficiencies, skills, and statistics. Check your companions' abilities by selecting their portraits. |
32540 Use tabs on this screen to view your character's ability scores, skills, proficiencies, levels, experience, and any other aspects of your character you may find useful. This screen also enables you to Dual-Class, if your character is human. |
32541 Should you change your mind, feel free to ask. |
32542 No time to lose! I've got to tell you about Quick slots! |
32543 Quick slots! What do you want to know? |
32544 Explain Quick Item slots, please. |
32545 Tell me about Quick Weapon slots. |
32546 Tell me about Quick Spell slots, if you don't mind. |
32547 I've no time for a lesson, I'm afraid. |
32548 Potions, wands, and spell scrolls can be equipped to your Quick Item slots. You have only three of these slots, so use them wisely. |
32549 Once something is in your Quick Item slot, you use it by selecting it on the main gameplay screen. Some wands or spell scrolls require you to select targets. Most quick items are consumed when used. |
32550 You may have one to four Quick Weapon slots, depending on your class. Once a weapon is in a Quick Weapon slot, you can equip it instantly from the main gameplay screen by selecting it. |
32551 Any shield or off-hand weapon you have equipped is disabled if you equip a two-handed or ranged weapon that doesn't allow its use. But fear not; as soon as you equip a weapon that allows your off-hand item, it will be re-equipped. |
32552 If you're a spellcaster with one or more Quick Spell slots, right-clicking one with your mouse will allow you to fill each with a single spell from your arsenal. |
32553 You'll be presented with a complete list of your available spells. Choose the one you want in the Quick Spell slot, and it will be ready to cast simply by selecting itâ€â€provided you have the spell memorized, of course. |
32554 Come back if you change your mind! |
32555 Hello, child. If you wish, I can advise you on how best to survive the challenges this world may throw at you. |
32556 What can you tell me about fighting my enemies? |
32557 Tell me about THAC0. |
32558 Tell me about Armor Class. |
32559 Tell me about Saving Throws. |
32560 I don't need any lessons in survival right now. |
32561 What more would you like to know? |
32562 If you encounter a character with a blue foot circle, you can initiate conversation simply by selecting it. If that character has anything interesting to say, a dialogue window will appear. You may also be prompted to replyâ€â€if so, choose your response wisely! |
32563 If you would know more about foot circles, I recommend speaking to the Tutor of Social Interaction. He has more experience with these things than I. |
32564 Sometimes combat cannot be avoided. When a target becomes hostile and displays a red foot circle, you can attack with your currently equipped weapon by selecting that target. |
32565 To attack friendly or neutral characters with blue or green foot circles, select your currently equipped weapon and then your desired target. But such acts do carry consequences... |
32566 THAC0, or "To Hit Armor Class Zero", is the number your attack roll must meet or exceed to successfully hit a creature with an Armor Class of 0. The lower your THAC0, the more likely you are to hit your target. |
32567 Armor Class is your overall defensive rating. Your Armor Class is added to the attack roll of any creature attacking you, so a lowâ€â€or even negativeâ€â€Armor Class makes you more difficult to hit. |
32568 Your Saving Throw scores are a bit like your THAC0; they provide a target number you must meet or beat to avoid the worst outcomes of spells or other effect. As with THAC0, a lower score is best. |
32569 Very well. Return to me if you need to brush up on the basics. |
32570 Ah, child. I was informed you might be needing instruction on how to properly bend the universe to your will. Is there anything I can tell you about the casting of spells? |
32571 Tell me how to memorize spells. |
32572 Once I've memorized a spell, how do I cast it? |
32573 Tell me about classes that cast spells spontaneously. |
32574 How do I learn new spells? |
32575 I'll learn more casting spells than being lectured about them. |
32576 What more can I teach you about spellcasting? |
32577 Mages and Bards memorize spells by selecting the Mage Spellbook icon on the left side of the screen; Clerics, Druids, and high-level Paladins and Rangers do so from the Priest Scroll icon directly below the Spellbook. |
32578 Select a spell's name to view its description. To memorize a spell, select the Memorize button. Each casting of a given spell must be prepared separately; to cast Magic Missile twice, you must memorize it twice. Choose higher-level spells using the tabs at the top of the screen. |
32579 Once you have selected spells for memorization, you will need to rest before casting them. |
32580 You can access all memorized spells by selecting the spellcasting icon on the main gameplay screen. |
32581 Scroll left and right to view your memorized spells. Once you find the spell you want to cast, select its icon. Many spells require you to select a target creature or location before casting. |
32582 Once you cast a spell, you must rest before casting it again. |
32583 Unlike traditional spellcasters, Sorcerers and Shamans can cast any spell they know if they have spell slots of that spell's level available. |
32584 Spell slots are pooled by spell level; if you run out of level 3 spells, you can still cast level 2 spells. Resting restores all spell slots. |
32585 For Clerics, Druids, and high-level Paladins and Rangers, your spell allotment, determined by class and alignment, is fixed. When you gain access to spells of a new level, you learn all your spells of that level. |
32586 Mages and Bards learn spells by copying them from spell scrolls. In your Inventory, unknown spells appear with a green shaded overlay on the scroll's icon. |
32587 To transcribe a spell in your spellbook, access the scroll's description from the Inventory screen. Select the Write Magic button, andâ€â€if your attempt is successfulâ€â€the spell will be inscribed in your spellbook. The scroll is consumed in the process; if you fail, you'll need another scroll before trying again. |
32588 Sorcerers and Shamans select one or more spells to learn at every new level. Once learned, these spells are available to cast for the rest of their career. |
32589 You say that now, but when you find yourself in a dark forest surrounded by displacer beasts and can't use your spellbook's contents, I do hope you'll remember this conversation. Return to me if you change your mind. |
32590 Hello, child. I was asked to help you with your journalâ€â€if you need help, that is. |
32591 I was hoping you could tell me about journal entries. |
32592 Could you teach me about quest entries? |
32593 I'd like to know how to write my own journal entries. |
32594 What do I do if I want to keep a note for later, but don't want to keep it in my backpack? |
32595 I've nothing to ask right now, thank you. |
32596 Is there any more I can tell you about your journal? |
32597 Keeping track of one's progress is important; when we do not learn from our own history, we repeat past mistakes. Open your Journal to view a written log of your adventures by selecting the quill and ink icon on the left menu bar. |
32598 If you receive a quest, you can review its details by opening your Journal and selecting the Quests button. You'll find a list of your current quests; selecting one brings up a history of that quest's progress. |
32599 Once you complete a quest, all its relevant entries are archived, accessible by selecting the Done Quests button. All your quests, completed or not, are sorted by chapter, so you can recall exactly when you completed each one. |
32600 Yes, of course. Notes are valuable tools. You can add your own journal entries from the Journal screen by selecting User. |
32601 Here, you'll see a list of all the entries you've written, and options to Add, Edit, or Delete others as you like. The entries are sorted chronologically. |
32602 Letters and notes can be copied to your Journal by selecting Copy Note on the letter's description screen. Notes copied in this way are stored among your User journal entries. |
32603 If you think of any questions in your travels, be sure to write them down! Return to me if you wish to continue your lessons. |
32604 Hello, child. I am to instruct you in how best to deal with the clergy, visiting temples and such. Is there anything you'd like to know? |
32605 Why do people make donations to temples? |
32606 Why don't temples offer healing services for free? |
32607 I'm sure I'll be fine on my own, thank you. |
32608 What else would you like to know about visiting temples? |
32609 People donate for various reasons. Some adventurers see donations as payment for informationâ€â€clergy members are often aware of local goings-on. |
32610 Especially large donations are typically recognized by a temple's staff. They may speak of your good deeds to anyone visiting, improving your reputation. |
32611 Adventurers sometimes forget that spells are not easily cast. Every raising of the dead costs valuable resources. |
32612 A successful life of adventuring will supply you with ample gold to pay for whatever healing services you need. And when you need them, a temple will gladly offer those services for a nominal fee. |
32613 Very well. Return to me if you wish to continue your lessons. |
32614 Oh! Hello, child. I'm given to understand you might need to know about saved games. What temporal mysteries can I illuminate for you? |
32615 All right... Tell me about saving my game. |
32616 How do I load an earlier save? |
32617 Is my progress ever saved automatically? |
32618 What happens if I die? Can I still load an earlier save? |
32619 No mysteries today, thank you. |
32620 Are there any other mysteries of time you would have me shed some light upon? |
32621 Tell me about saving my game. |
32622 How do I load an earlier save? |
32623 Is my progress ever saved automatically? |
32624 What happens if I die? Can I still load an earlier save? |
32625 No mysteries today, thank you. |
32626 To save your game, select the Quick-Save button or the Options menu, then Save Game. |
32627 Saving your game that way either overwrites an earlier save or saves your game to a new slot. If you're worried about saving space, you can delete old saves from this screen, too. |
32628 Life's too short to live with mistakes, especially when you can go back in time and avoid making them. To quickly reload your Quick Save, press the L key on your keyboard, if you have one. Otherwise, access a full list of saved games by selecting Load Game from the Options screen. |
32629 A note, however: Once you decide to load an earlier saveâ€â€to even access your LIST of saved gamesâ€â€you will be unable to resume your current game. You'll need to either load one of your saves or quit the game. |
32630 Yes. Any time you enter a major plot area, or leave a world map area, your game is saved. These Auto Saves are listed alongside your Quick Saves and manually created saved games. |
32631 A note to the unwary: You have three Auto Save slots, and they rotate. You can go back three auto saves, but no further. |
32632 Yes. If you die, you may load an earlier save, provided one is available. I've done so three times myself just today. Very refreshing. |
32633 Yes, of course. Now, the week before that I was in Netheril... Was that before or after it fell...? |
32634 You wanna know about thieving? I'm the one to ask. |
32635 Tell me how to open locks and pick pockets. |
32636 Tell me how to find and disarm traps. |
32637 Tell me how to set traps. |
32638 Tell me how to hide in the shadows. |
32639 Tell me how to detect hidden doors and illusions. |
32640 I'll bear that in mind. If any questions occure to me, I may steal a moment of your time later. |
32641 Anything else you need to know about thievery? |
32642 Nothing right now. If I change my mind, I may steal a moment from you later. |
32643 To pick a lock, select the Thieving button, then the container or door you want unlocked. If your Open Locks skill is high enough, you'll defeat the lock and be able to open the door or chest. But be wary of traps. |
32644 Now, if you're looking to nick a little something from a PERSON, select that same Thieving button and then target who you wanna steal from. The higher your skill in Pick Pockets, the more valuable the item you can take from your mark. The very skilled can take rings right off fingers. |
32645 To look for traps, select the Detect Traps button. You won't be able to do anything but move while you search, but if your Find Traps score is high enough, every round will reveal traps in your field of view. |
32646 Detected traps are outlined in red. To disarm them, select the Thieving button, then the trap. If your Find Traps skill is high enough, the trap will be disarmed. |
32647 You'll find the Set Trap skill in your Special Abilities menu. Select the Set Traps icon, then the spot on screen you want to lay your snare. If your Set Traps score is high enough, the next person traversing that spot will set it off, sustaining damage. |
32648 Select the Stealth button to attempt to fade from view. If your check is successful, you'll be invisible for the next round. A new check is made every round. |
32649 While hidden from view, you can attack from behind with a Thief class weapon and deal bonus backstab damage. Any attack made while hidden also receives a +4 bonus to attack and damage, regardless of the weapon used. |
32650 Selecting the Detect Traps button keeps you alert for anything out of the ordinary. If there's a door or other object hidden from view, you'll find it automatically the same time you find traps. |
32651 Also, if you've sufficient points in Detect Illusion, you'll be able to see through and dispel any illusion school spells cast by an enemy. |
32652 Ha! Cheeky. Yes, come back whenever you like. |
32653 Hello, child. I understand you may benefit from my knowledge of adventurer specialties. Are there any class abilities you'd like explained? |
32654 The Cleric's ability to Turn Undead. |
32655 The warrior ability to Guard. |
32656 The Bard's Song. |
32657 The Shaman's Dance. |
32658 Not especially, but thank you. |
32659 Would you have me explain any other class abilities to you? |
32660 I believe I have everything I need for the moment. |
32661 Clerics and Paladins can use their holy symbols to repel undead creatures. To use this ability, select the Turn Undead button. If your level is high enough, any undead creature in your field of view will flee while this ability is active. You might even destroy some weaker undead outright. |
32662 If you are a Paladin, Fighter, or Ranger, you can defend a character or area by selecting the Guard button, then the character or spot you wish to defend. |
32663 While defending, your character attacks any creature that approaches the specified area or attacks the protected character. |
32664 Bards can sing a song that removes all fear from their entire party, setting each party member's morale to its highest level. While a bard is singing, no party member will ever flee in panic. |
32665 To sing the song, select the Bard's Song button. While singing, a bard can do nothing else but move. |
32666 To activate your Shaman's Dance ability, select the Dance button. While the ability is active, Shamans cannot move or take any other action, but they will summon a steady stream of helpful spirits to aid in battle. |
32667 These spirits act of their own accord. Their summoner does not direct them, but they are clever enough to differentiate friend from foe. |
32668 It's never too late to focus your training. Return to me if you wish to know more. |
32669 Greetings, child. I have been told to advise you in negotiating with merchants, innkeepers, tavern owners, and the like. Is there anything I can tell you of such things? |
32670 Teach me how to buy and sell things. |
32671 Teach me about renting a room. |
32672 Teach me how to listen to rumors in the tavern. |
32673 Nothing right now. |
32674 What more would you like to know about how to turn your gold into something more practical? |
32675 On a store screen, items for sale are listed on the left; your own inventory is on the right. To buy or sell an item, select its name in the list. Selected item icons are highlighted. |
32676 To purchase selected items, select the Buy button. If you can't afford everything, this button will be disabled. To sell inventory items, select Sell. |
32677 Most stores mark up prices on merchandise. If you sell something, you won't be able to buy it back for the same price. |
32678 When you're in a town, you won't be able to sleep in the street. Instead, find an inn with rooms available, select a room from the options shown, then the Rent button to have your party rest there. |
32679 The more luxurious the room, the more Hit Points your party will recover resting in it. But even the sparsest accommodations are superior to the forest floor. |
32680 If you want to listen to people talk, you'll need to drink with them. Choose the beverage of your choice from the list, select Buy, and listen... |
32681 Not everyone will say something worth hearing, but occasionally you might hear some tidbit that will turn into a quest you can complete. |
32682 Very well. Should you change your mind, I'll be waiting. |
32683 Hello, child. I've been asked to teach you some of the more advanced principles of movement. Is there anything you'd like to know? |
32684 How do I use stairs? |
32685 How do I open doors? |
32686 How do I enter or leave a building? |
32687 How do I travel between areas on the world map? |
32688 How do I pick up items off the ground? |
32689 How do I search for items in containers? |
32690 Nothing right now. |
32691 Is there any other information I can give regarding movement and related matters? |
32692 To go up or down a level indoors, hover your mouse over a stairway. If your cursor becomes a set of stairs icon, the way is open. Select the stairs icon to leave the level. |
32693 Select the door you wish to open, and if it isn't locked, it will open. |
32694 If a building's entrance or exit is unblocked, you can enter or leave by selecting an outer doorway. Hover your mouse over any entrance or exit and the cursor will change to an open doorway icon with an arrow pointing through it. |
32695 To leave the area you're in, select the ground at the map's edge if you can reach it. The world map screen will appear, showing you all the locations you can travel to. Select your destination's icon on the map, then Travel. |
32696 To loot items from fallen enemies, select the pile of goods they left on the ground. A window will show items you can take on the left and your general inventory on the right. Select icons of items you wish to pick up, and they will be transferred to your backpack. |
32697 Alternatively, activate the Quick Loot system by selecting the red diamond button at the left side of the screen bottom action bar. This displays a scrolling list of all items on the ground nearby. Selecting an item icon moves it to your backpack without you needing to find the pile it comes from. |
32698 To take items from a chest or bookcase, select the container you wish to loot. A window will appear, showing all the container's contents on the left and your inventory on the right. Select icons of items you want to transfer them to your backpack. |
32699 As you like. Return to me if you need further instruction. |
32700 I've learned enough, thanks. |
32701 On a touch-screen, you can select the magnifying glass button on the right side of the screen to show the stairs icons for any stairs in the area. |
32702 On a touch-screen, you can select the magnifying glass button on the right side of the screen to show the doorway icons for any valid exit points in the area. |
32703 Highest Learnable Spell Level |
32704 Max Known Spells/Level |
32705 You may choose a number of spells to put in your spellbook. These will be the spells that your character currently has knowledge of at the beginning of the game. |
32706 Story Mode |
32707 Legacy of Bhaal |
32708 Smooth sprite outlines (the animations of party members and other creatures). You must reload an active game before this change will take effect. |
32709 Enable grayscale effect on pause. |
32710 Highlight your currently selected sprite. Sprite Outlines must be enabled. You must restart the game for changes to take effect. |
32711 You may choose <number> abilities for your character. |
32712 Reset the zoom level to the default value and prevent any subsequent attempts to zoom in or out. |
32713 By default, characters go through attack animations throughout a round to simulate feinting and dodging. Enable this option to only show attack animations when characters are making real attacks. |
32714 Toggles the use of Steam Cloud for save games. |
32715 Display the current and maximum Hit Points of each party member on their portrait. |
32716 When a character levels up, this option determines whether they automatically get a maximum roll when determining additional Hit Points. When disabled, the game follows AD&D rules. |
32717 The starting party is a well-balanced group that can eventually tackle all that is thrown at it. Press on a portrait to see that character's statistics. Feel free to remove a character and create your own. |
32718 Display health bars over the avatars of all creatures during combat. |
32719 Enabling this option will prevent your characters from taking more damage on difficulty settings that are higher than Core Rules. The additional enemies that spawn when playing on Hard or Insane difficulty settings will still appear even if this setting is in effect. |
32720 Minimum |
32721 Low |
32722 High |
32723 Maximum |
32724 This setting toggles the journal pop-up messages that appear on top of the screen. |
32725 Enable DirectX rendering support. Only use this if you experience graphical problems using the default renderer. You must restart the game for changes to take effect. |
32726 Battle Axe +3 |
32727 Bag of Holding |
32728 000000008-Chapter 1 Start |
32729 Reveal Details |
32730 Improved Critical Hit Chance |
32731 000000009-Chapter 2 Start |
32732 000000010-Chapter 3 Start |
32733 000000011-Chapter 4 Start |
32734 000000012-Chapter 5 Start |
32735 000000013-Chapter 6 Start |
32736 000000014-Chapter 7 Start |
32737 000000007-Prologue Start |
32738 Troll |
32739 Troll Trolls are horrid carnivores that are most well known for being hard to kill. All trolls regenerate, and most can only be killed through the use of fire. |
32740 Orc |
32741 Orc Orcs are the hereditary enemies of goblins and hobgoblins, with whom they often compete for resources. Reasonably intelligent carnivores, orcs are constantly waging war against other races to maintain their tribes. These wars thin the weak predators from their tribes and gather resources for the next generation. Orcs have a reputation for being extremely powerful warriors. Wizards have tried to create orcish variants to take advantage of the race's natural ferocity and strength. |
32742 Shadow |
32743 Shadow Shadows are malevolent, undead creatures that drain strength from their victims with their chilling touch. Those so afflicted can look forward to becoming a shadow themselves if contact continues. |
32744 Elemental |
32745 Elemental Elementals are sentient beings that can possess bodies made of one of the four basic elements that make up the Prime Material Plane: air, earth, fire, and water. |
32746 Demonic/Fell |
32747 Demonic/Fell Creatures under this banner can include any number of fiends from the lower planes. All are malevolent and powerful, and great care should be taken not to fall under their influence. |
32748 Dragon |
32749 Dragon Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Chromatic dragons are generally evil in nature, while metallic dragons tend towards good. |
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